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  1. Ponies Ascendant has been updated on GitHub so that it works with the recent A20 release of 0AD. Download and enjoy!
    6 points
  2. Hmm, I didn't know it was bugged, so didn't fix it specifically. But it could indeed be fixed as a side effect. If it's still bugged, please report it back to us, so we can find where the issue is.
    3 points
  3. Wildfire Games, an international group of volunteer game developers, proudly announces the release of “0 A.D. Alpha 20 Timosthenes”, the twentieth Alpha version of 0 A.D., a free, open-source game of ancient warfare. This Alpha features 10 new maps, core functionality for a cinematic in-game camera, the ability to share dropsites with your allies, and more! The skirmish map “Golden Island”, new in Alpha 20 Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch. New Gameplay Features in This Release New Random Maps: “Ambush”, “Empire“, “Flood”, “Frontier“, “Hell’s Pass“, “Island Stronghold“, “Lions Den” and “Stronghold“. New Skirmish maps: A 4-player skirmish map named “Forest Battle” and a 2-player skirmish map named “Golden Island“. Use allied drop sites: After researching a technology you can use your ally’s storehouses, farmsteads, docks, CCs, but not Mauryan elephants, to drop off resources your units have gathered. The ally needs to allow it for each drop site, so it can’t be used to “steal” all the resources in the area. Murder Holes: Research a technology to let towers attack units standing underneath the tower. New technologies for fishing: Research technologies to improve the gathering efficiency of your ships. Loot resources that killed enemies carried: Now you will automatically get the resources that were carried by units killed by your armies, in other words: kill wood workers to get wood, farmers to get food, etc. This is in addition to the normal loot you get when killing units. The “Ambush” random map added in Alpha 20 Graphics and User Interface Improvements to game options menu: New graphics quality setting, which allows you to easily change the quality of graphics from within the game (previously you had to use config files), as well as some cleanups and bug fixes. Higher quality graphical effects enabled by default on higher-end computers. If your computer should be able to handle higher quality graphical effects they are now enabled by default. You can of course change to a lower setting manually if you want to improve performance or prefer not to use them for some other reason. Idle worker button is now disabled when there are no idle workers, so you don’t have to press it just to check whether or not you have any idle workers. Credits screen: Check out who contributed to the game, everyone from managers to programmers, from artists to donators, from translators to composers. We have tried to include everyone, but many have contributed over the years, so if you have contributed but don’t see your name in the list please let us know. New trees and variations: There has been new models and textures for the acacia tree, Aleppo pine, oaks, dead oaks, generic dead trees. Plenty of improvements for observer mode and replays: Among other things you can now watch the match from the perspective of a player, see the Summary screen during the match, and now the fog of war is shown in observer mode. Matches also support up to 16 observers now. More information about players in a multiplayer match: Show who lags or has a network timeout. New Seleucid barracks: Under the Hood Cinematic camera for rendering cut scenes: The ground-work has been done to make it possible to control the camera for cut scenes. There is still some work needed to make it easy to use (for now camera paths has to be set by entering coordinates), but it’s a solid foundation to build on for the future. Plus many smaller changes, for a list of all the interesting ones, please read through the changelog. Getting Support Please see the “Get Support” page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute! We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why “Timosthenes”? We name our releases according to development status (“Alpha” or “Beta”), successive release number (1, 2, 3, …) and a word relating to the ancient world, in alphabetical order (“Argonaut” for A, “Bellerophon” for B, …). “Timosthenes” relates to 0 A.D. as it is the name of an Ancient Greek cartographer, and this release adds a lot of new maps. For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter U. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC – 1 BC)!
    1 point
  4. The Council is both happy and proud to announce a brand new release!!! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Brytenwealda. This word can be translated as "Wielder of Britain" and is a moniker given to any Anglo-Saxon Ruler that managed to dominate or issue overlordship to the other kingdoms. What is new? We'd like you to present a whole new playable faction (the shield emblem is made by Lion.Kanzen): Remember Hvanndalir? This town has issued a raid in the Anglo-Saxon kingdom. The army is led by the dreadful chieftain Hastein. However, King Alfred the Great has assembled the Fyrd and has marched towards the mountains to intercept Hastein. These two armies now face on the field of battle. Do you know what the outcome will be? (the unit textures are made by wackyserious, the few Anglo-Saxon buildings by stanislas69) Next to that, we've been experimenting with the minimap colors to enhance it over the vanilla game. We've also added a couple of new unit icons for the Norse, in order to reflect the current unit textures better. We've also made a bunch of gameplay and balance improvements (done by niektb) Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: ModDB In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: http://wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/ The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
    1 point
  5. Also - kind of related to damage and damage mitigation - priests shouldn't be healers. Considering the backwards state of battlefield medicine at the time, there was very little a priest or doctor could really do to help a wounded soldier. Priests should instead have a morale-boosting effect like a hero aura. Temple technologies should decrease training costs of troops, because of religious propaganda ("Athena is on our side, so join the army today!").
    1 point
  6. I know! The last time that I checked the game i didn't found it, but seems that I writed my last name in the transifex account! It's okay!
