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Showing content with the highest reputation on 2015-12-05 in all areas
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I did report this when translating some time ago, but the Lombardy Poplar is a 17th century tree.2 points
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2 points
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Now for the commentary after reviewing the replays. I'm surprised ffm is consistently defeated. In my impression ffm is already a very good player, and I've learned one or two tricks from him. Wonox definitely manages his economy extremely well, with 130 pop at 10th minute (in one of the games), which is an achievement itself (previous discussion on Gauls build order has a claim of 110 pop at 10 min, and myself can only get 100 pop with Romans). But without attacking, I think ffm's economy is almost as good, and Wonox only has a slight economy advantage, leading with 5 more pop at 5th minute. I think the deciding factor is that Wonox brings the fight to ffm early on (in all 3 games), which magnifies the economy disparity. A very simple fact in this game is that one soldier fighting is one soldier not gathering. Another very simple fact is that the defender will have to commit more troops to the fight than the attacker, either to ensure not losing the local fight (the attacker comes in concentrated formation, but the defenders are scattered), or by accidentally selecting more than necessary troops, which is very prone to happen (it's quite hard to estimate the number of troops without selecting). These two facts together imply the defender will suffer more in economy. Another effect of being attacked is it does not goes to plan, and it will screw up the defender's build order. Taking a closer look at the first game. At 5 min, Wonox dispatched 20 soldiers to attack ffm's economy. At 6 min right before the fight commenced, the two almost had the same economy level: ffm: 25 women gathering food, 25 soldiers gathering wood, (5 soldiers in training)Wonox: 15 women for food, 10 women and 5 soldiers for wood, 5 soldiers for stoneThe fight lasted 1 minute and 5 losses on each side. All ffm's troops (25, and 5 later trained) were committed to defense against Wonox's 20 and ffm's wood gathering stopped for 1 minute, while Wonox continued wood (10+5 pop) and stone (5 pop) gathering for 1 minute. The effect on ffm's build order was also very clear: house building was interrupted, and consequently hampered troop training; the barrack went up 1 minutes later than Wonox. The population difference went up to more than 10. And that basically decided the outcome. TL;DR: The first striker enjoys an economy advantage by forcing more troops in the defense to halt production.2 points
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Would you be interested in doing texture for actual mods ? In theory, If I snipping tool assassin's creed belt and put it into the game I broke at least two laws of the Ubisoft EULA, be careful If you start to make anims, please do some that haven't been done, ie; two handed anim EDIT : The texture will apply to the new meshes too2 points
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Congratulations for the new release! I appreciated many things in the new version: the new fortress design for the seleucids, and gymnasium for athenians, the possibility to choose the colour of your team, the icons showing the healing or battle aura, and the return of the experience for civil troops. As for the pathfinding, the main issue of this new version, I must say it is worse for me than it used to be, with units stuck before a wood, or moving endlessly to find the spot of construction. However, it does not slow down the game, and it is not very disturbing for the moment (I'll see when I will have more games). I'm sure everything you work on is to improve the game, so I know the pathfinding system will come to fruition someday. On the whole, it is a great release. Thank you for all your work and dedication to this incredible and FREE (some disappointed players forget it!) project!2 points
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I thought it could be interesting to stream in twitch.tv while I'm doing Art stuff for the game. Since art dev is open, I couldn't think anything as open as that As I'll be working on art stuff, streaming does not take extra effort, so if anyone's interested I'll be streaming here: www.twitch.tv/exmanko I'll be announcing here when there will be streaming sessions and the topic of them. The hours of the streams will be dictated by my work schedule though. If people gets interested we could schedule live tutorials on how to add assets for 0AD, ao baking, actor creation etc. Recorded streams: https://www.twitch.tv/exmanko/videos/all1 point
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Flora - Trees · European White Birch · Carob · Generic fir · Baobab · Austrian Black Pine · Nordmann Fir W.I.P. Enrique + Stan · Acacia W.I.P. Enrique · Holly Oak/Oaks W.I.P. Enrique · Aleppo Pine W.I.P. Enrique · Dead Conifer · Maple · Mountain Ash · Pear · Dead Deciduous · Dead Palm · Dead Date Palm · Queen Sago Palm · Pistachio · Pomegranate · Atlantic Cedar · Cedar of Lebanon · Italian Cypress · Maritime Pine · Oleander · Olive · Citron · Fig · Lombardy Poplar · European Larch · White Poplar · Tamarind · Curry (Punjab) · Coral1 point
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Just some thoughts on these points: 1. I don't think local vs global is too big of an issue. It would fit nicer if upgrades were applied after being researched, but it is too much work to upgrade individual units. (Battalions would support this though.) 2. I think the territories would be per civil center. More powerful/advanced cities would have more influence. There perhaps could be a late game tech to unify/annex all connected cities into a single territory. This would annex all the connected civil centers into single territories. The most advanced civil center in the connected territory would be used to determine buildings available to use or techs available to research in the connected territory. (A player may have multiple unconnected territories.) 3. That happens in real life. Step a few feet over and you change from one city's jurisdiction to another. Taxes, laws, etc. are all changed within just a few feet.1 point
