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Showing content with the highest reputation on 2013-12-31 in all areas

  1. So here's the mostly complete United Monarchy civ profile. The image quality is rather better in the document attachment than in the Google doc. UnitedMonarchyIsrael.doc https://docs.google.com/file/d/0B_lqBcrLGh5ua2c4emZWSzg2R3c/edit
    2 points
  2. The highest percentage of war-themed games that are not wargames come from the video game industry. Most markedly real-time strategy games (such as StarCraft) deal with combat nearly exclusively, but the gameplay-enhancing conventions of the genre also destroy realism. For example, in actual combat, vehicle armor is generally a binary proposition. Either the round penetrates and the vehicle is knocked out, or it does not and the vehicle is unaffected. RTS games make a habit of giving a vehicle a "health bar" that generally allows it to survive even powerful single shots, but each hit reduces its health by some amount, allowing a high volume of rifle fire to knock out a well armored tank. Other notable genre conventions include the construction of buildings and vehicles within the timeframe of a battle (i.e., hours, if not less) and a lack of any command and control, supply, or morale systems. A major determinant of the complexity and size of a wargame is how realistic it is intended to be. Some games constitute a serious study of the subject at hand, whereas others are intended to be light entertainment. In general, a more serious study will have longer, more detailed rules, more complexity, and more record keeping. More casual games may only bear a passing resemblance to the subject, although many still try to encourage the same types of decision making as the player's historical counterparts, and thereby bring forth the "feel" of the conflict. Wargames tend to have a few fundamental problems. Notably, both player knowledge, and player action are much less limited than what would be available to the player's real-life counterparts. Some games have rules for command and control and fog of war, using various methods. While results vary, many of these mechanisms can be cumbersome and onerous in traditional games. The "edge of world problem" raises the issue of what to do at the artificial boundary of the physical edge of a board game, in contrast to real life where there is no "edge" and units off-board can have a tangible effect on a scenario. Computer wargames can more easily incorporate these features because the computer can conceal information from players and act as an impartial judge (even while playing one side). However, due to interface issues, these can still be found to be as frustrating to the player as traditional methods.
    1 point
  3. The registration process is weird... You need to give the username and password you want as if you were signing into the lobby, then choose to "register", where you will be required to re-enter your password. Then you will go back to login with the new username and password. This needs to be documented but really the UI needs an improvement...
    1 point
  4. Hello gudo, could you add me to the list ? My real name's Nicolas Auvray and I contributed as a programmer. Thanks !
    1 point
  5. Two other quick ones: the patch: pastel.patch
    1 point
  6. I think the planks need a little more play in them, myself. perhaps not in length but in thickness, spacing, and lateral rotation the farmstead is really coming along well, great job!
    1 point
  7. PLAYER CHAMPION I would like to see a custom hero that represents the faction you are playing with, as in Age of Empires 3. A character who can build houses and civ centres and has special abilities depending on the culture. NO HISTORICAL HEROS MASHUP Limit the historical heros you can have to 1, so that you don't end up with heros of different eras fighting together.
    1 point
  8. To put that in perspective, the typical commit rate was somewhere around 0-3 commits per day. You can track every 0AD change made on the timeline.
    1 point
  9. Please refrain from opening a new thread for every one of your suggestions. This is spam. There is a thread for suggestions, where I have merged some of your posts.
    1 point
  10. I totaly agree. I've only done some coding a long time ago, but that was a basic that I've learn to reduce time calculation for such thing like tables of sinus, cosinus, etc... And I do thing also it could drastically increase performance for such thing.
    1 point
  11. Nothing I haven't had the time to work on it, and for the past few months 0 A.D. won't even compile any more (thanks to OS X Mavericks being difficult, making progress impossible on my side). The patch you are referring to would help nomadic units that can transform from building to unit and back. As those are not yet to be found in the main game (nor any mod I'm aware of), this patch resides in the backlog for now. Previously it had been moved from Alpha 13, to 14, to 15, without too much progress. It can be picked up and worked on if the need arises. In short, I wouldn't put it back on the list for the next Alpha unless someone volunteers to work on this.
