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Showing content with the highest reputation on 2014-08-31 in all areas
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I'm all for audio cues for most GUI events, as long as there is a way to turn them off (e.g. a GUI volume control, though for more annoying/repetitive sounds, individual settings might be good).3 points
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Could we have 0ad play a sound whenever a new game is available in the Lobby. That would be real handy especially when the game is minimized.2 points
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It's not the highest priority bug for A17 at this point (compared to serious crashes). I'm familiar with the autostart code and have some ideas of what might have broken, so I will take a look at it.1 point
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I'd like to support the proposition "Alpha XVII Quercus" for several reasons. 1) Well, it's a word beginning by Q and I really think we've covered up the wide majority of possibilities. Latin is, as said before, the only language with Qs so we're kinda stuck. Nobody proposed Quirinus, a really important Roman god, but I don't see a reason with we'd choose that. Now for the serious thoughts 2) I like the image of stability and maturity of this tree. A17 will be essentially a bugfix release, so I think that fits pretty well. You will say: "wut? a bugfix release? there were a ton of new features!", so what I mean is that we don't have a central huge feature (like internationalization for a16). I don't say there is nothing new in a17, all the contrary. On the other hand, since a16 release, the modding activity has been increasing dramatically and for this reason the mod selector will be realeased in a17. So, I think mods are important. Thus... 3) ... I also like the image of the tree with a trunk which grows and allows branches to develop. I find it really interesting to compare that to the development of our game, which now allows an active community of modders to make the gamers' experience even richer. Would you agree with me about all this?1 point
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Thank you for the answers. I must apologize for my rude words recently. It seems I've lost patience. If you allow me to add, that I think Philip mainly doesn't want to get paid because he knows of the pressure that lays on a dev that is being paid. The whole community's hope and welfare laying in the hands of one man is not an easy to bear burden. That's why I thought of omitting all the development reports and also the monthly payment and instead am opting for the reward system. If you think 1000$ and 1 year is not enough time, then we can also settle on a time limit of 2 years which should remove most of the pressure. A reward system is less pressure for devlopers than paid development where expectations reach above the sky. You are right, it's the benefit of our new Mod configurator, that the Hannibal AI can still be added. I want to beg the community's and 0AD team's pardon for my rude words.1 point
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@fexor aristeia is the first mod to support the new organisation could you check it out and tell us what you think ?1 point
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Thanks for that Lion, but nobody has posted in this topic for 2 years :/1 point
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Though I appreciate PPL playing, testing and trying to making the game "more playable" and fun I have to say that the title of this thread "The Official General Feature/Gameplay Thread" is (at least) misleading... (e.g. what does "official" mean here? If it's about the "balancing branch" it's not even part of the original game) PLZ try to keep in mind the big picture...1 point
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I'm all for same information for humans and bots in the game, that's why I coded scouts to explore the map, to find treasure and to detect resources instead of just reading resource or passability maps. I published a video in a another thread showing them in action. But that's not the point here, instead it seems the commandline interface broke since A16 and automated testing is no longer an option. Apparently bot developers are now expected to clickfest their way through the GUI to test specific maps and civs. So, any AI which depends on heuristics, genetic algorithms, neuronal networks or machine learning are now impossible. At least for developers who don't have the resources to pay a huge team of testers and equip them with machines. Hannibal consists now of +20,000 lines of code including a triple store, a query language, a HTN planner, a path finder and other modules. All loops are hand optimized and run fast in native code. It launches autonomous groups to build a village, scout the area or gather resources. Units know when to hide in buildings or to counter attack based on their health status and their tasks. They rebuild the fields and buildings if destroyed they are responsible for. It explores the technology tree of its civilization to research only the technologies advantageous for the map to play and the enemies to fight. The project is at 80%, missing now is combat action on land and water, which needs the most testing. The units will detect weak points of the opponents based on a potential field explored by scouts to no start suicide missions. I don't want to give up now, not at this stage and not with all the features implemented and goals accomplished so far. I'm quite sure Hannibal will be a resourceful enemy in single and multiplayer games, challenging you to constantly come up with new strategies and tactics. If anybody reading this is willing to help out with testing, please let me know. //agentx.cgn[]gmail.com\\1 point
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New Blacksmith Tech Tree Apparantly there is some discussion needed regarding the new techtree, cuz scythe needs feedback. Please only comment if you tested it, means you play scythe' balance branch. Overview of all blacksmith techs available for all (afaik) civs: Town phase: +20% attack for melee inf 500F/500W/250I/250S 40sec +20% attack for ranged inf 500F/500W/250I/250S 40sec +20% attack for melee cav 500F/750W/350I 40sec +20% attack for ranged cav 500F/750W/350I 40sec +1 hack & pierce armor for all inf 1000W/350I 40sec +1 hack & pierce armor for all cav 1000W/350I 40sec City phase: +20% attack for melee inf 500F/500W/450I/250S 40sec +20% attack for ranged inf 500F/500W/350I/250S 40sec +20% attack for melee cav 500F/500W/500I 40sec +20% attack for ranged cav 500F/500W/500I 40sec +1 hack & pierce armor for all inf 1000W/450I 40sec +1 hack & pierce armor for all cav 1000W/450I 40sec +2 hack & pierce armor for heroes, but + 50% metal cost 600I 40sec Happy testing...1 point
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> But all by all, you shouldn't rely a lot on the civ you get, you should rely on the CC you start with to see what you can produce. Remember that mods can add civs you've never heard of before. Sure, my fault. However, I can't produce enemies at the CC. How do I get their civ? And have a look at gamestate.js, looks like that whole thing is no longer reliable, too. m.GameState.prototype.applyCiv = function(str) { return str.replace(/\{civ\}/g, this.playerData.civ);};m.GameState.prototype.civ = function() { return this.playerData.civ;};m.GameState.prototype.currentPhase = function(){ if (this.isResearched("phase_city")) return 3; if (this.isResearched("phase_town")) return 2; if (this.isResearched("phase_village")) return 1; return 0;};m.GameState.prototype.townPhase = function(){ if (this.playerData.civ == "athen") return "phase_town_athen"; return "phase_town_generic";};m.GameState.prototype.cityPhase = function(){ if (this.playerData.civ == "athen") return "phase_city_athen"; else if (this.playerData.civ == "celt") return "phase_city_gauls"; return "phase_city_generic";};And when comes to buildings, the units I've started with can build these things below, but the engine doesn't accept them, probably also unreliable now: structures/{civ}_housestructures/{civ}_storehousestructures/{civ}_farmsteadstructures/{civ}_fieldstructures/{civ}_corralstructures/{civ}_outpoststructures/{civ}_dockstructures/{civ}_barracksstructures/{civ}_blacksmithstructures/{civ}_templestructures/{civ}_marketstructures/{civ}_defense_towerstructures/{civ}_wallset_stonestructures/{civ}_civil_centrestructures/{civ}_fortressstructures/{civ}_wonderI'm tempted to ask what else is now considered unreliable, but I'm not sure whether the list of reliable things is shorter. Anyway, I'm happy I didn't delete A16, which was also faster. Mimo, if you read this, search Petra for 'applyCiv'. Hopefully nobody expects bots to build structures or research technology or even survive beyond phase village.1 point
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Stronghold did tunnelling great. Would find a video demonstrating - but all the fracking videos now are of 1000 of this versus 1000 of this... *sigh* If you can do tunnelers like stronghold tunnelers (without all the stress and bugs) all will be well.1 point
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