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Showing content with the highest reputation on 2016-12-21 in all areas

  1. Im not very convinced about the textures on the mountains neither the color of the water, but here it is, the Gauls. You can Download it here https://github.com/Skhorn/0AD-map-pack Depends on the stan eyencady mod
    4 points
  2. Use a latin word and use the opportunity to mention that the old lation V was to pronounced like modern English W. So, it sound like Wox Populi. Also, Gladiator, Roma Wictor.
    3 points
  3. Neither in spanish seems to be understandable, at least i dont understand most of what he says
    2 points
  4. http://trac.wildfiregames.com/changeset/19052 There probably have be internal talk about auras and techs bonuses, but we can have open talk too. I think integer not sure what word would be best, bonus is better than percentage and I will tell you why. With integer bonus you give the same bonus to all units that it effect. With percentage you give a bigger bonus to entities that are already stronger and a smaller bonus to the entities that are already weak, so you unintentionally widen the gap between these units. This happens because if you give a +10% bonus to a unit with base 10 stat, it is smaller than the bonus to a unit with base 20 stat: 1 vs. 2. Now the stronger base 20 unit is even more stronger than the base 10 unit, incentivising creating these stronger units, let's be real here, champions even more than they already are. This is mainly a problem with health and attack and speed. Armor already has a kind of self-balancing feature inherent in the armor stats, so the problem doesn't exist with armor techs and bonuses. Problem exist with cost and gather rates too, but it doesn't worry me as much. With this in mind, I will remove most percentage techs and auras for attack and health where possible and go with integrer in DE. I propose vanilla game do the same. Thank you for your time.
    1 point
  5. Indeed I'm going to make a thread for it soon in my idea on how to implement them giving as much technical details I can. Maybe that'll motivate someone to work on it. Even myself had I got the skills.
    1 point
  6. Buildable bridges are definitely desired, the problem is implementing pathfinding for entities, unless the new pathfinder somehow changed things recently, not necessarily modeling them. As previously mentioned, the current work around for such things is putting an isthmus underneath as in Gallic Fields, which obviously doesn't work for building them in game, only in Atlas.
    1 point
  7. I don't know, but basing on the posted replays and my own casual games against the AI, there's just some things I find intuitive about the percentage bonuses: Quality vs. Quantity - I believe that the Citizen Soldiers'strength in numbers can make up for their weakness in damage bonus. This is base-stat (no level up) argument for now. Yeah, there's a champion that had its attack raised to 220. But did you consider putting him against 2 units x 110? How about 3 units x 110? This is emphasized on Point 3, but how fast can you spam out 110-damage units vs 220-damage units? Benefit of Phasing Up - It might not be worth it putting the effort of phasing up and then building structures so that I could train champions if the aura bonus isn't that significant. For me, Percentage buffs to widen the gap is one of the key factors that separate a player who is in Phase III from the one who needs to catch up. Asides from Fortresses and Siege Weapons, I won't think it's worth the effort of reaching Phase III if the damage gap isn't widened. Train Time - Even if we grant the aura buffs are too wide between units, you must consider if you're willing to wait for them getting trained. I believe this is one of the developers' best decisions in balancing out the champions. Even I don't see myself spamming them out as much as before because the long train time. How could I make an emergency defense if these units take SO LONG to train?! Economy Bonus - I'm assuming that this bonus issue is specifically for the military, and not for the economy (gathering/mining/trading/population). But this is the part that makes percentage bonuses intuitive for me. If the military bonuses should be static, then shouldn't the economic bonuses should be as well? I'm quite happy with the current (%) bonus system. It's these rush strategies that I find scary. I even tried the Gaellic Slinger Rush against Hardest Petra, and I was like "Who needs siege engines and towers if I have these bad boys?"
    1 point
  8. I like that idea, have skimed changes in tickes and it seems better. Would like to test in SVN
    1 point
  9. I also haven't understood nothing. Maybe he is a boot. It doesn't have any sense to have so much capital letters in spanish
    1 point
  10. Those roman models of champs look empressive, is it possible to replace current ugly ones for those on pictrue?
    1 point
  11. I would say just a bit of common sense is enough
    1 point
  12. 1 point
  13. If you see the replay, I could rebuild my entire base and thus could have helped killing enemies as usual, I was just too slow as I forgot 200 stone. I believe it should be possible to lose only 7 minutes when executing this correctly and perhaps stacking more resources, doing upgrades and building more houses early (as they will be recaptured). One possible application might be regicide games where one might receive an ungarrisonable hero elephant. Presumably one can rebuild the better heroes after defeat and thus avoid the possibility of becoming gaia in the middle of a match. (Still the player won't be able to change the fact that it's defeated afterwards (which was actually possible last release)). Nerfling slingers, perhaps, needs some playing dev and another who agrees.
    1 point
  14. Hello @Angga Hermawan and welcome to the forums. I'd suggest you to have a look at http://trac.wildfiregames.com/wiki/Atlas_Manual and you can ask all the questions you may have here in this thread.
    1 point
  15. @wowgetoffyourcellphone Something more like this ?
    1 point
  16. How about "Vox Populi"? Kind of fits the FLOSS world.
    1 point
  17. Vulcan - The Roman god of fire and smithing. For our mesh smiths, and (since fire destroys) giving levels of destruction. Vista - I'm expecting a lot of eye-candy "to view" on this next Alpha... Even the menu has new backgrounds. I just hope that Microsoft didn't patent the name. Personally, it's very difficult to find non-Roman related things since not even Greek has a real "v" in its alphabet.
    1 point
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