    1 point
  7. @fabio: Yes, in r17974 all auras were moved to JSON
    1 point
  8. @fabio: I've fixed all issues except the one of the aura. Could you check if you're still on the A20 revision? (and did not accidentally update SVN in the mean time?). Since I don't have that error here...
    1 point
  9. Both would work: Ally and MutualAlly. But they have different meanings. Ally gives the bonus to all your allies, MutualAlly only gives the bonus to your allies of whom you're also an ally.
    1 point
  10. Are rams supposed to cannot go through wooden gates?
    1 point
  11. I feel like the wooden palisade models need to be rework to be as long as a standaard stone walls. The gate would be as wide as a stone gate too.
    1 point
  12. You're a godsend mate Thanks!
    1 point
  13. I am not part of the dev team, but as one of the many 0AD followers I welcome you and hope your contribution will be inspiring also other students. As said above, ¡welcome and good luck with you course!
    1 point
  14. Thank you. I don't think I have two-finger scroll enabled, and I always use just my index finger. Alas, I'm using my desktop right now, not my laptop so I can't test it but I will when I have the chance and get back to you.
    1 point
  15. I tried with different alignments, i never succeed to pass a wooden palissade gate with a ram (civ: britons). The best i get is (with micro) going just in the middle of the gate. Edit : i finally succeed ram_gate.mkv
    1 point
  16. What about a killed vs. incapacitated status? (Where incapacitated units can be captured as slaves by your enemies, or nourished back to health with healers also via capture system) - % chance that a killed unit will spawn/switch to an immobile/incapacitated entity, and revert back if recaptured or nourished back to health - units set to aggressive stance or lower ignores wounded units, while units set to violent will kill wounded enemies. - teach AI to kill or capture wounded units Although this suggestion also requires a little micro management. But you have the choice to ignore wounded ones while fighting and mind them later on, or kill them instantly by setting stance to violent. It also adds an extra use for the healer class, thus adding more flavor to the game.
    1 point
  17. See https://bugs.archlinux.org/task/48795, linked in #0ad today in IRC. Says they just resolved it.
    1 point
  18. Well, my main point was mostly that it might be common around here to say things more directly than it seems like you are used to. I.e. instead of trying to be nice and polite and sugar coat everything someone might just say directly that "this could be improved" or "that is not as good as it could be, do that instead". (And yes, you did not ask for the comments to be deleted, but I didn't feel like keeping them would improve anything, but rather be at risk of causing more unnecessary drama.)
    1 point
  19. As for what niektb might have said in PMs I can't have any comment as I don't have access to them. As for IRC, I did see what you wrote and got in reply in http://irclogs.wildfiregames.com/2016-03-27-QuakeNet-%230ad-dev.log. The only thing that looks a bit rude is leper's comment about committees, but that is only because we have had bad experiences with committees not working in the past. I don't expect you to know that, but it's an example of how things can easily be interpreted as worse than they actually are. The "meh" that follows your question isn't polite I give you that, but it's followed by helpful advice, so it doesn't dismiss you as a map maker. Apart from that all I see are comments for how to improve your maps and similar. If you are not prepared for criticism then I don't see why you are interested in having them in the game. And all they said was that since niektb has got experience with making maps his opinion is valued, not that no one else can create maps. About reporting bugs on the forums or Trac: Trac is certainly the best way, but we want to keep the possibility to report things on the forums as well as Trac might be a bit intimidating for new people. I understand that this can make things a bit confusing, but hope that the benefits outweigh the downsides. I don't see what the problem is with not seeing the difference in this case, a suggestion is a suggestion regardless. It's not as if an official team member automatically knows the answer to all issues, so sometimes looking at an issue from different directions is needed. "The game lags" is an issue, but it's not a specific bug that can be fixed in one specific way. To be able to fix the issue you need to find the exact cause to determine what you can do about it. Once the exact cause has been defined it can be tracked and hopefully fixed, but until that it can't really be taken into account. We don't have access to your computer, so we can't know if it's an issue with the game, the settings, the operating system, the hardware, or something else. We need all the help we can get in figuring it out, even if that help sometimes comes via people who are just repeating something they've seen in another thread or something from their own experience. There certainly can (and should) be more documentation, so as you learn you are definitely welcome to help out in that regard. We do have the wiki editable by anyone who has registered, and if one doesn't want to post things there one can post a tutorial or something in the forums. If it's useful and well-written enough it can be given more attention by being pinned at the top of the appropriate forum etc.
    1 point
  20. @Pandor: What you see is perfectly normal. You can disable the fog by turning off 'Prefer GLSL' in the options menu (though I personally like the fog, I always did)
    1 point
  21. @jarnomodderkolk : there is a new model for the seleucids barracks to see your ally, you need to search a tech in the market don't forget to save the settings, there is a really big diff between low and high (on a naval map for example).
    1 point
  22. You want to sum up this sum up ? Gameplay & Balancing edit: niektb was faster
    1 point
  23. http://trac.wildfiregames.com/wiki/Manual_Settings
    1 point
  24. Too bad you can't release it. But looking at the number of polys, we wouldn't be able to use it anyways. Why is it so high poly ? I have this for now: I used some google references such as This one maybe better for 0 A.D. Probably going to make special palissade walls and doors for the carolingians.
    1 point
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