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Showing content with the highest reputation on 2016-10-19 in all areas
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You are at the end of a intense battle and the enemy is almost defeated, but there is still a fisher boat, a worker or trader which you cannot find. You control almost the entire map, but you still cannot find this last unit. You spend the next 5-10 minutes searching it. I have been several times in this frustrating situation. Searching for the last enemy unit. And I wished every single time the position of this last unit would be revealed on the mini map. For example, by putting a red circle around the unit and show the position for a few seconds in the mini map.2 points
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I submitted my post under @wowgetoffyourcellphone post approx. 1 second after him. However, I really like his idea. This could be implemented as technology, which has to be developed and could be disabled if needed. I would furthermore propose, that the all enemy buildings are also revealed if somebody uses the uncover functionality (Omniscience). But @wowgetoffyourcellphone proposes a linear function f(x) = x * 20 where x is the number of units: f(1) = 1 * 20 => 1 Unit -> 20 metal f(3) = 3 * 20 => 3 Units -> 60 metal f(100) = 100 * 20 => 100 Units -> 2000 metal I would use a non-linear function such as: f(x) = q*x*log(x^(s*log(x))) + g x -> number of units g -> min. metal to uncover 1 unit q and s -> two constants to influence the function for example: q = 2; s = 7 uncover 1 unit pay 20 metal uncover 3 units pay 70 metal uncover 5 units pay 201 metal uncover 10 units pay 762 metal uncover 25 units pay 3646 metal uncover 50 units pay 10732 metal uncover 75 units pay 19592 metal uncover 100 units pay 29710 metal uncover 300 units pay 136659 metal the intention of the function is that uncovering a few last enemies is really cheap, but uncovering 300 is really expensive. However, the function can be influenced by choosing other values for q and s. for example q = 1; s = 2 uncover 1 unit pay 20 metal uncover 3 units pay 27 metal uncover 5 units pay 45 metal uncover 10 units pay 126 metal uncover 25 units pay 538 metal uncover 50 units pay 1550 metal uncover 75 units pay 2816 metal uncover 100 units pay 4261 metal uncover 300 units pay 19539 metal I created an interactive SageMath* worksheet, which is attached together with two PDF's with graphs for the above output. *SageMath is an open source math application, which can be found in the repositories of most Linux distributions. gold_function.pdf gold_function2.pdf Gold function interactive.sws2 points
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Hmmm, interesting as proof of concept, but have some problems. Destroying the shack does not remove the "projectile" after death. Ideally, the "tunnel" should "collapse" or cease to exist if the shack is destroy by the enemy. Also, would be good to see a "trail" like Bugs Bunny or like Rome:Total War. I like seeing the "dust" from the mine entrance (I'm calling it the shack, lol) showing that units are at work inside. I like that. But I think some new mechanics will need coded and using current mechanics has too many problems.2 points
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with 5 troops garrisoned, every 30 seconds it shoots a building-targeting decal projectile at an absurdly slow speed. However, this projectile has a range of 90 meters and does 500 crush damage. Like all siege, it's impervious to arrows. It only has 300 health, isn't capturable, and only does 100 damage to other siege tunnels. (Dissuading overuse of counter-tunneling, but still making it a viable tactic)2 points
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Moving to Github was not really considered because we want to be in control of things ourselves and not have to depend on another service working or even existing years down the line.2 points
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@Loki1950 I find it wired that I need a proprietary graphics driver to play an open source game. I don't like the Nvidia driver, because does not integrate well in the system, especially on laptops with optimus technology. Optimus is the technology which should save energy by allow switching from the integrated Intel to the dedicated Nvidia graphics card. However, even with the Nvidia driver switching is only possible by using open source projects which are not supported by Nvidia. I basically have hardware which I cannot use properly, even with the proprietary driver, because Nvidia is unable to provide the needed software. That is the reason why I would like to see 0 A.D. working really well with the Noveau driver. Furthermore, the proprietary Nvidia driver can not be audited or verified from a security perspective. Basically, Nvidia can implement spyware, malware or what ever else in their driver without the user ever knowing about it.2 points
