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Showing content with the highest reputation on 2015-03-21 in all areas
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Hi guys. Lion rendered new icon for tech portrait, "Sentries." I also implement big changes to gameplay. 1. Only Civic Center make territory now. Each phase upgrade makes territory grow +10%. Most buildings must be built in this territory around the CCs. 2. Storehouse, Farmstead, and Fields all can be built outside territory. In fact, with "farmland" bonuses now impkemented, it is very preferable for player to build his farming operations out in the countryside. 3. Fortress can be built outside territory too, but has 5 limit, so acts like forward base or chokepoint holdfast depending on need or strategy. 4. Civic Centers cannot be built within 360 meters of each other, mean for most of match there is "no-man's land" between CC territories. Only in Phase IV Imperial Phase do territory overlap. 5. Outpost and Docks remains same behavior. 6. Moved cavalry from Phase I to Phase II. I may give them buff. There is a tech for them at Corral. These changes make gameplay much different. Makes the player build cities, with strong cores, and then the countryside is weak and suffer to invasion and raiding. Let's players gather resources anywhere, but because cannot build defenses at these sites makes them tough to defend. Some more planned or hoped changes for the future of Delenda Est: 1. A tech to make unmanned wall towers shoot (like the Sentries tech for defense towers, looking for name suggestion here: "Town Watch"?). Since stone walls can only be built around CCs now, self-shooting towers no longer a exploit problem (player would sometimes make them at forward positions like tower pushing). 2. Continue to add garrison points for remaining forteesses. (See Carthage and Mauryan fortresses for good examples). Need to find a way to make only ranged infantry show up on battlement. Some fortresses will need redesign for model, some more than others. 3. Had corraling working, but SVN changes broke it. Hope to get that working again because it was really cool. The garrison points were bugged because sheep would try to wander around, but the food trickle worked as planned. 4. Find a way to make buildings spawn units when they are destroy, a "Citizen Militia" tech. 5. Needs some programming, but would like to add techs and aura for to alter other technologies and auras. I propose "class" system be implement for techs and aura for this purpose. Sound good? Another shot of LordGood's farm fields. Here you see that they are built on "farmland" and this farmland gives a farming bonus (right now, +100%). You can also see that they can be build outside territory. You also see defense tower does not affect territory anymore. You can upgrade the Phase I wood towers to stone towers in Phase II.5 points
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Hi everyone, Today I want to show you, what will be in the a19 release about atlas. The main idea is to give to all map makers more space to work over map. I hope you like, I will try to keep updating this post about my work. Here is the video New map: Object List filter(Include inside template content) Display Template, Entity Settings (with variations) This videos show terrain tab, Display settings, environment settings and Actor Viewer tool2 points
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Contrary to Michael's view, I think they actually look better than our current farms, not worse.2 points
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The Iberian mercenaries have always been my first choice, due the flexibility they offer, because other than swordsmen, cavalry spearmen, and cavalry archers, the Iberian mercenaries basically give the Carthaginians access to everything. Especially since I have never found swordsmen to be nearly as effective as spearmen, and that is what the Gallic and Italian mercenaries both offer in the form of infantry. And cavalry spearmen are technically available in the form of the Sacred Band Cavalry anyway, as Champions to boot, so one isn't really losing anything by not going for the Italian mercenaries. Which indeed makes the Italian mercenaries the least attractive option.2 points
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Hi everyone, LOTR lover's, don't kill me. (False publicity, for obvious reasons i can't put all of those units and run the game) This is the Helm's deep "gaul's" version (Gauls/Norse/Celts stuff included). I wanted to try if i could do it, or at least half of how it should looks like. I know there are some ugly spots, horrible spots! - It's not finished yet, perhaps this weekend i may finish it. - It's intended to be playable, perhaps 1v7(?) - The inside still needs some retouch. - Mountains needs some work. - Outside will be hell, don't know if to put trees around... (If not i may delete the trees inside the fortress). suggestions? - It may have triggers, but later... - If someone wants to make an uruk-hai, for sure i will use it! - Units can cross the water side, don't worry. - The landmine may be created, but for the whole animation, i think i will need Saruman to code it - I receive suggestions or recommendations!!!! First update: Second update: Third update: Fourth update: Dependencies: Ponies Ascendant Alpha 1.0 Millenium AD Maded a poni version. Thanks to LordGood for letting me use his mod. Fifth update: - Fixed the river, added waves. - Increased the "Bridge" large. Sixth update: - Taller mountains You will need the script that @Sander17 made, http://wildfiregames.com/forum/index.php?showtopic=19775 helm's_deep_poni_version.zip helm's deep.zip helm's deep - taller mountains.zip1 point
