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Showing content with the highest reputation on 2013-12-22 in all areas

  1. structures/egypt_mill is pointing to simulation/templates/template_structure_economic_mill.xml, which was renamed some time ago in the SVN version to template_structure_economic_storehouse.
    2 points
  2. Artist speculative reconstruction of the tessarakonteres of Ptolemy II. Some scholars have speculated that this ship may, in fact, have been a double-hauled catamaran; with the deck overlaying the two large hulls. During the reign of the dissolute Ptolemy IV, the fleet was allowed to deteriorate (wooden fleets rot if left without maintenance and replacement). From 201 BC onward, the fleet only took to the sea in small squadrons. Cleopatra, the last of the Ptolemies, was able to furnish but 60 ships for service under Antony for the Battle of Actium in 31 BC. These included some large warships, including a number of deceres (10-rowers). Due to malaria sweeping through the Antonine camp, the entire fleet was undermanned during the battle. This depletion in rowers meant a lack of propulsion; accounting for the unusual sluggishness of the entire fleet, and particularly the great dreadnaughts, the larger warships. Octavians light libernians were able to maintain a safe distance.
    2 points
  3. Ever since I improved the water graphics I've wanted to play with a polynesian nation on 0 A.D., just going around the map, fighting gaia, things like that. So these last 2 days I've made a very quick Polynesia minimod. You can't really "play" it, it's mostly to fool around with the civ. I recommend you only play it on the Naval scenario "Polynesia", which is unfinished too because it's a little boring to just plot trees. The finished part looks nice though. No real enemy. Maybe I'll get around to adding actual gameplay to it (mainly, an AI that does things). It might be fun if I can get my core idea to work (check the text file). Features: -You can build polynesians villages in places where you could build docks, if it's in neutral territory. They act like CCs and are the only polynesian building -Canoes can fish if you garrison females in. They can attack if you garrison warriors in. -Warriors will switch between ranged/melee attacks based on distance. -Sharks won't attack you, but they are everywhere on the unfinished Polynesia map. You can kill them, if you can catch them. -Most islands are full of animals, both nice and not. Sanderd, you'll want to look at the components folder. I've attached the base art files (blender/photoshop) if people want them too. In particular I've remade the sharks, they might be better than the existing ones. The good thing is that I've gotten a lot better at understanding animation integration from Blender to the game. Screenies: polynesia.zip polynesia_art.7z
    1 point
  4. But so are the tooltips, while they appear everywhere in game, and the summary screen doesn't interfere with the gameplay.
    1 point
  5. 1 point
  6. I have several ideas of some economic systems. One I would like to test : the player buys some wood at the market, then somewhere (need to define some spots...) a neutral merchant is spawned and goes to the castle. If the enemy kills and loots your merchant, you'll get a message to warn you that the merchant has been killed... But I don't want to say I will add this idea, because I really need to write some scripts to have a better idea, and see what is possible... I don't want to change the system just for changing it, to be honest I never really liked managing tons of peasants... I would like the player not be annoyed by managing peasants. I want the player put on the ground all walls, towers etc. and the rate of construction depends of the number of builders. By builders, for now, I mean peasants. But in the further I would like something a bit more complex, with masters carpenters / stone carvers etc. I guess I will do the same for foods. Trees can obstruct needed space, I have to think how to cut the trees...
    1 point
  7. Today is the day? I was read in official Fb: Drafting the release notes for Alpha 15... But was 19 hours ago.
    1 point
  8. We should take a look at how Rome II gives unique bonuses to civs. Carthage: Naval Shipyard: give it a ranged attack (put an onager or ballista on top of the roop as an upgrade). Gauls: Excellent goldsmiths (mining bonus), good shock cavalry. Iberians: What about giving them the feature to walk through forests? I think there was a game (Praetorians?) that let you do that. Maybe at reduced speed, and archery penalites. (but it might conflict with pathfinder etc.)
    1 point
  9. As Sander said, check the template files which currently give errors. The messages do not relate to this specific map. Somewhat off-topic: Any modifications would be better at place in a separate mod folder, next to the public mod. This mod can then be included at launch or not, which makes it easy to run the game vanilla without requiring a separate svn copy. Any changes made in svn would also not overwrite or conflict with your changes (although those won't be incorporated either in a separate mod folder). Running different svn copies seems superfluous, atlhough I see the point once you're altering the to-be-compiled source code. Once WFG has migrated to git it should be an easier process to use different branches, reducing the need for svn copies in different places.
