Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2015-02-11 in all areas

  1. These civs have been proposed before and so have many others, that's the easy part, in fact a lot of people want to see their region/ancestry represented. It's up to someone putting in the work to research and design them, and most importantly take the lead and follow through with the project long-term I guess what I can add from an 'inside' perspective: we're not looking for new civs to implement, it will be more than enough work to finish what we have already (some have been of the opinion we have too many civs - when I joined the project, we were only planning 6 civs for part 1! Former designer/lead decided to bump that number over time, but we're not in the position to continue that trend now) Adding a civ is definitely a lot of work, not like a week long project but months/years. That shouldn't dissuade anyone but rather challenge them if it's something they want, but it does need a leader. Check out all the work that went into making the Mauryan crowd-sourced civ a success. One thing is the topics seem to be forgotten, maybe someone should organize proposed civs with links to the topics, for reference and to prevent them being forgotten if they aren't bumped for a few weeks?
    3 points
  2. (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
  3. I must update this! Even tho it's true that an only rangeds army wins against an all melee army, a mixed one can beat an all rangeds one( while retreating from melees, your rangeds will take damage from your opponent ones, so that doesnt work well).So mix your army! We can sleep easy, thanks scythe
    1 point
  4. Is the general unit use/potential for each civilization listed in the design document still up-to-date? http://trac.wildfiregames.com/wiki/Design_Document Along with the previous hard-counter web it looks like the things to start from. Maybe I could try to summarize by grouping unit types instead of civs. These are things I like to do (and if I'm doing some testing I should know where the game should go...) In short term I have to be sure the data I got are the good ones (Hastatus with 4.5dps looks like a joke)
    1 point
  5. Spidermonkey update will improve performance, making pathfinder a little less worse gameplay wise. Also remember we are all volunteer, and don't have unlimited time. Itms is working on it.
    1 point
  6. Thanks again. I see now, there are two scenarios for starting trade routes: 1) Click on origin market, right click on another market to set it as the default trading route. Traders built out of the origin market will now directly route to the default market. 2) Click on trader(s). Right click on destination market, then right click again on origin market (or perhaps vice versa when trading with allies). It even nicely points this out in-game when I hover over the markets...but both games I mentioned earlier were multiplayer and I didn't have time to look
    1 point
  7. Most important performance issue is pathfinding. Has been for a long time, since "January 2013" and before that date. Nothing come close. And Even after January 2013 many gameplay addition happen, so your arbitrary dismissing of my concern is foolish. If performance issue is #1 priority why no fix to pathfinding and why such big focus on poorly balancing the game? Big focus on balancing a game without many of its gameplay features yet committed. Says there is no stomach for adding more feature since are "balancing" game as it is, without new features. Why would you balance a game without its features implemented? No features coming is why. Meanwhile #1 performance priority is unfixed. And alphas are released with no discerned planned feature set. Rubico would be a good alpha name.
    1 point
  8. and can affects to aura for the healer, healer give boost ( economic metal and farms) Worship agriculture and relegious taxation tech or military worship to war god or death god. Technologies like fanatism, holy war can increases some stats in the troops, this represent the faith in gods that have the troops. Or fertility festivals, an example Baco festivals for romans and Greeks boosting time production of units ( pop production boost) in other way representing wildness of Bacchanals. Priest can be nice have many abilities, praying, chanting, and more religious representations. Inspire troops to fighting best or females to farming quickly.
    1 point
  9. Seeing those old posts reminds me of how much thought and effort has gone into 0 A.D.
    1 point
  10. Very well. The Kushite-Nubians, according to zophim's list, is one of the proposed civs for the Aristeia mod. Lion has provided information and references above about them, and there's also an older thread concerning them. Zophim even put together a rough design specification that can be found in PDF format in this post or M$ Word format in this one. It makes sense to use work that's already been done as a starting point; so unless you have a different african civ you particularly wish to see implemented first, I advise you download one or both of zophim's current design specs (as I don't know if they are entirely identical) the M$ Word version as it's more complete, read though it, and make suggestions. Further african civilisations can be considered once the Kushite-Nubians are nearing completion. Edit: After looking at zophim's design specification documents, it appears the M$ Word version is more complete.
    1 point
  11. Winning Rododactylos would be hard, but I suggest Alpha XVIII Rubico. The Rubicon river it's famous for the latin phrase "Alea Jacta Est", that means "the die it's cast". I think that fits cause 0 A.D have been developped long ago and there's no turning back considering the efforts and I think that a Beta it's near. Also I think that you would finish the game.
    1 point
  12. The development team has decided in January 2013, and rightly so, that the most important was solving the performance issues.
    1 point
  13. I can help you modifica the voice pitch in order sound more pony
    1 point
×
×
  • Create New...