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Yesterday, there was another complaint about how our maps are limited in height (see http://wildfiregames.com/forum/index.php?showtopic=19727 ) So, as the maps from A18 aren't compatible with the maps from SVN now anyway, I though it might be a good time to change that limit. The easiest way to alter the maximal height is by altering the precision. The height is encoded in 16 bits for every map point, and you can use more bits for precision, or more bits for a bigger reach. That way, the height stays stored as 16 bits, and it won't alter the performance. In the current situation, the maximum height is 89.5 meters, and the precision is around 1.4 milimeter. So I don't think that I need to explain there's room for lesser precision and a bigger reach. The best way to handle this would be to multiply both with a power of 2. That way, the change boils down to shifting a few bits, and we won't run into strange rounding problems. The drawback of this change is that it will break all current maps, but I made a simple script that should convert your map from the old A18 format to the new format (whichever scale is chosen). So my question to the mapmakers is, what factor would you like? Here's a small summary of to what values different factors would lead. factor 1: precision = 1.4 mm, max height = 89.5 m (current situation)factor 2: precision = 2.7 mm, max height = 179 mfactor 4: precision = 5.5 mm, max height = 358 mfactor 8: precision = 10.9 mm, max height = 712 m Currently, there are a number of maps in our repo that almost hit the maximum height, so where it's not possible to make tops higher, or add hills on certain plateaus. One of these examples is Death Canyon (you can easily try to add a hill on the plateau). This is an example of how high you could go on Death Canyon with a factor 4: http://i.imgur.com/QdpsAWv.jpg For more technical information, or to test some stuff (testing would need manual compilation), you can take a look at the ticket: http://trac.wildfiregames.com/ticket/3112 I think factor 4 would be a good value (still precise enough, and have a reach that's probably good enough for all use cases), but I'd like your opinion on it too.1 point
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Technically, they are and they do, with planes and other flying things The answer is simply to have a separate "pathfinder" for such cases (walking on entities, be they bridges, walls, or other things). The hardest part would be combining them so units can transition between the different pathfinders, but it would be extremely cool. On a related note, I think we'll end up with multiple pathfinders anyway, I'm quite skeptical that one alone can handle infantry, cavalry, vehicles, and boats in a reasonable manner, but we'll see. Building bridges would be tough as well, making them adjust to different heights and lengths.1 point
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The gcc directory is created by the update-workspaces script. And you do need to run the script in the terminal, so we can get some error message out of it.1 point
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Skin wobbling around would be excessive IMO, there needs to be a bone for each part that we want skin wobbly parts and I think there's no need for such detail in a RTS. I've added more weight to the head, animated the mouth, flapping ears (not too much since they don't have inner geometry), and fixed the tail movement. There's some stretching in the lower part of the chest that I couldn't get rid of due to the mesh topology, but it shouldn't be a problem from the game's camera perspective.1 point
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Made a gaia object with an aura. Make it affect " Enemy." Since all player are enemy to Gaia, the aura affect all players. This of course a hack, but one that works very good. I will try similar hack to try to get Celts and Iberians to have battle bonus in forest. Object have this in code: <Auras> <Farmland> <Type>range</Type> <Radius>20</Radius> <Affects>Gatherer</Affects> <AffectedPlayers>Enemy</AffectedPlayers> <Modifications> <ResourceGatherer.Rates.food..grain> <Multiply>2</Multiply> </ResourceGatherer.Rates.food..grain> </Modifications> <AuraName>"Farmland" Aura</AuraName> <AuraDescription>Gatherers +100% Farm Gather Rate within 20 meters. This is a hack to create "Farmlands" in the game.</AuraDescription> </Farmland> </Auras>Object also invisible in the game with this code: <Selectable> <EditorOnly/> <Overlay> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable> <VisualActor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>true</SilhouetteOccluder> <Actor>props/special/common/aura_farmland_20.xml</Actor> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor>1 point
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This was once tried for SpringRTS: http://www.imperialwinter.com/ , but has pretty much been abandoned by the authors long since. It's available on github: https://github.com/imperialwinter/swiw.sdd so you may use that for reference. However I don't think the models are released under a free licence, and I don't think they're of the format usable for 0ad, but hey.1 point
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Do you know about CameraFollowFPS? Engine.CameraFollowFPS(g_Selection.toList()[0])Not sure if it's available from dev panel/via existing shortcut or something.1 point
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If I'm looking at the right place, the latest version present in wheezy-backports is Alpha 17, so you have to wait while it will be updated or compile from source1 point
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i don't know Bruno... what i know is that i must download old version of game to run Atlas. :b (but still, great game and better then some AAA games )1 point
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