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Showing content with the highest reputation on 2014-01-04 in all areas

  1. I kicked you. I didn't ban you (yet) as using racial slurs isn't the kind of tone we want in our lobby.
    3 points
  2. It is possible to rejoin a game in process... How about a button "reconnect" for when you get disconnected?
    2 points
  3. Just got a question asking what I meant by this. In case someone else wonders too I'll put it here as well: The siege walls have had their crush armor reduced to be the same amount as the ordinary walls (previously it was 10 while it was 5 for ordinary walls, now it's 5 for both). Any further changes either way will require more playtesting
    2 points
  4. I'll lock this thread since it's just getting off-topic and being more about throwing insults at other players, something we don't want to see in these forums. Also, the dev team is now aware of it and steps have been taken to correct it.
    2 points
  5. tbh that tower looks wattle and daub with wooden supports instead of stone I made some changes, and I added some ivy
    2 points
  6. I'm trying to get the SpiderMonkey upgrade ready for Alpha 16, but I can't promise anything. In this case it would be ESR24.
    2 points
  7. Romulous, the iberian faction is one of the most historically correct factions designed in our game from architectural to texture design based in a lot of references like the last ones Lion posted. We also need some consistency between structure layouts for the player to recognize each structure function without the need of selecting it to see what is it. If you don't like the fact that it looks similar to aoe, sincerely you're not going to like 0AD at all... And saying that it should look more unique without giving any reference, post or valid suggestion doesn't help at all. Regarding the current WIP model... It's not looking right to me at the moment. It doesn't have the organic feel that I get from LordGood's concept. Take a look at the iberian fortress to get a hint.
    2 points
  8. The original building he had was perfect he didn't have to change it... I agree with the scaling to flush away abit of that warp. And bush up the thatch roof a bit. Also make the building a few tones darker. Its way to light. And add more content consisting of weapons and amour to make it look more barraksy... If you fill the inner walls with it it definitely look a lot better This new building here doesn't have an authentic vibe to it. It seems to imitate AoK architecture... And as a theme representing the middle eastern regions the opposite end of the Mediterranean.
    2 points
  9. Dante, it appears from the information that you provided that your download of 0ad-0.0.15-alpha-win32.exe is incomplete or corrupted. Thus you are getting integrity failure messages in NSIS. I would suggest you try clearing your internet browsers cache and re-downloading 0ad-0.0.15-alpha-win32.exe. I run 0ad on a few different machines, all of them except one are 64bit OS's. You shouldn't have any issues running a 32bit program on an 64bit OS. I run 0ad (32bit) Official Release on Windows 7 x64 without errors.
    1 point
  10. 1) People are working on it I think. 3) Might be nice, but it seems that 0 A.D. limits the variety of units available for each faction. Its not like the Total War games where you attempt to include as much variety of units you can to each faction. Otherwise I don't know if we'll have chariots or not. 4) WIP 5) Been discussed a lot in the forums. Relics or certain objects like the golden fleece or the head of Medusa would grant certain bonuses or be a victory condition. 0 A.D. just needs somebody to be interested enough to work on it.
    1 point
  11. I'll fill this out a little more, why I think they need it, but they really shouldn't be allowed to build in enemy territory. I think neutral territory is fine. I also think those walls need to cost a little more... For now I am going to sleep However ponder on this image...
    1 point
  12. This thread is still active??? I thought we finished this. Excuse me? Poor game design? Then you clearly have no idea what an RTS is son. And I don't find your comments very welcoming and it is in itself insulting to the 0 A.D. team WHO have created a perfect RTS in it's own right. That is being extremely disingenuous to us on here, all because of your inability to cope and strategize in a strategy game.
    1 point
  13. Well than I will just host my own lobby, if it makes you feel better about your lobby.
    1 point
  14. Article could help us with architectural reconstructions if we read into it, though its lacking visuals http://www.iranicaonline.org/articles/architecture-i
    1 point
  15. I read somewhere that the berserker tradition was supposed to have originated with one great warrior who was overcome with a great battle madness when he went into combat, said to make him the equal of 100 ordinary warriors - really bad-tempered dude. I imagine that most men needed drugs to achieve that level of frenzy. I note the one in the engraving has both a spear and a sword.
    1 point
  16. I can help you guys. I'm 2D artist and learning 3d , I'm graphic designer and Communication Advertising Media.
    1 point
  17. I got my hands tied based on some ancient civs with 0 .A.D. So as far as 3D designing and engineering goes I can't help there at the moment. I can join as a researcher and art critic.
    1 point
  18. These sketches look awesome! I'm looking forward to seeing them with some color and lighting.
    1 point
  19. Hmmm, the siege wall towers have 10 crush armour, while regular wall towers have 5. So that makes the sieges less effective against them. Maybe we should start with fixing that
    1 point
  20. Yep, actually it is done with prop-points conforming into the terrain, we tested some ideas even with moving textures to make it look good, but the props made the selection box of the unit/building as big as the radius itself because of the props so we decided to remove them before the release. Decals is the other option, but there was some discussion on IRC that big decals could make a performance hit, and there was a brief talk about making "hollow" decals to reduce the performance hit not rendering the interior pixels of the decals. (I hope I get it right and explained it correctly) Philip was the one who suggested it, but of course, someone have to code it.