    1 point
  10. That looks like a nice plan. But I'd like to gather some stats on this first. The lobby could be of great help, as we can collect statistics with it, and use them in different ways, which could be handy for balancing the civs. Or, as you say, giving some nicknames or medals in the long run. But we'll have to study the stats first.
    1 point
  11. I disagree that it is an achievement because of the implementation of score. On the implementation of score. As it is, score is not an indication of playing well. It may as well be random numbers. It doesn't mean that you didn't horde resources of had an army that counted theirs better. It doesn't for because there is no way of knowing that. Score is so ambiguous it may as well be random. Nobody who doesn't work on the code would have any idea how its calculated. I could acquire more points for never fighting and I'd never know. If you need/want points then un-obfuscate it. A point system relies on being unambiguous. If I want to get more points I need to know how. But point/score systems have a deeper purpose too. What that purpose is depends on the game itself. That goes back design cohesiveness and purpose. There is all this visual emphasis on score and team score. Its the first, most obvious thing you see on the summary screen.And yet it serves no purpose and is completely meaningless. There is nothing in the game that links to it. Even if you made it so that people understood where those points came from. It is still has no point. So why have score? Why have the summary screen at all? Tradition is not a good answer. You don't retain things from preceding games without understanding why they were in those games first. Each of those games were different and had different things in the summary screens because they met different purposes for each game. Even if they were similar, they were still distinct. So it this game. It's not AoE. It's not Starcraft, Civ V. It's 0 A.D. An utterly disparate game. At the moment the summary screen has no purpose. It achieves nothing. It's a random collection of stats and numbers. I am by no means saying take out the summary screen, but it kind of needs a more holistic approach.
    1 point
  12. @newciv it's safer to only make modifications to a copy of the main svn copy you update I sometimes have several copies of various projects I am interested in,but then I have a Tb for my /home partition Enjoy the Choice
    1 point
  13. I personally think it would be better to explore differentiating them through leveraging mechanics other than tech buildings and units. That more than anything else would change the feel of the civilisation. I think this would also be a good opportunity to work in some of the mechanics that are a little lacking if it can be done. Having only Celts utilise the loot mechanic or something like that, for example, alters the feel more. There's only so many differences in (sub)type from you can add from the the same group before they feel like differences in size. Eventually you need a different, different type. I don't know enough about the history of these civilisations to know what is quintessential about each one so I don't actually have anything to offer beyond that advice. Edit: I should've explained what I mean by difference in type and size. Difference in size is when something gets bigger/stronger or more numerous etc. E.g an arcade game has more monster to kill with each level. Differences in type is just that. Something new. A new monster to kill. Unique techs buildings units etc are all differences in type. However, when you put so many in they become closer to the feel of a difference in size because they ARE, just of a higher up type. They're still differences in type but of a more subtle flavour. I'm saying define what is characteristic of each civilisation in a few words and try to bring it alive through other avenues than units etc. What makes Sparta ? Elite warriors? Make Sparta the only ones to gain xp. What about Persia? Trade? Give them a trading system that nobody else has.
    1 point
  14. 1 point
  15. Aristea doesn't add any code, only art. (As far as I know) Though I see indeed some art related errors.
    1 point
  16. Does it happen every time? We can't solve something that only happens once. Also, your SVN version is polluted. There are files modified in there that cause errors. Either by you, or by the mod. Can you revert back to the original SVN versions, so we know it's a problem with our stuff or not?
    1 point
  17. having Celtic and Iberian armies walk in rigid, structured formation seems just silly to me. Breaks immersion. I'd like the civilizations to 'feel' more different It would be nice to throw these out before formations are really worked on. Perhaps giving citizen soldiers and champion celt-iberian units the option, but have the default set to no formation (perhaps with the exception of the Greeks, Romans, and Carthaginians) and have their formations be a little sloppy. like unstructured vs disciplined formations in American conquest
    1 point
  18. Shield looks a little top heavy, and keep cropping in mind. You don't want 'leftover' space Pose looks a little stiff, but that should be alright. Its great that you got everything important in frame, lets see what comes of it!
    1 point
  19. If I may say so as an outsider, I think the buildings look fantastic, you Art guys are really doing a splendid job. Whats described as "cartoonish" here could perhaps really be the colors / contrast / saturation. Maybe some of the textures are too perfect and could use some muckiness, and others could get toned down a bit. But I really think it looks great. You certainly know better than me, just my 2cts.
    1 point
  20. The Germans would definitely get brand new art, including buildings, props, shields, textures, etc. I was thinking their buildings would be mostly wooden, including their Fortress, which would be the least expensive (maybe 500 Wood) and weakest fortress in the game. Wooden walls, bigger than palisades, but not as strong as stone walls.
    1 point
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