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1 point
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I see where you're coming from with this Yves, but your approach has a number of technical issues and isn't necessarily more obvious. I think it mostly comes down to an interface problem - that can be fixed - and the fact that it's not the same as in AoK, but the system isn't difficult to understand and I think with a simple tutorial it'd work just fine. The tying of CCs with markets is mostly an artifice because allowing a player to have a ton of markets may be a little gamebreaky but I'd need to check that.1 point
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This is something that 0ad will always have over proprietary games I think. The endless variety that will come from contributions over time. I love just wandering through the map, taking in the scenery. This game is something special.1 point
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Ok I finally did it. I remove ALL the files manually, apt-get removed the package, and purged again, then apt-get auto-remove. Now it has reinstalled and is working without errors!!!! There should probably be a way to catch errors like this in the future. Has anyone else had problems upgrading after creating a mod folder? Anyway, looking forward to playing this again!!1 point
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Hey! Thank you Stanislas69! It does work! So basically, the water always was there in the previous versions, but I had to select this option!1 point
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1 point
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These ideas look interesting and I also don't like how the current system encourages to have so many traders. However, in my opinion the system should be somewhat self-explaining and it should be possible to understand how it works without looking at number too much and certainly without making calculations. Facts like these are hard to figure out for players: -Markets generate income based on "connections" with other markets. -Traders increase this "connection". -You can only build one market per CC. The basic idea isn't that hard to get, but how can you influence the number of connections exactly, how much benefit do you get from an increased number of connections and is there a difference between own markets and allied markets? It's hard to explain these things to players in a mathematical formula. Restricting the number of markets by CC seems to be a bit arbitrary, especially considering that some civs just have these smaller military settlements. I liked the separate "trading good" resource because it's something which is easier to understand by players. What about having different trading goods as a less abstract way of explaining these "connections"? You'd get more profit if more different types of trading resources are connected to your market. These trading resources could be placed by the map designer and whoever owns the resource could build a market close to (or on) it and trade it (kind of like in Riese of Nations).Or it could be that each player can trade one or more predefined types of these resources and the only way to get more different types is to trade with allies. In this case we'd have to find a solution for how the distance between markets affects the system. It could require more traders to operate a short trade route (less profits if you sell the resource close to where it's being produced).Or these two approaches could be combined and there would just be some generic "trading camps" on the map where the players could build their markets and trade their own trading resource(s).This is just some brainstorming and it would still require quite a bit of work to get to a solid concept. In any case I'd probably reduce the maximum number of markets to a very low number. Generating profit there should be more about setting up an efficient trade network and not just about building more markets and more traders.1 point
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The tech web concept is definitely interesting, but I fear it may be slightly too complicated for our interface unless we get a lot more screen space. Something to think about. There are a few problems with making phase upgrade city-centre-centered, namely I can think of: -The local vs global upgrade problem: it would be a little weird if buildings upgrade locally but, say, blacksmith upgrades are global. -The use of territories: would they have any? -Scale: it might be a little odd if you can build a huge stone Tower and 100 meters next to it only a wooden tower because it's somewhat arbitrarily attached to another city.1 point
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I will vote a big fat NO on this one fore now. We're in alpha, I have problems getting my own savegames to work properly when I close the game and losd them later. This would lead to complaint spam and i think every forum mod or admin has enuf to contend with thx.1 point
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With imagination I see something like this. Say player want to place defense tower. As player waves the defense tower around the map to decide placement, if it cross into a city with Stone Towers upgrade the ghost image shows th stone tower version. If wave over into, say, a settlement still at village phase then the defense tower ghost switches to wooden version.1 point
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Here are 3 1v1 between me and AoL_Wonox from today. all civs Brits, mapsize 3, mainland Change ["mod","public"] to ["mod","public","user"] in the first line if you can't replay this. ffm_vs_AoL_Wonox.zip1 point
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1 point
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I don't understand the usual request about going to Steam: as a player, I absolutely HATE the auto-update system for instance, because I can't choose when to do an update (which breaks all my savegames, possibly other critical things too because it's an alpha)1 point