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Showing content with the highest reputation on 2016-02-21 in all areas

  1. Question: Would Sparyan cenotaph be center justify or left justify or either? I try left justify here: Here you go guy. It is this kind of detail by which 0 A.D. can truly shine! Thank you guys for bringing this to the fore front! Hopefully developers are still active and can include this into the game. Developer: Hear out plea!
    4 points
  2. Guys, I have successfully modded siege weapons to be able to be build in the field by soldier! Behavior isn't 100% satisfactory, but is 95% of the way to what I think want to be. The only thing is that the Onagers swivel (this is right word?) too fast. I think they should swivel slower to face their target. Other than that, my new Field Artillery tech work wonderful! Right now, the tech, Field Artillery, is only enabled for the Principate Romans. I will enable them for other catapult civs eventually. Research Ballistics at Fortress. This both unlock ranged siege weapons and unlock Field Artillery tech at Fortress. Research Field Artillery to allow Principate Roman infantry soldiers to build stationary Onagers in Neutral, and Enemy territory. So very good to siege cities! I think I will make stationary Onager catapult the field artillery for the Principate Romans, and then allow Heavy Ballista, a packable, moving siege weapon, for building at Fortress. Right now the field Onager cost more and take longer to build than Onager at Fortress. They also still cost housing. Another change I make is to have the Flaming Munitions tech swap actor of the Onager to make the stone go to flaming only after researching the tech. This reminds me of Age of Mythology how they did this and make a visual understanding of the effects. Guys this make me happy that these thing is achievable with the current engine.
    2 points
  3. I think impact sound should come from actor or entity that impacted. This way game can have wooden impact sounds, stone impact sounds, etc. base on the object being impacted. So if a wooden building like a house, it could have "sound impact catapult wood" or something while a stone building like a fortress or stone wall would have "sound impact catapult stone." So the catapult projectile would make different sound base on the impacted structure. Would need some code for a ground thud for missed targets.
    2 points
  4. The day before posting this, I had a blast in a four-player multiplayer game with some friends that I hosted, in Alpha 19 Syllepsis and changed nothing afterwards, no firewall settings or network settings. It worked flawlessly. However, this afternoon we attempted to play again and it simply did not work. If i hosted, others couldn't join, and I was unable to join them if they hosted a game. What's interesting is I was able to join a random player's lobby in Lobby Play, and so were they. A note I should add is the servers we were able to join in Lobby Play were colored red, whereas if we attempted to host the server would appear green. The day before, I never manually port forwarded. so I assume my router (Securifi Almond) automatically port forwards. (There's an acronym for what exactly it does, I can't seem to find it anywhere at the moment). However, today when we try again none of us are able to connect. The error message corresponds with one that would be fixed by port forwarding, and yet the other day it worked fine without. Did something change with the way 0AD handles hosting overnight? Is it a problem with my router/modem? Is it just a temporary problem that will sort itself out? I would really appreciate some support, thank you!
    2 points
  5. wowgetoffyourcellphone: I really like the centered version but I find the "depth" effect disturbing, it makes the letters hard to read. What would be the result with the same font as in the aligned-left version?
    2 points
  6. I've thought the same. But I thought the poem was actually a much later composition. Now that I look it up, I find it was in Herodotus attributed to Simonides, concurrent with the actual battle of Thermopylae. As such, I think that is perfect! Couldn't get a more appropriate inscription to introduce the game. Here is the text: ὦ ξεῖν', ἀγγέλλειν Λακεδαιμονίοις ὅτι τῇδε κείμεθα τοῖς κείνων ῥήμασι πειθόμενοι Which on the inscription (all caps, no accents, etc.) would look like this: Ω ΞΕΙΝ ΑΓΓΕΛΛΕΙΝ ΛΑΚΕΔΑΙΜΟΝΙΟΙΣ ΟΤΙ ΤΗΔΕ ΚΕΙΜΕΘΑ ΤΟΙΣ ΚΕΙΝΩΝ ΡΗΜΑΣΙ ΠΕΙΘΟΜΕΝΟΙ Would also need to leave out the spaces. I've left them in right now to make it easier to work with. It might end up something like this: ΩΞΕΙΝΑΓΓΕΛΛΕΙΝ ΛΑΚΕΔΑΙΜΟΝΙΟΙΣ ΟΤΙΤΗΔΕΚΕΙΜΕΘΑ ΤΟΙΣΚΕΙΝΩΝΡΗΜΑΣΙ ΠΕΙΘΟΜΕΝΟΙ As far as the art goes, it's not difficult at all to take the existing graphic and wipe the marble clean of the current inscription in Photoshop. Thus no need for a WIP version, just start with the current version. The new lettering will be slightly more work, but surely there is an artist among us that can handle that!
