Leaderboard
Popular Content
Showing content with the highest reputation on 2013-12-17 in all areas
-
Hi Team, I have the first draft for battle sounds ready: Please check it and share your feedback. If everybody like it, I will split the sequence to make it interactive. I decide to upload it to youtube because it seems easier for everybody, any suggestion is welcome. If somebody is curious about the workflow and sources, drop me a message!2 points
-
You can just copy the SVN directory where you checked out 0 A.D.. SVN should be flexible enough to catch up with it.2 points
-
Multiple win conditions would be nice. We are slowly adding Wonders to the game, so a Wonder victory condition would be nice to have in the 'default' gameplay. Perhaps 1 more victory condition, like owning 75% of the map for X number of minutes. Both the Wonder and Territory conditions would have (visible) timers. Both of those are good ideas, and should be implemented for the AI. But what about human players? Should we have something like 'Sudden Death' where there is a timer victory after destroying all of the enemy civic centers? If you can't get a new Civic Center built within 5-10 minutes, then you lose. Either way, there needs to be more victory conditions (and selectable in match setup, perhaps with check boxes). And the AI* needs to know when it should quit. Good thread. *It would be great to make the AI have multiple "personalities," perhaps slightly different play style and willingness to surrender for each of the possible AI names in the civ json list (we would cull this list to make it manageable).2 points
-
Here is my first semi-complete United Monarchy Israel civ profile. I have uploaded the document to public Google docs, or you can simply view the document attachment below the Google docs link. https://docs.google.com/document/d/1URgrmwd3qH0bNVgw0WrFLQovnC0iZIo7gh5m0f9GMLc/edit UnitedMonarchyIsrael.doc Like I said, it is far from finished, but one should at least get a somewhat clear idea of how the faction would work. Regarding the Hebrew names, I do not claim to be an expert linguist, so in case someone more qualified has input regarding names or spelling, feel free to comment.2 points
-
Due to this topic: http://www.wildfiregames.com/forum/index.php?showtopic=13683 being old and outdated I have decided (after talking with Mythos_Ruler) to create a new one instead of necroing the old. The old topic started as mostly a design thing, I wanted to work on these tasks with Kabzerek: http://trac.wildfiregames.com/ticket/686 http://trac.wildfiregames.com/ticket/2268 but we've stumbled upon some unexpected problems connected with two things: 1. We are newbies in here. 2. Many things have changed during last two years of game development. 3. There are things discussed in the topic as "implemented" which actually aren't in the game (I think it has something to do with one person doing many things over long course of time which ended with a failed commit due to changes made in the game in the meantime). I wanted to suggest few improvements to contents of the summary screen. ATM it's done like this: We could add few things into the summary screen: (as proposed in the #686, forum posts and in my mind) #686: Total Resources (sum of all resources gathered)Deforestation ( percent of total trees cut by player)Kill/Death ratio (a fraction of two values that are in summary screen already)Temples built (number)Special Buildings built (number)Warships destroyed (number)Champion Units trained (changed from super units)Heroes killed (number)Favourite Military Unit (military unit with highest built count, mentioned by name)Most Bloodthirsty Hero (hero with most kills)Average Unit Lifespan ( I don't think this stat is a good idea tbh)My ideas: Tab for detailed units stats (infantry, workers, females, cavalry, champion, heroes, navy units built/lost).Tab for detailed buildings stats (houses, outposts&towers, fortresses, economic, military, resource, temples, special, wonder built/lost).Team Changes in Score tab, maybe interchangable with Team Score (explained at the bottom of this post).Under the suggested organisation there are things that I'm not sure about.Summing it all up - I think it might work better if it was organised like that: Of course it's something to discuss I'm not sure about counting Temples separately from Special buildings, but they don't really have their category after we count Houses out. (I mean, they are both Civic, right?) I'd also think about counting outposts and towers together, but im not sure about this one. Maybe one should note walls and such, or even contain them all as "Defensive". I'd suggest considering making two tabs instead of one building tab - one for Civic, second for Military buildings. Civic containing Special, Wonders, Temples, Houses etc. Military containing walls, outposts, towers, technology and production buildings separately. Another thing is the realisation of Team Scores. http://trac.wildfiregames.com/ticket/2268 Do we want the whole summary screen version for teams, or just Team Score field in Score tab? (I'd personally preffer the latter) Attached are screenshots of current Conquest and Resources tab made in 1024x768 (I've edited this bit) IMO it's very noticable that Conquest tab is somewhat empty. I have no idea what to add there though. The Resources tab is here for reference, so everyone can see that there's still place if we play a bit with the numbers.1 point
-
Hi Sander, thanks for cheking. This a whole piece of sound created from the 'loops' that will be working in the game. Just cheking if you like the texture of the sound and else. If everybody agree, I will start creating each loop for diferent moments in battle. Also, I think we should create different battle sounds for each culture, adding proper horns, weapons and so on. Let me know what you think guys. Hi Lord Good. Thanks!1 point
-
This isn't a total war game, it draws equally from economic and military maintenance I'm less inclined to expand militarily and focus on economic expansion and city building. I like those kinds of games. It gives a human limit to the amount of involvement in either field, and makes each game new and interesting. rather than the unlimited resource stalemate that would usually occur if allowed. (ie. american conquest, stronghold series) don't get me wrong; I love those games, but this isn't one of them.1 point
-
1 point
-
Hmm I'm more interested in seeing the resource gathering suggestion I gave being implemented. I gave the game a run, and the resources are way too hectic to micro, especially the trees. I'm clearing and chopping trees faster than I can find new tree stands, and I find my citiZens walking far and wide to chop indefensible wood. And yes, I really am using all that wood I like to be able to focus on military combat and strategies.1 point