    1 point
  12. That is a good idea.... Like aoe 3 you control Indian senttlments and train indian warriors
    1 point
  13. Possibly more volunteers the better... And the way you get them is by sending word out, advertising. All those guys still on AOK heaven making mods, some are programmers need to come and give this game a serious look. This is the best game yet since aoe 1 and 2 with lots of potential and leniency And take my word for it I too, am an aoe veteran. WOLOLO....
    1 point
  14. You need the Wikipedia in English articles.
    1 point
  15. IMO the main thing to fix is the unit lag. If you get rid of that, players will come. Because even if its still in alpha this game is more playable than a lot of finished games. Adding stuff will be good when the base will be fixed. Now what would be nice would be a resolution changer, because i don't think the minimum specs are this low anymore. So at least that would make it playable for old machines. If it is not in the menu an ini file would be great. Something that could be good to is to update the art thread which displays all the task needed. I have some 2d artists friends that could help if i could tell them exactly what to do. Moreover i think each faction should have its thread or at least its subforum. I don't know what you need in terms of programming. I know how to do C and some C++ but i don't see many methods to calculate square roots except the dicotomia method, which a slow loop or a big switch, in which you could also have a possibility of calculation if the value doesn't exist.
    1 point
  16. Yep. The late Romans started to revert back to "shield wall" style tactics.
    1 point
  17. Ticket #2322 is committed. The next big step is getting #2241 in. After that I can update the SpiderMonkey patch again and test the performance. But first I need help with testing and reviewing of #2241. It's a huge patch and a much more complicated one than the last one. Unfortunately I couldn't split it up more.
    1 point
  18. In every game the counter of pikes has been missiles. They should be weaker against proyectiles than swordmen and hoplites, by far
    1 point
  19. Unfortunately no. We're actually still working to get some of RedFox's work during his limited work prior to the fundraiser added to the game. Since the fundraiser wasn't quite as successful as we hoped it's going to be hard to find a developer who could work for only about a six month period yet integrate into the team and maintain their work in the future. Fortunately, open-source volunteer development is coming along pretty well with incremental performance improvements being worked on. Sorry I don't have better news.
    1 point
  20. I just committed an animated (basic flying anim) falcon/hawk/raptor with 2 variations based on Unarmed's photos and a few other public domain photographs. If someone wants to improve on that (dirty work), here are the files. hawk.7z
    1 point
  21. Here are some variations of the model, which one do you prefer ?
    1 point
  22. Stop double posting. You post this here and in suggestion. You must be patient with answer of the team and the users.
    1 point
  23. I can't speak of evidence, just a part of a book I found online. But, your argument doesn't mean much. Lack of availability and military reforms happened all the time. Epirus had war elephants only for a couple decades or so, yet they ended up as it's more iconic unit because the campaigns they were used in were well documented. If that Parthian campaign was as well documented, no doubt we'd be speaking a lot about parthian war elephants nowadays (provided that all this isn't made up or mistake by the author, which I doubt but can't be sure).
    1 point
  24. @FeXoR Please read my post a bit better than this. By aiming for better GPU's we can push more calculations on the GPU, this allows for doing more non-graphical interesting things with our computational budget on the CPU (and GPU too, see instancing). When I said computational-intense features I meant all kinds of things, including AI and physics. The whole idea on setting minimum here is to be able to do more with the GPU, not necessarily fancy graphics. Mostly to make sure we don't have to use the CPU for all kinds of things, which would make 0 A.D. unplayable. Where you say it's okay to drop support, you say other resources. What kind would that be? We're talking about a computer game here where calculation power and memory are almost the only resources that matter. You make the assumption that a weak graphics card can produce nice graphics but the cutoff point would be where there is unnecessary fancy features. This is not true! A weak graphics card or cpu or too little ram means you won't be able to run 0 A.D. on low detail anyway.
    1 point
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