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At least the way it was done in AoE the technology wasn't available until the end of the game (or rather the last age). So just have it be a final phase tech and that problem shouldn't be a problem Except perhaps in Deathmatch games when you have a lot of resources and the final phase might be researched by default, but at least the conditions are the same for all players2 points
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It has become one of the best random map scripts of 0 A.D, yielding a unique map with every generation. Everyone give FeXoR a some applause Would be great to see some more maps using this mechanism.2 points
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Hello, I have a problem". and it is that for a few versions, I imagine that since version 19, I can not kill my enemies. when I attack enemy cities, to reach their buildings, I change the cursor and I get a flag, which more I give my troops will not destroy enemy buildings, are placed around the enemy buildings but do nothing ... not that I must do to destroy them? or to catch ?? imagine that opens tried on other occasions, I do not know how it is done, and I had to stop playing this game since I am unable to finish any game. Can you tell me? Thank you1 point
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Was trying to patch this myself but could not get much beyond the GUI bit. Essential I didn't like the way some random maps were setup initially and wanted to skip resigning/existing and just restart (or more specifically regenerate the map) - but I could not get the game to restart w/ the same attributes using this bit: Engine.StartGame(g_GameAttributes, Engine.GetPlayerID()); Engine.SwitchGuiPage("page_loading.xml", { "attribs": g_GameAttributes, "isNetworked" : g_IsNetworked, "playerAssignments": g_PlayerAssignments }); I realize MP setup would not be ideal for this but is this something that is possible on a single user game or is it just not that simple to restart programmatically like that? Could this option be added @ some point?1 point
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I'm new on the forums, but i have time for work on modeling or animating. I can create all staff, but i need support for some issues like polycount, units etc. so what can i modeling? Sorry for my bad englisch, i speak only german because i am living there a long time and i learn this language many years my first language is slovak what cant me help and this is my first text that i wrote in english :-D. Yes i can search all information on wikipage, but i read she and i still dont understand how to create for examle alpha channel. Here is my portfolio: www.dragonheaven.de1 point
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I would add to feneur's post that in a21, most of the (infantry) units have a capture animation (thanks to sanderd17 for this).1 point
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Interesting, yeah I think when I initially thought of this I set out on the idea that I could somehow magically generate a large preview of seeded maps to see what they looked like (under Archipelago) and then I previously asked where to find the seed ... https://wildfiregames.com/forum/index.php?/topic/21055-random-maps-question-random-seed/ What I get afraid of is people just not understanding what the seed means (it's more for programming terms). Imagine I want to share the map w/ you, I know you would know what the seed does and where to place it but in other ways it would be ideal to just people able to save the seed under a name and send a .zip that includes map info, seed, preview, etc. I don't even know if what I am thinking of applies to anything really outside of the Archipelago scripts so I am still thinking about how to handle in the UI. Based on the graphics you show from the other games it would make sense to extend a Map Type to be where you could seed. Are there any open Trac tickets for that?1 point
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I don't know if this will relate to all cases but this is just my own example, the one random map I enjoy playing the most is Archipelago (revealed/explored) for it's geostrategic nature (markets, chokepoints, islands, etc), and every now and then there is very good re-playable map it generates which I want to save. Outside of being a developer this type of option is a bit hard to do w/o having to save the entire game. Setting this up in Atlas is a bit of work as well. BTW w/ this patch you don't go back to the game setup, it will just re-seed and bring you to the loading screen w/ those game attributes. I see what you mean though - a "Restart" in theory is not a "Reset" (all attributes the same) - and might lead to confusion(?) ... someone would say "I selected Restart but it gave me a different map", etc.1 point