-
1 point
-
That is the way to go been doing that for years,but I use a separate /home partition so I just copy the svn folder from the old version's /home/user to the new user home or even from my Windows partition all the history info is in the hidden folders of the svn directory and svn is very flexible as sanderd17 mentioned. Enjoy the Choice1 point
-
You need other sourced than this, like a Ancient Historian, or real icon that isn't a icon its a portrait. this one is a statuette you need examples like this one.1 point
-
I total war mod its your proof? you need Archaeological evidence, texts (good sources).1 point
-
In Cannae aren't same as Canaan Canaan is in Middle east and Cannae was in Italy. in all article don't say anything about Elephants1 point
-
We can't put anything in the Ubuntu Software Center. It's canonnical that chooses which programs to include.1 point
-
1 point
-
I finally managed to win a game against the AI but I quickly found out to achieve victory became a task of frustration. In most RTS games I have played in the past (Command & Conquer Series, Warcraft II, Starcraft 1&2) to achieve total victory required 2 possible outcomes. Either the other player quit or all his structures were destroyed. In the game I played, I had destroyed every single enemy building and thought that was enough for victory. Obviously, it was not. I ended up having to search the entire map for last remnants of the enemy units and it took me an annoyingly long time to find those units. What made it even worse was that the AI units weren't even doing anything relatively productive to revive the computer's chances for a come from behind victory. Has this been discussed? I went through the stickies and future features to see if this would be fixed in future versions. Are there plans for different types of win states to be added in the future? Right now, the current 'total annihilation' win state is not fun.1 point
-
What about a tech that reveals the entire map, but requires you to defeat the player in 5 or 10 minutes. If you don't defeat the opponent in that time, you lose.1 point
-
We should probably make it "reasonable" for units but absurdly high for buildings to discourage its use unless as a "so you're hiding your units" late game tactic.1 point
-
Thanks so much! This is super helpful! Just a question on these-- is "ch" supposed to represent an English ch, a French ch (English "sh"), or a German ch (guttural sound)?1 point
-
I'm starting to feel like the Ptolemaic buildings are getting too cartoony. Certainly, compared to all of the other building sets, the Ptolemies are starting to look like something out of Age of Empires Online. For now, they are fine for this release, but I think some of the buildings will need another pass before beta. About the Military Settlement, it should probably be around the size of a Civic Center, or a little smaller. Bigger than a Barracks, but slightly smaller than a Civic Center. I'm thinking of making the Military Settlement the Ptolemies' expansion building, so instead of the Ptolemies making new Civic Centers, they'd just get the one original Civic Center and would build Military Settlements to expand their territory, like other civs would do with new Civic Centers.1 point
-
I like your work so far. As far as which stats to show, I think it is more important to show the most relevant stats to the game's gameplay, than to show every stat we can come up with. This should be kept in mind.1 point
-
1 point
-
1 point
-
AoM had a simple check like "if I've got under 10 units after 20 minutes, surrender" or something like that, which worked well enough.1 point
-
When defining if you have conquered the enemy, we could check for the ability to build a civ center after the last one was destroyed. If the AI doesn't have enough resources or units left to do that and its army is small, it is doomed.1 point
-
1 point
-
they're triangle fans, they'll look odd if I make them too convex. all pointy and stuff I'll have to import the shields from existing game assets (i see what you did there sander, ) anywho, dock It's a little bigger than the footprint atm but that should be an easy fix I'll tweak existing models once they're all done, if i have time before the next alpha1 point
-
It's in the basic graphical layer of the engine which controls everything that is shown on screen and how it is shown so it means a complete rewrite of low level code which effects every other element of the game engine so doing it will be slow(6-8 months of hard work) and the bug chasing may take as long Enjoy the Choice1 point
-
Here they are: City Center: pr-'a (pronounced per- a- a) House: pr (pron. per) OR ḥwt (pronounced kh (or german/scottish ch) oot Market: (can't get an exact translation: this means house of things of demand)ḥwt-n-ḫt.w-wḫa.w (pron. khoot en khetoo wekhaaoo) Dock: ḥwt-n-dpt.w (pron. khoot en depetoo) Barracks: ḥwt-n-mš' (pron. khoot en mesha) Stone wall: h-n-njwt (pron. heh-en-niwt) Stone tower: mktr (pron. mekter-- actually the etymological origin of the word "migdol" in Hebrew) City gate: sba-n-njwt (pron. sebba en niwt) Defense Tower: mktr-n-ḏw (pron. mekter en djoo) Outpost or Watchtower: mktr-n-ḫt (pron. mekter en khet) Fortress: mktr-'a (pron. mekter-a-a) Corral: h-n-ssmt.w (pron. heh-en-sesmetoo) Farmstead: pr-n-t (pron. per-en-et) Storehouse: h-n-ḫt.w (pron. heh-en-khetoo) If anyone else has a decent English-Egyptian dictionary, you might want to check these--I can't find some words that have direct translations so I had to circumlocute... Also-- a note on Demotic: after further digging, it seems to me that Demotic is not very different from it's linguistic predecessors (most of the vocabulary from Old Egyptian remains intact throughout the various evolutionary steps of the language's development) all that appears to be different for Demotic is the script (which can get really confusing) and the fact that it simplifies some of the more complicated Middle and Late Egyptian grammatical concepts that go hand-in-hand with the hieroglyphic writing system... it would be super cool though if we could use hieroglyphs as the ingame text... I have mentioned this before, but I know of an open source program that allows users to type in Unicode hieroglyphs... here's the link: http://jsesh.qenherkhopeshef.org/ For now, I think it would be easier to do all of the building/unit names in transliteration, but I think we should, at some point, have them all in the local scripts (the hardest of these, I think, would be cuneiform for Persian... I'm not exactly sure how that would work)1 point