Leaderboard
Popular Content
Showing content with the highest reputation on 2016-03-24 in all areas
-
I really like the capture feature and I don't think it needs a radical overhaul. I strongly disagree with any notion that some buildings should be impossible to capture, or should take so long as to render it functionally impossible. I very much like how the current system makes it harder and harder to capture a building based on how many soldiers are in it. This makes perfect sense. I think the original situation in this thread involved a building with only 3 soldiers in it. If such a building were attacked by a mass of enemy troops, I think it should CAPTURE SPEED vs. DESTROY SPEED I think this is really a game balance issue and I'll leave it to others to figure it out. From a realism perspective, you could argue either way that one should be faster. If changes are made, I would suggest they be conservative... I think the current balance is within the general range of appropriateness. I might suggest that, instead of simply making capture go slower than it does now, we just (modestly) increase the capture-resistance of each garrisoned unit. DEFAULT CAPTURE vs. DEFAULT DESTROY I like having the default capture now, but it was a frustrating transition before I learned about ctrl+Rclick. One nice thing is, if you meant to destroy it but it defaulted to capture, you can still destroy it. If you meant to capture it but it defaulted to destroy, you're out of luck. SPEED of DESTRUCTION I like the idea above of slowing down owner-initiated destruction of buildings. I don't want to slow it too much... I think like 5 or 10 seconds might be enough. I think it makes sense to be able to quickly destroy siege engines. If they get slowed down, I think it should only be by a second or 2. I prefer a general slowdown of owner-initiated destruction to a cooldown period when you can't destroy something you just captured. This feels more realistic and evenly applied. BUILDINGS FLIPPING ALLEGIANCE QUICKLY AND REPEATEDLY Why not? In numerous actual battles and skirmishes the same farmhouse gets captured and recaptured again, then gets ignored by soldiers and reverts to the owners, who are loyal to one side, then it is captured again... I don't have a problem with this. ALL THE BUILDINGS COLLAPSING WHEN YOU CAPTURE THE CC This would be fixed by slowing down the timing for owner-initiated destruction, mentioned above. Presumably all or most of the buildings would flip ownership before they could actually be destroyed. Or, if the enemy really does want to destroy all their buildings before you get them (which makes sense, and has plenty of basis in reality) they would have to get started destroying them much earlier, _before_ you had captured the CC, instead of waiting until the last possible second before instantly destroying their empire. ---------------------- A footnote: I love this game, I haven't been involved in development so I defer to all you longtime heros of 0 A.D. who have managed to create this awesomeness. And honestly, the first time I heard about the capture feature I thought it would be ridiculously unworkable and resisted upgrading for that reason, and now I think it is an awesome, awesome and fundamental part of the game. So what do I know?3 points
-
Archers currently give a bonus to ships: extra arrows. So you won't see them on the deck to shoot, but they do make the ship more powerful. It's similar to how buildings become more powerful. And ships can use these arrows when moving. The game dates between 500 B.C. and 1 B.C., and only includes civilisations which were at their heydays in that time (so Samos, Miletos and Crete have a much older culture, and lost important by that time). So the Greece civilisations we try to include are the ones from Classical Greece (and not complete Ancient Greece): https://en.wikipedia.org/wiki/Classical_Greece Where Athens and Sparta were the main civilisations (the Thebans were originally also planned, but later on excluded in favour of more diversity in the game). At that time, the terms Ionian, Dorian, ... were mainly cultural terms. When comparing it to the current day f.e., you could say that the USA, Great Britain, Australia, Cannada, ... all belong to the Anglo-Saxon culture now. But although they are culturally bound, it wouldn't make a lot of sense to put them into one faction for a game.3 points
-
And there is the ticket http://trac.wildfiregames.com/ticket/2214 and the mercenary camp mentioned. http://trac.wildfiregames.com/changeset/15013 http://trac.wildfiregames.com/search?changeset=on&milestone=on&ticket=on&wiki=on&q=Mercenary+camp&page=2&noquickjump=1 is some old now.1 point
-
1 point
-
Good comments Sandnerd. Another thing I don't like is how AI deletes all its building so quick after I capture its Civilication Centre. It's not very human-like. It's something I wish the AI did less of, or maybe had a cool time before it did it. Can this be tweak? Mimo is doing a great job with the AI. It is very challenging, even if I have some critique (like, the AI goes absolute NUTS when you try to capture one of its buildings, it will send EVERYTHING in a berzerker move yto stop you; I could see an exploit being used here against AI, using a few units to initiate a capture on one side of the AI base, then attacking the other side of the AI base with the bulk of army after the AI sends all his units to go stop the building from being capture on other side, gg).1 point
-
Unfortunately, the multiplayer lobby doesn't support pure LAN games. You can host LAN games by using the 0 A.D. Multiplayer host and join game dialog, with the clients entering in the internal IP of the host. Alternatively, you can forward the port UDP 20595 to point to the host's computer and be able to host in the multiplayer lobby.1 point
-
Try to imitate the art made by total war, the avatar that you are using was made by that concept be simple but attractive( minimalistic) I will try to found materials to help you.1 point
-
I recall you asked for the location of Engine functions on irc too. Engine.foo() functions are defined in cpp files, mostly ScriptFunctions.cpp and JSInterface_foo.cpp. Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger) gets the system component like the Trigger one. Engine.QueryInterface(this.entity, IID_Attack) gets a component that a specific entity / unit with that ID has, here the Attack component. Most components are defined in http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/ as sanderd17 mentioned, some others are defined in C++. (like the pathfinder).1 point
-
Ok, I'm subscribed to a lot of that, the best are the logo is simply without effects ( a gradient) but isn't great thing) for me is the best you can have a example. But the voice sometimes is annoying. The image in presentation is great. Spirit of Law have veri quality content but poor image or wrong... Specially with their logo. The editing is fine. Not perfect. his voice is very perfect. Unlike Sergiu. And ZeroEmpires is same Sergiu great image but the voice... But the content is better than Sergiu I mean, is very expressive as speaker. in my own language Mayorcette is good with many of those attributes. But is missing his own concept, now play anything....1 point
-
Ok first make a concept , keeping in mind this: "Less is more" is the basic concept of design. think what is you want? what is that define you and your channel?1 point
-
You would need to modify both: the pmp (which holds the terrain) and the xml (which holds the entity positions). An example of such a script modifying a .pmp file can be found here: http://trac.wildfiregames.com/browser/ps/trunk/source/tools/mapcompatibility/a18_to_a19.py , though that one is more simple. It's used to convert from A18 compatible maps to A19 compatible ones. For that conversion, the height scale was changed (making the resolution of the height smaller, but allowing higher mountains), so I only needed to half (or double) the height. In the comments, you can see how the pmp file is structured. Though to resize a map, you will need to alter different parts too (like the map and file size, and the texture definitions), which may or may not be trivial. Also note that a map should always be square. Other info may be found here: http://trac.wildfiregames.com/wiki/PMP_File_Format Though as said, it won't be simple to achieve.1 point
-
Drivers (especially graphical drivers) can be a problem. Both for compatibility and speed. But perhaps you can look at the profiler to see where the bottleneck is (press F11 in-game)1 point