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@jonbaer apparently created a ticket after the last message in this topic: #4284 (linking it here for those unaware and for future reference). > I am not even sure if that is possible (to dump a .pmp/.xml like that) Why should you dump the entire map data if you just want to save the seed (+maybe gamesetup settings)? > BTW I still don't know, are GUI related options like this best done as patches or mods? If it's expected to be included into the game (like in this particular case) then a trac ticket + patch (or a link to github branch/compare page) is welcome and desirable. If it's something experimental, then it's better to package as a mod first to gather some feedback and see if there is an interest in the feature. On a different note, seeing this topic title (and 'Restart' menu option on the screenshot above) I'd rather expect that it will start a new match (rather than return to gamesetup) with exactly the same settings (random map seed in particular). I'd call the implemented behaviour 'Back to gamesetup' or something (but I can't came up with a better name). Don't take this as a critique, it's just a subjective opinion/expectation.1 point
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@feneur Thanks for making that clear! While GIT may be an alternative revision controll system for us to use (as main repo) we definitely should have the project on our "own" server. (Also there should be a clone on a PC physically owned by a team member)1 point
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Let's try as a team to upgrade the Bacrtians. EDIT: Oops, maybe go in modding forum or art forum? This is for the upgrade of the Public mod unit.1 point
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It unlock ability to see the vision of the enemy. Imagine it is like the Ally vision unlock tech, but for enemies. The biggest obstacle to implementation I think is the variablecost. In AOE2, AOM, the tech change cost base on the number of enemy unit alive. So, somethink like 20 gold (metal in 0 A.D.) per enemy unit alive. What this did was prevent the tech use before the enemy was low on population. So, if the enemy's population was 100, the tech would cost 2000 gold. If the enemy only had 3 population left, the tech only cost 60 gold. This speed up the end game a lot and was a genius move byt the developers.1 point
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I guess some mods like delenda est use those units. Else you can make you own mod by adding them to the production queue of a building.1 point
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The units are scenario for now, is unknown if they will be included in technology as Marian reform or will be included in second Roman faction( Imperial romans)1 point
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I guess not lol, everyone must be busy. I got you. Let me know if you need these in .png format. I assume you use Photoshop, so .dds shouldn't be too big of an issue. I'm looking forward to the next iteration! hele_prop_1.dds hele_siege.dds hele_struct.dds hele_struct_1.dds hele_struct_2.dds hele_struct_b.dds1 point
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Any other ideas for to use the Upgrade feature? I was thinking of giving every champion infantry unit a Banner Carrier upgrade option that boosts the performance of units around them (does not stack, so sprinkle them around). They'd have no attack, but very good armor or health. Definitely an Immortals Spear <-> Bow option. Any others? I thought about a Hastatus Sword <-> Pilum toggle, but I think the Pilum should be use differently in the game (throw pilum more like a "first attack" option if the enemy is right distance, then charge with the sword). But I might include in Alpha 21 for fun anyway. Some of these will be made obsolete later with proper secondary attacks implement, but that's okay. And in case I don't like the way secondary atack implement then I can always use the upgrade feature. This is one of the best feature impemented in a long time.1 point
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Welcome, Ketu! Our art lead Enrique might be better at guiding you through some tasks we need to be completed. Right now I'm taking odd jobs and replacing some old models. We have several small tasks in the art tasking thread, but it seems like you would like to showcase your creativity. The idea was put forth that the Macedonians could use a workshop, from which siege weapons could be trained. If you walk us through your working process from sketch to finish we could help you with what you need to know. be warned, the team and community can be a bit hard to understand sometimes, and some opinions may make you feel frustrated. if you want to start off on the smaller tasks, that's fine too. We'll be looking forward to seeing what you're capable of. cheers1 point
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Fantastic! I can't wait. Hopefully there are no packaging errors in this one, so the walls and gates will be more usable. Rise of the East is definitely my favorite mod! Thank you guys for doing such a good job with it all1 point