    2 points
  7. So, I may split the mod. Delenda Est: Part 1 era. 600 BC to 1 BC. New civs Epirotes Pike and Elephant civ. Good mix of mercenaries Thebans Fire raiser siege weapon A "basic, core" civ. These guys are closer to the "core gameplay" of 0 A.D. than any other civ. Scythians - UPCOMING RELEASE - Completely conceptualized and ready for implement No territory effects. Can build anywhere. Cheapest and weakest buildings of Part 1 civs, by far Heavily cavalry base Females, like Celts and Spartans, are strong; maybe even have some female version of units. Might test this out to find interesting gameplay with this gender experiments Triumvirate Romans - PLANNING STAGE NEW HEROES: Civ bonus: Train any 3 heroes at once! Gaius Marius (The one who started it all. The reformer of the Roman war machine) Cornelius Sulla (This guy sacked so many cities, it's not even funny, guys) Pompeius Magna (Pompey the Great, 'nuff said) Marcus Antoninus (Mark Anthony) Julius Caesar (The man. The legend.) Gaius Octavian (Augustus Caesar before he was sole-ruler of Rome!) Bonuses vs. barbarian civs (TBD) Marius' Mules special tech! New features Empire Phase: Build a Wonder to unlock the 4th phase of the game. This unlock any powerful techs, especially at the Fortress. Mercenaries and Mercenary camps - IMPLEMENTED, working NEARLY FLAWLESSLY. (Still need some mercs for Indians and some other civs) Farmlands - it is hacky, but IMPLEMENTED and working beautifully Strong core (city concept), weak countryside: Farms, Farmsteads, Corrals, and Storehouses can be build outside of terriitory. Territory effects of buildings lessened to make the city core compact and defensive. Technologies: 100 new technologies and tech pairs IMPLEMENTED. So many new technologies and the tech tree is nearly 100% customized. At least 50% of all civs have unique techs PAX ROMANA: A FRAGILE PEACE: Part 2 era. AD 1 to around AD 600. Will use this mod as a test bed for new concepts and civs. New civs Principate Romans Moved from DELENDA EST to PAX ROMANA: A FRAGILE PEACE Completely new Slave / Citizen economy!!! Auxiliary Barracks allows for Auxiliary Units to be traine So many new techs. Completely new blacksmith and barracks tech tree and other tweaks to the tree. Unlock Town Phase by building Temple of Vesta. Unlock City Phase by build Triumphal Arch. Legionnaires can build Onagers in enemy territory after researrch Field Artillery. Dominate Romans Late Rome or "Early Byzantines" phase of this civilization. Palace Army / Field Army / Frontier Army dynamic? TBD Belisarius, Justinian, Constantine Germans - PLANNED Human sacrifice? Wooden structures? No stone costs? Split tribe choices at City and Empire Phase? Or, make separate civs, like the Greeks: Franks, Ostrogoths, Visigoths, Marcomanni. May have to do this if not have ability for phase splitting UI Huns - PLANNED Similar to Scythians, but have packable structures. Fully nomadic. Always start match in Nomad mode. These guys require the most programming to be implement Parthians - PLANNED Mix between nomadic (Scythian/Hunnic) features and Iranian (Persian/Sassanid/Achaemenid) features. Axumites - PLANNED 100% new African-based civ Build small pyramids for some kind of effect, TBD 100% African skinned units and structure. Maybe free tier-1 structure like the Egyptians (Ptolemies) New features Unsure. Need these features in core game: Buulding packing. Ability to start Huns always at Nomad level. Delenda Est is a dependency, so has all of Delenda Est's features, like Farmland, Empire Phase, Mercenary Camps, etc.