    1 point
  21. There is preliminary support for aura visual indicator in SVN, courtesy of sanderd17. In this shot the temple has green rays, the hero elephants. I noticed a minor issue, it looks the aura still is part of the actor, e.g. I cannot set a default starting position for units from the temple inside the aura.
    1 point
  22. I agree with that. May be can be build more slower to destroy it, but it's a strategy I ever play with Romans I do. With the Ai do this is more complicated the Ai attack the builders (Aegis) constantly, don't let even invade the territory. In AoK players build Town Center near you and castles because in that game are not a territory concept.
    1 point
  23. Let me get this straight. Whos he? Were you playing against the AI or a human player? If that was the AI then you going to have to wait. THis is early stages of the game and AI is not finished at all. I strongly disagree in not allowing the Romans to build in enemy territory. That won't be historically true and it will not represent them as they should be. In the Romans time they certainly built in enemy territory and wasn't just just forts and walls, but entire cities. And to add to that, stopping a civ from building in an enemy zone is fantasy. That simply takes away RTS and the theme that''s trying to be adopted here. The strategies deployed by the AI is the only thing I'd agree that needs to change. Nothing more.
    1 point
  24. The Roman strategy didn't work very well it seems. The walls are all gaia-owned, this means the Roman player has lost.
    1 point
  25. Nice remake and the roman tower could use a replacement, I'm full for having this in game if it's not already accepted.
    1 point
  26. Thanks for the info. My proposed sqrt function doesn't actually work with 64 bit integers as input, so for now it's off the table. Still, I found that for a 10k sample of input values (logged from actual gameplay) the std::sqrt function gave exactly the same results as isqrt64 (and is 4.5x faster). I had my test code calculate sum of squared errors and it gave 0 for the current isqrt64 implementation versus std::sqrt. If that outcome equality holds true for all other relevant platforms it may be better to use std::sqrt instead, assuming its implementation is faster on all relevant platforms. I won't be able to test this myself (as I only have access to 64bit Intel Macs), but I attach my code and input samples file for anyone willing to do so. If the sum of squared errors for isqrt64 is higher than 0 anywhere (I set std::sqrt as the baseline), it can't be used due to potential out-of-sync issues. At the very least compiling for 64bit and 32bit gives the same results on my system. Edit: perhaps this is better fitted in a trac ticket, so it's not lost. I'll do that later. sqrt_test_with_samples.zip
    1 point
  27. lol Sighvatr I'm usually careful with the power of the Wiki That first bit with the stone and thatch is all I took from it, the rest is speculation from the ruins and rural spanish architecture the ruins around a Celtic broch like at Gurness are more or less similar to those on the hills of Iberia, like the castro at santa tegra If anything, I would backtrack to what's left and hypothesize, myself. It's more fun that way. at any rate, there isnt a lot to go on
    1 point
  28. I read up on wikipedia that ancient Iberian castros were made up of stone and thatch (ruins support the dominant stone construction), and the texture pack adds plaster which would be of phoenician influence (I had assumed from interactions with Carthaginian colonies) From the ruins of these castros it's apparent of the defensive nature of these Iberian settlements, looking similar to celtic Brochs. The previous building didn't have that closed off fortress-esque look to it which we want to be dominant for the Iberian civilization, and that is why we decided to reroute artistic development from the previous iteration
    1 point
  29. If you're confident in programming, ask for small miniscule tasks that needs programming.
    1 point
  30. Please not there can be mutch better sounds added
    1 point
  31. "pewpew! pew!" "We're much higher up now, Consul!" "Yeah I can see my house from here!" "I liked the old one better, more roomy" "We have to climb a ladder now?! I don't like it >:("
    1 point
  32. 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
  33. The people are have a good reception, it's very low the people that have negative opinion. Truthfully this project is a big brainstorming all user give ideas that like other new player, the game now is superior to AOE II. Many people say it's the old AOE but better graphics. Other says is like AOM. Even the people is fascinating with the mods, someone ask about a medieval mod.
    1 point
  34. Players that use SVN should be at least a little more technically inclined, so they should know that they need to update and recompile right before playing. There is always a chance that a change was just added that could cause an issue, but that's just the nature of it. Perhaps we can make a way for the host to verify that everyone is on the same revision. They can always ask everyone in the pregame chat, but an automated way might be nice. Separate chat rooms for SVN and official should mostly be adequate.
    1 point
  35. The plan was to use a different chatroom for the different versions, so people using svn can't start a game with people using the release version. Still, all the players with svn would be on the same room, even the ones who didn't update it, which could cause some problems.
    1 point
  36. Do note that if you use the SVN version for multiplayer (even through the lobby), all other players must be updated and using exactly the same SVN revision number as well. If you have the SVN version you cannot play multiplayer with anyone using the official downloaded install. (Well, there are some exceptions, but those are edge cases...)
    1 point
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