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Showing content with the highest reputation on 2016-04-13 in all areas
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@oshron, just to be sure. You realise that the big download button says "torrent download", and that there's a smaller link below that says "direct download"? Did you click the torrent download or the direct download? That said, we prefer you use the torrent download since the game binaries are now hosted on our own servers (after some other open-source projects reported their binaries got hijacked by sourceforge, and filled with adds). The direct download is only there for people who can't get torrents to work. Luckily, the downloads page also links to the BitTorrent FAQ which explains in detail how to install a torrent client, and why it is important to us to download it via that way ...4 points
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I proposed a burning mechanism here and added some ideas for balancing here. This would make warfare more realistic and especially burning projectiles could benefit from it. You would also have to be more cautious when placing your (wooden) buildings. We could introduce e.g. the following xml-tags in the structure templates: <Burning> <isFlammable>boolean</isFlammable> <burnRadius>positiveDecimal</burnRadius> <igniteRadius>Decimal</igniteRadius> <igniteHpRatio>positiveDecimal</igniteHpRatio> <igniteDelay>nonNegativeInteger</igniteDelay> <burnDamage>nonNegativeDecimal</burnDamage> <canBeStopped>boolean</canBeStopped> <maxBurnTime>nonNegativeInteger</maxBurnTime> </Burning> isFlammable: When set to true, the structure can take fire. burnRadius: Radius of the area which is affected by the "fire aura". Units in this area will take fire damage. igniteRadius: Is added to the burnRadius in order to determine if the building can catch fire from another building in the vicinity. Tough buildings have negative values (so they need to be very close to the fire) while buildings with e.g. straw roofs have positive values (can be ignited easily with e.g. sparks even from a distance). igniteHpRatio: Must be >0 and <=1. If the building's igniteHpRatio >= currentHp/maxHp it can be ignited, otherwise it must take further damage from other sources before it can catch fire. igniteDelay: Number of milliseconds all other burning conditions have to be met in order to set the building on fire. burnDamage: Number of HP the building loses per second while on fire. canBeStopped: Determines if the burning can be stopped by external events like rain weather (perhaps implemented in the future) or by citizen soldiers using a "fire brigade" command (replaces repairing for structures on fire). maxBurnTime: Number of milliseconds after which the building stops burning automatically. If set to 0, the building will burn until it is destroyed. Of course we could simplify the mechanism and leave out some tags, so all buildings share a certain default value.2 points
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If capturing wasn't the default action, I would like it a lot more, since I am pretty certain capturing just allows you to use a structure as if it was your structure, instead of letting you train the other civilization's units.2 points
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I think a burning mechanism similar to the one in Stronghold Crusader would be a nice addition to the game. Fire (causing damage over time) should spread between wooden structures placed closely together. As a consequence, you would have to be much more careful when planning your city...2 points
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I've commissioned an artist (Jinn) to modify a render of 0 AD's Roman Forum to look more like pixel art in style (for my open-source 2D RTS, Wyrmsun), and I thought you guys could find the results interesting: As you can see, he also did an under-construction frame based on the final structure. Perhaps that can be useful to you as a concept if you do under-construction graphics for the buildings later on. And here's a screenshot of how the forum looks like in-game:1 point
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The game settings also have an option to set a "cease fire" time if that's more what you want.1 point
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You can always put the AI difficulty level lower (in the AI settings before you start the game). If you set the AI to sandbox, it will never initiate an attack (but just gradually expand).1 point
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Of course a good balance needs to be found. In Stronghold fire spreading was definitely way too fast. I thought we could adjust it so the next building catches fire after perhaps 15 seconds. You would have plenty time to react then... Another way to limit the impact is that buildings stop burning after some time (after researching a certain tech for example) or to allow citizen soldiers to save your buildings with water buckets (would replace the repair command for burning structures). I think it should be possible to erase the fire with 10-15 units before it can take over other buildings.1 point
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Please God no, punishing city building would be absurd in a game like this. Having your castle burn down was extremely frustrating in Stronghold. Burning individual buildings sounds feasible but fire spreading would be just cruel1 point
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1 point
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I don't want to go too far off-topic, so I made a proposal here. Probably it's not too difficult for the devs to implement this.1 point
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This is wonderful news. Having this kind ofg control will be very good for mods.1 point
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That is being worked on: http://trac.wildfiregames.com/ticket/3899 (to be included soonish)1 point
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Perhaps i m wrong, but it seems it's yet done (in svn) ? (The unavailable techs from the civ point of view are currently greyed).1 point
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I hardly ever even use healers, even after the cost reduction, and I am the kind of person who loves healing units in order to improve survive-ability. It is how I operate in everything from Age of Empires and Age of Mythology, to Homeworld and Command & Conquer. It was one of the reasons why StarCraft frustrated me until the addition of Medics for the Terrans to heal biological units in Brood War. Moving to heal would definitely help, especially when formations are finally able to give units the survive-ability to make healers more useful during battle, since right now they are only really effective for recovering after a battle, when Temples are just as effective, even without garrisoning them.1 point
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Since the white rhino as well as the Indian rhino are included in the official tasks I propose to call the current template fauna_rhino_white instead of fauna_rhino. So we can distinguish the current rhino from the future fauna_rhino_indian. If you are Ok with this proposal, I can make a patch. IMO the size of the white rhino model is also too small especially compared to the giraffe, as you can see here. According to Wikipedia, the white rhino weighs about 2000 kg (average of males and females), giraffes only about 1000 kg. The North African elephant was probably similar in size with the African forest elephant, weighing about 2700 kg, so it is nearly comparable with the white rhino. I propose to increase the model size of the rhino, and decrease giraffes a bit. Also the proportions between camel and horse are not fitting together. Both animals have about the same weight, however their models have big differences in size as you can see in the linked picture (which shows all animals arranged to their real life weights, references can be found here). I have no experiences with 3D art, so I've no clue how much work it requires to rescale the models and if this somehow affects the animations and other parts. If you can explain me why the current model sizes have been chosen or why my references are bad, please let me know. It would help me with my work on balancing animal stats (see ticket 3778).1 point
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I think capturing is good because it makes it somewhat easier to attack. 0AD is a game where it's too easy to defend. Static defenses in other RTS games such as Starcraft 2 are not nearly as powerful or durable as the defenses in 0AD.1 point