    2 points
  8. NOTE: SVN COMPATIBLE ONLY. WILL NOT WORK WITH ALPHA RELEASES. Hi guys. I am looking for some beta testers for my mod that overhauls a lot of the game. It's not a super open beta because I use some placeholder icons for techs from the Age series and other source. I also use some interesting music just for fun. Anyway, the important thing is the rebalance and almost completely new technology tree with ideas from this forum. Also, it is not yet complete to the plan because the game itself is incomplete, but it is mostly complete and playable and is a lot different from the basic version of the game. Post here or PM me for the git download. DELENDA EST: An overhaul mod for 0 A.D. Empires Ascendant OVERVIEW This is an overhaul mod for 0 A.D. Empires Ascendant. Its goal is to introduce a new balance scheme, a revamped and greatly expanded technology tree, and other customizations to the game. The mod endeavors to push the game's modding capability to the fullest and to make the gameplay as enjoyable and as rich as possible. Keep in mind: - This mod is incomplete. Not every new planned technology or gameplay change has been implemented yet. - Many of the planned changes rely upon new features being implemented into the core game or engine. - This mod can be used to encourage those new features being implemented either by modders, open-source contributors, or official WFG team. Major unimplemented Features that this document assumes will eventually be implemented: - Formations: This mod re-enables the old formations from Alpha 16 and before. Once these are reimplemented by the official WFG team, it is planned to revamp them completely for this mod. - Trample: Some cavalry are planned to be better tramplers than others, so their stats would be adjusted accordingly. So, until Trample is implemented by the team or by modders some Cavalry stats may be wonky. - Charging/Charge Bonus: Like Trample, this would affect Cavalry stats immensely, and it is hoped that this is eventually implemented in the game. - Mercenary Camps: This mod starts the process of making Mercenaries a unique class of soldier for the game. It is hoped that either the official team or modders will implement the capturable Mercenary Camp idea talked about on the forum. - Building Capturing and Unit Conversion using a "Loyalty" mechanic: Some techs in this mod cannot be implemented yet (or are implemented in a different way) because capturing and loyalty are not implemented. Hopefully this feature is implemented so this mod can add another layer of richness to the gameplay. - Tech and Aura Modifications: These new modifications need to be implemented for this mod to reach its full potential: Altering Market Bartering recovery rates, Altering technology costs and speeds, (+ others here). MAJOR OVERALL CHANGES - Completely new unit balance and countering. - A new 4th Phase: Imperial Phase, which unlocks major technologies and abilities. Requires 1000 Metal and 1 Wonder. - Civic Centers are now buildable in the 3rd Phase (City Phase). This allows the players time to build up home defenses in Town Phase, or use the stone for a push to City Phase for expansion. - Now only Civic Centers and Wonders cast territory effects. Outposts and Economic stuff like Storehouses, Farmsteads, and Fields can be built outside territory, but buildings like Houses, Barracks, etc. can only be built within the player's territory. This creates strong cores of cities and makes the countryside weak and hard to defend. Also encourages building walls. - A completely redesigned technology tree, customized for each civilization. Blacksmith and Fortress trees are especially new. - Naval gameplay revamped with a Shipyard for the non-barbarian civs. Docks are for naval economy and Shipyard for naval warfare. - New special buildings, such as the Temple of Vesta for the Romans, with new auras and features. - Wooden defense towers available in Phase I can be upgraded to stone defense towers in Phase II, complete with visual change in appearance. - Corral is much more useful. What is Broken - Celtic Rotary Mill aura for Britons and Gauls. For some reason I cannot make the aura work, even though the code is visually correct. - Units trained in batches and rally-pointed to a resource or foundation will go to the rally point and will not begin gathering or building. They will just stand there instead. This is an old bug reintroduced somehow. - Some Fortresses cannot have enough space for garrisoned units to show up on the walls. Some Fortress models may need redesigned for this purpose. - Units show up on the Fortress battlements, regardless of type (female citizens and cavalry units how up on top of Fortresses when they garrison inside). There needs to be a way in the templates to dictate what types of units show up on the VisibleGarrison points ("Infantry Ranged" for example). - Cost.BuildTime effect for auras is broken. This specifically neuters the "Delian League" team bonus for Athenians and the "Naval Architect" aura for Themistocles. - I'll add more things here as I come across them. Screenshots NEW UNIT BALANCE The unit balance has been changed. The following list gives the basic changes, including features like charging that are not yet implemented in the full game. Melee Citizen-Infantry Ranged Citizen-Infantry CITIZEN CAVALRY STATS - Penalty: Horse Cavalry 0.5x vs. Elephants and Camels - Penalty: Camel .80x Speed - Bonus: Camel 1.5x vs. Horse Cavalry - Speed (walk/run/charge): 1.5x Infantry Counterparts Melee Citizen-Cavalry Ranged Citizen-Cavalry Other Melee Units Other Ranged Units Citizen-Soldier Ranks/Promotions Champions Mercenaries CIVILIZATION BONUSES AND CHANGES The specific bonuses and changes for each civ. Changes from vanilla 0 A.D. or additions will have an asterisk (*). Athenians Team Bonuses: - "Trade Alliances": Sea Trade +33% trade profit over ‘international’ routes between allies. NOT IMPLEMENTED. Civ Bonuses: - "Trademasters": Merchant Ships available at Village Phase.