Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2014-10-07 in all areas

  1. It's not even been 24 hours and you've already run out of patience? To me that says enough about whether or not someone should get commit access. You're welcome to participate in the development of 0 A.D. on the same grounds as everyone else: if you're not part of the team you can still be a part of discussions and submit changes as patches, but don't have commit access to SVN.
    4 points
  2. Here I post my tutorial about template modding and unit creation. Enjoy! I hope you learn a lot of it! If you still have some questions, feel free to ask. edit: the resulting files can be found here: http://www.wildfiregames.com/forum/index.php?app=core&module=attach&section=attach&attach_id=7532 edit2: From now on, the tutorial can be found in the wiki: http://trac.wildfiregames.com/wiki/CreatingNewUnits This wiki page contains additional info (compared to the pdf document) with regards to setting up your mod, to work with the Mod Selector found in 0 A.D. Tutorial Unit creationv1.pdf
    1 point
  3. The announcement mentions 'today' 1800GMT but people in the eastern probably lived already in Sunday...
    1 point
  4. If we have a plane as a demonstration, we could have a tank, but you're right, it's too late for A17.
    1 point
  5. Agreed:) All I'm saying is it's a game with similarly important economy and basebuilding to AOE (and tougher than AOM) so adding formations + running/charging + stamina + directional bonuses + toggle/active combat abilities + dismounting + w/e similar extra people might be thinking, is a micro overkill. All that would be ok in a game with very basic macro. Some of them could be added, I'm not against something specific cause I hate it, but since some of those are planned, I don't think more would make it a better game just by quantity. I don't believe AOE/AOM never bothered, the developers just knew their games' direction and what would fit in.
    1 point
  6. So we'll get formations back with less lag, awesome. Hope in time for a17 tho. Thanks plumo!
    1 point
  7. Hey Zezil, Don't worry, formations will return. Currently the pathfinder and formations (which are interconnected) are due for rework as they consume a lot of CPU power. We'll keep you guys and gals updated.
    1 point
  8. Why can't I but believe Lion is the most successful promoter of 0AD? What exactly do you have in mind to do with prisoners? We've talked a lot about how to capture them, but not about the what to do with them (that was where the trac ticket (corralling) also got stuck). It was discussed to put the captives as a garrison into buildings (e.g. put wild animals into stables). There is a mockup to having the units simply gather around the buildings. Not everyone was happy with it as for animals it should be more loose (feating on the grass) than for prisoners (they should be put in cages or turned into slaves should they?). A flexible solution could be to be able to build fences or cages the way the wall building works: place fences, steel structures and the like to create obstructions around the prisoners so they can't leave. An example is how gates in walls work (removing of 2 obstruction tiles on runtime if the gate is opened). The fence solution is not viable yet due to the pathfinder's resolution of 4x4. Thus the long range pathfinder might find a way through fences, making a unit lead there. Then the short pathfinder steps in and finds no way. This state can't be left. The new long range pathfinder of Philip has a higher resolution (1x1). This could allow for the fences and eye-candy being placed freely on the map. So this would be a huge improvement (visually & for corralling/herding). Unfortunately there is no one working on a fitting shortrange pathfinder to my knowledge. If anyone of our community knows a bit of C programming, then this would be a good deed - and a great leap for 0A.D. (we like so much).
    1 point
×
×
  • Create New...