Leaderboard
Popular Content
Showing content with the highest reputation on 2016-11-08 in all areas
-
Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 21 "Ulysses", the twenty-first alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features new game modes, plenty of new maps, the official introduction of the final civilization: The Seleucid Empire and more! 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. Top New Gameplay Features In This Release Herocide/Regicide: You start with a hero and are defeated when he or she dies. Wonder Victory: Now you can change the time from when the wonder is built to when you win. Either set it to 0 so you win as soon as the wonder is built or to anywhere between 1 and 120 minutes for a chance for the opponents to destroy it before the match is won. Last Man Standing: Only one player can win the game. Form temporary alliances to eliminate common competitors. But be careful: as the remaining players struggle for victory, allies are forced to turn against you. This mode can be played with every victory condition. New buildings and champions The Persian Hall and Hellenic Royal Stoa can train new Infantry Champions in town and city phase. The Briton Crannog acts as a civic center and dock, providing economic stability on both land and water. Romans and Persians benefit from the new Temple of Vesta and Gate of Ishtar, making buildings harder to capture. The Temple of Vesta, Thracian Black Cloak Champions and the Crannog Patrolling: When clicking the button or pressing the hotkey (P + Right Click), units move along the path you set for them and attack enemy units they encounter along the way, then return to the beginning and continue doing so until you give them another order. Tech Cost Modifiers and Team Bonuses: The costs of technologies can now be modified by Auras and Technologies, demonstrated by faster and cheaper research when a Library was built. Players get a bonus if they are on a team with a player of a certain civilization. For example allies of Iberians have 20% cheaper skirmishers, allies of Seleucids have 20% cheaper civic centers. Stackable Auras: Capturing further Wonders, Libraries or Theatrons increases the building bonus proportionally. Losing a wonder means losing the population bonus, capturing a wonder means further increasing the maximum population, making the Wonder a crucial part of the empire. New Balancing: The aim of the new balancing is to stop players from destroying buildings with infantry and cavalry, enforce the use of siege engines, reduce the spamming of champions by making them more expensive and slower to train. With the addition of town phase champions and the lessening of attack damage of defensive buildings, early attacks are more feasible. Capturing of buildings is only feasible if they are heavily damaged or left unguarded. More details are found in the Balancing section of the changelog. Upgrading System: Buildings and units can now be upgraded. For example the new Sentry Towers can be upgraded to Defense Towers. Sentry Towers New Maps Alpha 21 adds no less than eleven random map scripts and two skirmish maps. Nine of these random maps teleport players to actual geographical regions: Amazon, Mediterranean, Red Sea, Marmara, Pompeii , Bahrain, Howe Sound, Ngorongoro and Rouen. The Mediterranean Rouen Red Sea Howe Sound On the random map Caledonian Meadows, wide grasslands, deep forests and seas lie between opposing teams which are yet connected by paths. The map demonstrates realistic terrain generation, distributing resources by height. Caledonian Meadows The Skirmish map Dueling Cliffs uses the new height limit, that was introduced in Alpha 19: Dueling Cliffs New Models The Seleucid faction was completed by adding the models for the Colonnade, Barracks, Wonder, Market, Corral, Blacksmith, Dock, Library, Military Colony and City Walls. Seleucid buildings (from the top left): Walls, Wonder, Market, Military Colony, Blacksmith, Corral, Library, and the Dock New Fields and Oak trees beautify the landscape. The Gaul Fortress, Tavern and the Ptolemaic Military Colony received new models as well. New fields, the Gaul Fortress, taverns on the left and right, and Sentry Towers, Defense Towers, and the new oak trees in the background. User Interface The new Objectives dialog reveals the chosen matchsettings in running games: Objectives Dialog New Tooltips lift some secrets, like the loot that attackers are rewarded with when killing enemy units or destroying their buildings, the garrisoning- and arrow limit of buildings, healing statistics and assigned hotkeys: Loot Tooltips Resources of allies are now visible in the tooltip of the top panel and in the summary screen after having researched cartography: Allied Resource Tooltips Finally a Multiplayer Pause Screen indicates who took a break: Pause Screen An in-game chat history dialog and acoustical chat notifications ease communication: Chat History More Multiplayer Lobby Match Details help to coordinate upcoming matches: Multiplayer Lobby Match Details Under the hood The Javascript engine was updated to Spider Monkey 38. Windows binaries can now use more than 2GB of RAM, which should fix crashing on Windows. The game now supports hosting on arbitrary UDP ports, which can be useful if your ISP blocks the default port. And many more smaller additions and bug fixes, if you want to read a more detailed list see the full Alpha 21 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 "Ulysses"? 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, ...). "Ulysses" is the Latinized name for the Greek mythological figure Odysseus. This name is relevant for the release because we added the Herocide game mode, and Odysseus is one of the most well known heroes of all time. For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter V. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC - 1 BC)!4 points
-
Make them do this: One of my favorite gif ever. Alternate view: https://www.reddit.com/r/Simulated/comments/4lfjqb/the_first_thing_you_think_of_when_you_hear_the/3 points
-
I don't care how 'late' this is, I'm opening my Christmas present early this year! Thank you WildfireGames Team!!!2 points
-
2 points
-
That might indeed be true, the Siege Workshop looks too clean and prestigious for a workplace. It should look a bit more humble, dirty and military I think...2 points
-
2 points
-