- "Double Harbor": The Carthaginian Shipyard is larger and has double the health of other shipyards, but costs 50% more.- "Mercenary Army": The Carthaginians have access to 3 different structures which can train mercenaries, who cost no population room. Special Buildings:- Celtic Embassy: Train Celtic mercenaries. Research improvements for these mercenaries.- Iberian Embassy: Train Iberian mercenaries. Research improvements for these mercenaries.- Italiote Embassy: Train Italian mercenaries. Research improvements for these mercenaries. Notable Technologies:- "Triple Walls of Carthage": Stone Walls 3x health, 2x build time, +50% cost.*- "Colonization": Civic Centers, Houses, and Temples -20% build time.- "Exploration": Ships and Traders +25% vision range.- "Numidian Mahouts": War Elephants +20% speed.*- "State-Issued Armor": Extra armor for temple champions.*- "Sacred Arsenal": Temple champions -20 metal cost.*Gauls Team Bonuses: - "The Silk Road": Land Traders +25% speed for allies.* NOT IMPLEMENTED. Civ Bonuses: - "A Hundred Nations": +10% Population Cap bonus (e.g., 330 instead of 300).- "Royal Road of Susa": Land Traders +25% Profitability per trip. Special Buildings:- Apadana: Train Persian heroes and Anusiya ("Immortals") champion infantry. Research additional special technologies.- Cavalry Stables: Train cavalry units and research cavalry upgrades. Notable Technologies:- "Hall of One Hundred Columns": All structures +25% health, but also +10% build time.*- "Nisean War Horses": Cavalry units +20% health, but also +10% train time.- "Immortals": Anusiya -50% train time, but also -10% health.- "Cyrus Cylinder" ("Human Rights"): Support Units -25% train time.* PLANNED: +50% Loyalty for support units and buildings.- "Equine Transports": Triremes unlock the ability to train cavalry units.- "Archery Tradition": Archer units +10% faster firing rate, train time reduced -25%, but health reduced -10%.- "Elephant Roundup": Unlocks training War Elephants at the Fortress.* PLANNED: Unlock ability to corral wild elephants. Future Wish List:- Toggle ability at the Apadana between Satrapy Tribute (a trickle of free resources) or Immortals (a stream of free Anusiya).Ptolemies Team Bonuses: - "Peloponnesian League": Allies can train Spartiate champion infantry. NOT IMPLEMENTED. Civ Bonuses: - "Othismos": Spartans can make use of the Phalanx formation without researching a technology. NOT IMPLEMENTED: TECHS UNLOCKING FORMATIONS.- "Laws of Lycurgus": Infantry rank promotion upgrades cost no resources, except time.*- "Spartan Womanhood": Spartan women cannot be captured (CAPTURING NOT IMPLEMENTED) and they can build Defense Towers and Palisades.- "Hellenization": Building a Theatron special building increases territory effect for all buildings +20%. Civ Penalties:- "A Wall of Men": Spartans cannot build Stone Walls for defense.- "Underdogs": The maximum population cap is reduced -10% for Sparta. Special Buildings:- Syssition: Train Spartan heroes and Spartiate champion infantry. Research additional military technologies.- Theatron: Build one to unleash the "Hellenization" bonus. Notable Technologies:- "Tyrtean Paeans": All units +10% walk speed.*- "The Agoge": Barracks +5 Population Cap and +1000 Health.- "Feminine Mystique": Female Citizens +50% Health, +2 Attack.* Future Wish List:- Needs some coding, but I would like to make the "Othismos"tech give Hoplites and Spartiates a minor "pushing" or "trample" effect.MISCELLANEOUS ADD-ONS
    1 point
  9. @xfs @mustang : Here is a fun team game with Benz : benz_fb.7z
    1 point
  10. Additionally, if you just want to play the game and don't care if it is through UPnP or such, you have the following options: 1. Hamachi. A well-known program to gamers. I haven't used it for a while though, I don't know if it is still the same 2. DMZ. If port forwarding doesn't work or is too hard to manage, you can always DMZ you computer for the duration of the game. It is insecure, yes, but it does the trick. It should be in your router settings. Just point to your local IP or (even better) MAC address. 3. Use a port mapper: http://www.xldevelopment.net/upnpwiz.php https://github.com/kaklakariada/portmapper - this one uses Java These programs basically do the upnp part that 0ad should be doing. 4. VPN. If you have one, you can port forward through it, even if you are not allowed to configure your router. If you aren't using this, look at the other 3 options since VPNs are costly.
