Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2014-10-28 in all areas

  1. (No, I'm not trying to 're-envision' how techs work in 0ad, don't worry!) A while ago, Pureon showcased some of the icons the art team had been working on (http://www.wildfiregames.com/forum/index.php?showtopic=17025) and along with a selection of icons, he also displayed a Tech/Structure tree concept: I liked the idea (as did the commenters in that topic) and so I decided to attempt to implement it - with a little interpretation. After months of on/off development (mostly off than on) and various revisions, I have got it to a point where I'm happy to share it with the community. Here's a screenshot: A live interactable version can be found here: http://s06eye.co.uk/0ad/techtree-v2 And the code is on github here: https://github.com/s0600204/0ad-techtree-v2 Please note that this is no more finished than 0ad is. There are changes to come, efficiency improvements, appearance tweaks and such. But I thought I'd share my progress and get some (hopefully favourable) feedback. Enjoy! Update! It is now possible to see this in-game. See this post for details! Code Updates: 21st October : Tooltip positioning is better. 22nd October : Stats are now loaded from parent templates properly 23rd October : Tooltips now have the same descriptions used in-game; and for units and structures, attack and armour stats are shown where applicable. 3rd December : Three more community mods available for comparison, rewrite much of the data parsing code. 30th March : Big update to mods' simulation data, and modifications to permit aristeia's phase-pair techs
    1 point
  2. Hebrews (or Israelites) would be a strange choice to me to add. Except for the Maccabean revolt there happened nothing mention-worthy in the time span 500 B.C. - 1 B.C. (being conquered is not really mention-worthy). If that's everything I think there are better candidates to be added (if there were any civs to be added).
    1 point
  3. It depends a bit on the OS, on linux I could recall Zippy's steps were more or less correct. On Windows (assuming with TortoiseSVN): https://make.wordpress.org/core/handbook/working-with-patches/apply-a-patch-using-tortoisesvn/
    1 point
  4. This is some very interesting stuff right here. I would like to try this out for myself if possible. I've been messing around in single player a bit and indeed, large movements of units continue to be a thorn in the side of the game. I get ~110 fps in game throughout the game but as soon as units need to move you get freezes, the time it takes for the engine to calculate everything. I'm still unable to code anything. I still have a question though. Would it be possible to find a way to rewrite pathfinding code so that it's well-threaded? e.g. it will scale off more than one CPU core. This is what I get after playing a single player skirmish: http://i.imgur.com/0I5eoBs.png I'm not sure how it would be possible though. I'm guessing that every unit would have to recalculate its path using the exact same equation or something? The only thing that changes for each unit's equation are the variables of the problem. Would that be well-threaded or something? Or perhaps task the thread for long-range path-finding to one core and then the other thread for short-range path-finding to another core. Everyone has at least two cores on their CPU. I understand it's difficult to make a task scale off more than one core obviously. However, shouldn't it be possible? I actually have no idea what I'm talking about but maybe we can start a discussion or something, idk. Pathfinding and multiplayer lag are the two biggest issues with 0 AD which are, imo, the issues that need to be looked at the first. I understand that obviously, these are probably the most difficult problems to tackle. This is why I'd like to try out / discuss ickylevel's pathfinding solution. I understand there are certain rules that need to be followed, given that this is an open-source project (i.e. a continuity that everyone needs to follow). However maybe those rules should be tweaked to be more lenient. Personally, with formations gone, units have interesting movement. I actually feel they're more realistic now, especially the way cavalry moves around the map. The way they clump up when they arrive at their destination is less than realistic though, I don't think that's a big issue though.
    1 point
  5. I have some positive feedback after playing a little Alpha 17, as well as suggestions for the game in general. Thanks in advance for reading! I haven't tried out every civ yet, but based on what I've seen so far, here's what I liked (in no particular order: 1. Progressively higher tech costs. 2. More techs to select (including, I was happy to see, civ-specific ones, such as Rome's Sibylline Books, which had already been in the Republican Roman design doc for quite some time). 3. Unpairing of many techs (although I don't know if this is simply a placeholder, pending a different system). 4. Smoother process in moving groups of units across the land without formation hang-ups (although I noticed that very large groups tend to leave some of their members behind). 5. Rams can actually damage units now. 6. The Mod Selector. 7. Units on walls. Now for the suggestions: 1. Enable each hero to be trained only once - simply retraining a particular hero once he dies is rather unbelievable (and unrealistic) and removes some of the player's responsibility to make wise decisions. Players would be compelled to use their hero judiciously if they knew he wasn't expendable. 2. Enable trade with neutral as well as allied players. I don't believe a player should have to be outright allies with another player in order to enjoy economic benefits; even if a player is operating as an "isolationist", I think he should have the freedom to engage in trade with other civs without the obligation of military aid that an alliance would entail. Perhaps being allies with a player could grant someone a trade bonus, but I'd prefer that we not bar non-allies from trading altogether. 3. Re-implement the skittishness of huntable animals (known as an "escape distance"). Currently, an in-game animal waits until it has been stabbed/shot to decide to flee, which is not true to life. For those who might object that implementing escape distances would make hunting too difficult, that's where ranged units come in useful. 4. (this might not be practicable right now, but I think it could be classified as one of those "Nice to Have" features) Implement "fertile farmland" terrain textures, much like what was discussed in this topic. A red square when placing a farmfield would mean "unplantable", a yellow square would mean "possible but low yield", and a green square would mean "fertile, high yield."
    1 point
  6. Multiplayer restart would be far more complex, but I think it's something we can do for single player. It would be nice for development/testing too.
    1 point
  7. You must punish the quitters otherwise there is no point in playing this game online... just wasted 2+ hours playing against player "berttl", and when I was like 10 minutes from winning he left the game... "sorry i have to leave", I asked him to resign at least to which he says "NEVER"... there are many asses out there and you must punish them by subtracting points from their accounts or something. I played about 10 games in alpha 17 and had at least 6 of them ended with someone quitting, of course unless they are winning the game. Many people out there don't have any decency so this is a big issue and kills the game balance, moreover it kills my will to play it anymore.
    1 point
  8. Just my 2 cents: While the technology certainly existed, Han army never used stone-thrower as siege weapon until Three Kingdoms period, AFAIK. However two other siege weapons can be found on Han period arsenal records: The lián nǔ chē (连弩车)and wǔ gāng qiáng nǔ chē (武刚强弩车, shortened to wǔ gāng chē 武刚车). The lián nǔ chē is (believed to be) an up-scaled version of the repeating crossbow. The wǔ gāng qiáng nǔ chē is a horse-drawn wagon armed with heavy crossbow. Usually formed into a Laager (Wagon fort). Battering ram or chōng chē(冲车)are recorded as well. Oh, and that gigantic siege tower lǚ gōng chē (吕公车)seems to be a much later design (Song dynasty and later).
    1 point
×
×
  • Create New...