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Showing content with the highest reputation on 2016-07-07 in all areas

  1. You might want to explore the Rise of the East mod, but it only goes as far as China in the Han Dynasty. There are a lot of factors that Japan won't be added in the near future, but for now I'll just state that I think Feudal Japan falls outside of the 500BC - 500AD timeframe: a requirement for Empires Ascendant.
    2 points
  2. Thanks for trying out 0 A.D. and coming here to report your problem. As the game is still in alpha releases there are still many things we need to do. Many of these we know already, so when you provide feedback we would ask you to focus on some of the other points that could be improved. PLEASE READ THE FAQ BEFORE YOU POST HERE. THANK YOU. There is a neat table of planned features at http://trac.wildfire...ayFeatureStatus so you can tell what we are planning to add. Lag This is a common complaint, and with good reason. The game does not run as fast as we would like. Late in the game you will probably experience some lag, this is caused by a mixture of things, AI and pathfinding are big ones. The problem is worse on island maps and with multiple AI players. One thing that can be helpful is giving us the profiler information. This automatically generated information is useful for working out where the lag is coming from. If you hit Shift-F11 this will be dumped into a file (location given at the top of the screen). Please upload these data to our forums to help us solve the problem. Thanks! Missing Animations Some units glide around or don't drop to the ground when killed. We have an animator who is working away at making pretty animations. More animators are invited to help with this task. Units Can't Attack When Chasing There is a problem in the code where units decide to attack, then the chased enemy gets out of range before the attack hits so it is aborted, so in effect any units chasing each other won't be able to deal damage. Greyed out/disabled menu items Some menu items can't be clicked on, this is because those features aren't yet implemented. Units don't fight in formation Can't run two instances of the game simultaneously on Windows Multiplayer Lobby No one can join my game! Currently, only routers with UPnP support or routers that have been properly port fowarded are able to host. I was disconnected from the lobby... This is usually caused by a moderator kicking you for abusive behavior or inappropriate/vulgar chats. AI Problems AI tries to gather from resources near your base AI Doesn't Know how to Fight using Ships There may be errors loading a saved game with AIs. Rejoining a multiplayer game with AIs is not supported yet. Common Suggestions "You should use multiple threads/cores" 0 A.D. does have multiple threads for e.g. texture conversion, pathfinding, sound/music playback and user data reporting, but the game simulation and renderer currently run in the main thread to simplify development. "You should use Kickstarter, Indiegogo, etc." We did try to do an Indiegogo campaign, but while we did raise some money which will go towards improving the game, we did not raise as much as we had hoped. The goal was to raise enough to hire two developers full time for two years, but we did not reach it so we have not been able to hire them. We might consider doing it again in the future but we currently do not have the resources for it.
    1 point
  3. Amazing game! Glad I discovered it. Really good to see an open source, cross platform game that is of the quality of commercially developed RTS's. However, we where playing a game on LAN with 2 Linux clients (ubuntu 12.04 and mint 17.2 both 64 bit) and 2 windows clients (7 32 bit & 10 64 bit) (all 17298P release of the game I think) with the windows 10 client hosting the game. I had built an awesome city with stone walls all around! But then when the game host was defeated (we kicked his butt!) the server terminated and the other players got kicked. This seems like a pretty major flaw as it means only the host can properly win the game. Is this normal? Is it possible to run a server independent of the client so this doesn't happen?
    1 point
  4. Had to tweak the alpha of rome struct a bit. 1. Open broken texture in blender 2. Export it from blender to jpg to get the alpha details back 3. Import it in Gimp, load the broken texture. 4. Use the alphaMap of the broken texture as selection 5. Color to Alpha, on the jpg one, (Don't forget to add alpha channel) 6. Add a white 2% transparency layer below everything 7. Hide all the layers except the jpg one and the white one 8. Export to png 9. Done !
    1 point
  5. Sorry I didn'nt mean to sound harsh at all ^^ I think he was talking about greek CCs
    1 point
  6. I don't like the arrow with poison, the two gears (too pixelated/blurry), the fish (weird position) the ship ram (I think that a object with a background doesn't fit with techs general art style). Others one that i find good but needs tweaks are: red hand holding spear (would need to get rid of the red line) and some armours that i find too bright (maybe this last are a taste matter)
    1 point
  7. Welcome to the forums, Melooo182! What kind of things would you like to contribute on in this game? (Graphics Design is rather broad)
    1 point
  8. Hi, I'm new. I found this link causative posted helpful The road to expert I joined a couple days ago. I'll be hosting sometimes, but not sure yet how stable my network will be, as I share it with other people.
    1 point
  9. Welcome to the Forums.
    1 point
  10. stanislas69, I didn't want to complain...I understand how few, and busy you artists are...I'll try to find some picture for Greek CC if it can help
    1 point
  11. I've had some fun playing this game. Rather addicting. My thanks to the devs and the contributors... and the other players, who have been friendly and understanding of noobs.
    1 point
  12. I know I understood the first time, I just do not want to break @Pureon's model
    1 point
  13. The model is very pretty... TOO pretty. It arguably looks better than the Greek Civic Centers.
    1 point
  14. Just because you don't like the art direction doesn't mean its a mistake to take that direction. Its lovely, the minimal textures and polygonal style put more weight on the animations and color palette, which look very nice. With the rise of mobile where things need to be readable at a small size, this style is particularly popular. AoEO had a charming style to it as well, but this is an RTS, not an MMO-RTS with microtransactions(?) which I think was the bigger issue with AoEO.
    1 point
  15. To be honest I often choose one of the slowest game speeds. I play the game more for optimizations (e.g. winning without losing a single unit) than just for fun and I'm really bad at multitasking. This is also the reason why I don't really play multiplayer (observing is interesting though). It's like a kind of chess where more time to think and react leads to less errors. 0.1x for pure optimization (and unit microing during a huge battle) 0.25x when building up economy 0.5x for late game when everything is set up and no huge threats can be expected 0.75x feels like the most realistic game speed to me
    1 point
  16. Right now host should leave match open (should not quit the match) after defeat.
    1 point
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