    1 point
  11. I am not from the developers team, but I can help you narrow down the problem. This can't be possible since you are using Alpha 19 Syllepsis. You don't receive automatic updates like in some other games, so this can't be the problem. If you were playing the SVN version, it would have been a whole other story. The term for "automatic port forwarding" is UPnP (Universal Plug and Play). A lot of modern routers have this functionality. It is a protocol through which the game communicates with the router, telling it to port forward 20595. Sadly, it doesn't work like magic. My router supports it too but I was never able to host a game without port forwarding/DMZ. In my opinion you were very lucky being able to host without changing a thing - that's how it is supposed to work though. Certainly, if you manage to port forward your router, it would work again. I don't think that's the point though. It would be nice if someone could really answer Why this has happened. Till then, if were you, I would do the following: Request a new IP from the router: If you are using Windows, open the Command Prompt and type ipconfig /release ipconfig /renew Add an exception to Windows firewall and try again.
    1 point
  12. http://trac.wildfiregames.com/roadmap is this true that 12 h left before path 20? or its an old ~ date?
    1 point
  13. When the next alpha is come out , the team have a process to do before the next release, those who used SVN can know this checking the name of alpha when is changed. the next step is the Release process. http://trac.wildfiregames.com/wiki/ReleaseProcessDraft
    1 point
  14. For actual release? No. Usually the date get changed until there're enough features. Then you will start to see devs moving tickets to the next alpha (21) and then it will come feature freeze. Then in 1 month or so they release the next version.
    1 point
  15. Ok must be look like this. obviusly if they even have lowercase fonts, and other typography elements, like dots, etc they don't have concept as justify and center text, etc. those becomes with the Gutenberg ideas and beyond.
    1 point
  16. Danny: I will try this in Photoshop right now, guy.
    1 point
  17. Welcome, Bichtiades! Thanks for the input. This is dative (second declension) of γνωμη, which more commonly appears with the final iota as an iota subscript, γνωμῃ. As noted above, it means "a way of knowing" or one of its derivative meanings. Why it's in the dative is still unclear, though Itms suggested that it might be called by εικος.
    1 point
  18. I like the idea about units building in battlefield siege weapons, reminds me Praetorians.
    1 point
  19. Perhap it should be the famous cenotaph: "Go tell the Spartans, stranger passing by, that here, by their law, we lie." Something like this.
    1 point
  20. 1 point
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  22. Well, a verb would lift a lot of the confusion.. This seems hard even for a native Greek speaker. ΠΟΝΤΙΚΟΝ ΣΤΡΑΤΟΝ : (acc) it could mean "army from the seas" but it propably means "from Pontus" ΕΙΚΟΣ: rightful / rightfully , justified, etc -this is possibly linked to the missing verb ΛΟΓΩΝ : (pl, genitive) of the reasons, of the word (speeches - reasons, to be literal ) ENEKA : because of ΕΦΕΣΙΩΝ ΚΑΙ ΤΩΝ ΑΛΛΩΝ ΙΩΝΩΝ: of Ephesians's and other Ionians's ΓΝΩΜΗΙ: can't find that - it is propably "ΓΝΩΜΗΣ" (gen) : opinion, decision, argument I hope this helps though without that verb we don't really know...
    1 point
  23. I don't know whether this is the discussion of gameplay forum, but to go against champions, can't people spam artillery, archers and spearman as a meat Shield?
    1 point
  24. Also, could it be done that AI has faction personalities? Playing a match where Sparta spams cav and skirmishers is just weird.... It need to be infantry heavy.
    1 point
  25. It wasn't delayed, the date for the milestone just isn't something anyone cares about. If it would make you happier I could set it to some random date some years in the future instead of some weeks, but that wouldn't change a thing.
    1 point
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