This tips are for the actual balance (Alpha XIX). Keep in mind that later it will be outdated. Is not a Pro guide. Overview tip: - This is a strategy game and if you have a deep look, it's all about economics and numbers: The player with a better resource avaibility, should win in most cases in a long run. So strategies games are wars for resources control. General tips in the first minutes: -You want always a continous flow of new units to have a better economy (and in this game, also a better army cause male units are also soliders). Try at first to establish a good food and wood economy (females only need food and you will need wood for houses). -Try to use berries and animals before going to farms (unless there's no alternative). Farm is slower and need wood investiment. Cavalry are very fast when working on animals, and females are better on berries and farms than men. Use ranged units to hunt (saving domestic animals) -Try to never get housed. That means that you can train a unit because you have the resources but you can't cause you need more pylons houses. Some factions have more expensive houses, but with double population capacity, and some are cheaper with less capacity. Use the houses like a wall protecting your Civic Center (CC) or whatever you want. -Always build your farms around your civic center. I've seen players that build the granary away and then the farms. This makes you more vulnerable to raids. *First objective: Establish an CC flow: With the first 9 females and your cav hunting you can train women in batches without worry until berries and chickens have depleted. Men to wood building first a house later a storage center. Other females created goes to wood that you will need for more houses and... *Second objective: ...farm transition. Also it's very important to make barracks: Then you can double your productivity. As always, try to have a continous flow of women being created on CC, and now soldiers on barraks. Then it's up to you. You can make more barraks, go to second phase and research economical techs. Right now, the most used strategy it's to get to 3 phase quicker than your enemy, mass champions (they can't work but have very good stats) being trained in the barraks with the appropriate tech (not all civs have it) and maybe train an heroe (usually the heroes that enhace champs stats. Remember that all heroes give a conquest bonus when capturing or resisting a capture when garrisoned) Some armoury and special techs can make the differance. Some other tips Garrisoned CC and fortress can stop a lot of citizien soldiers (c-s) (and some champions). Women don't add arrows. If you see your base overwhelmed with c-s try to garrison soldiers. Also towers, specially when upgraded. I don't have the numbers, but establishing a trade route with a market or a dock (better with an ally) is very good for your economy. You can change the resources you get in the upper icon. Allies get an additional share. Protect them. Healing champions with temples are a good idea (inside healing is faster) Walling is useful, but difficult and more expensive than other games. Don't chase ranged units with slower units. Cavalry is fast (with corral tech), but isn't heavily armoured. Some other strategies Cavalry archer rush: Go to second phase and mass cavalry archers. If you stop the enemy to reach the 3 phase, you can easily win. Countered with towers. Only ptolomies, seleucids and persians. CC rush: Reach second phase. Sell food and some wood for metal and stone. build a CC near your enemy, specially near wood lines or in a place for controling metal. If you mange to finish it, then build towers. Try always to stop them to reach 3 phase. For the next level, search build orders, youtube videos and recording games from pro players. Keep in mind that the game is in alpha status, and it lacks features, it can be buggy and it's unbalanced.1 point
-
I created a ticket: #4318, not sure about the 'pathfinding' keyword though, it's UnitAI logic which is related to movement states, but not to pathfinding logic itself. I added 'UnitAI' and 'formations' keywords for a start, feel free to edit as necessary.1 point
-
1 point
-
Starting with the Carthaginians, since I've been messing around with them already. Damaged texture variations! Ground decals might be important too, there might be too many models to actually smash these buildings into 3 levels of destruction on the 'mesh level' but at least there's a visual indicator for building damage that isn't eternal fire1 point
-
1 point
-
It is in that link how would work. I like the movement in detail section. I think the formation should "fall in" and narrow itself to march through the narrow path.1 point
-
Mayorcete look high af in that video bro. lmao1 point
-
1 point
-
My two cents worth: CEN The Anglo-Saxon poem gives the name cen "torch". The torch is known to every living manby its pale, bright flame; it always burnswhere princes sit within. see: https://en.wikipedia.org/wiki/Kaunan1 point
-
I'm not sure about such roof wall paintings accuracy on a military building. Apart from that looks good. If you have gimp I'd sugest you use clouds layers with Iwarp in order to makecloth wrinkles. it looks quite flat ATM1 point
-
Well legally speaking he can. Now I dont' hink there is much we can do.1 point
-
I now he is lying he said about that he created the building in 0 A.D. He want be succesful with the mod and try to be official and may be selling the mod.1 point
-
1 point
-
I don't need full public... I'm using SVN version. and even a mod don't need full size. How I can revert your patch in Svn if I dont want use anymore ?. I real mod can use only modified files it don't need full public.zip1 point
-
1 point
-
That's more informative. Let's see if I can re-create it in Gimp1 point
-
I hope the first image is clear enough Otherwise I can redo that one See the lower one to get a clearer picture of the layers + layer styles1 point
-
Somewhere in your actor file there is a <material> tag. That should be this: <material>player_trans.xml</material> (this is with only transparency, with AO, normal and specular you need something else) For the second question: <props> <prop actor="props/structures/athenians/barracks_struct_b.xml" attachpoint="root"/> </props> Make a prop tag inside the <variant> tag and set the attachpoint to root (note that you need to make a second actor file for the second mesh)1 point
-
1 point
-
1 point
-
If you go up to the development tab you'll find the art asset repository. Find the Greek structural and prop texture files, download and use those for UV mapping. Using the same textures throughout an architectural set helps keep it coherent. An animated worker would be nice too. You seem to be getting caught up on details early, though everyone has a different way of working I know. Make sure your architecture is realized and ordered correctly as you move into finish. Also be sure to keep the meshes that use different texture files separate objects. 0 AD can only assign 1 texture file to each mesh in game, but we can make an object use multiple meshes. Overall this looks really nice so far, that purple awning looks a little too "rich" for a siege workshop, some of the Hellenes textures should have awning textures for you to use. With the textures we have already, you shouldn't need to paint any, especially not for the Greeks, haha. Can someone on the forums actually grab the Hellenes structural, siege, and prop textures for Ketu?1 point
-
1 point