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Showing content with the highest reputation on 2016-12-30 in all areas

  1. Managed to get some time to work on the textures. I've taken the liberty to create my own details, please do correct it if you see inaccuracies in the design. .
    4 points
  2. I am a bit late but here goes my 2 cents. It's a game-mode/victory condition from the great Company of Heroes saga. Victory Points Condition Each map should have at least 3 Victory Points positions, which every player/team can capture When a player have more VPs than the other, his opponent looses points (usually starting at 500) Here is a random discussion on gamereplays.org about the differences between VPs Condition and Annihilation (our actual and more used game mode in MP).
    2 points
  3. The number should be some timer. Someone else had the same error message before with a custom scenario map (#3015), but there can be various reasons triggering that exact message. You could backup your map (XML file), and then remove the bottom half of the file, check if there is a bug and repeat that process until you found out which entries are bugging. A similar approach would have to be done for the gamesetup attributes at the top of the file to find the buggy entry blindly. You should probably post your map here. Perhaps Stan finds the bug immediately when looking at it
    1 point
  4. Hi gu. There have been a new city found by archeologist in central Greece, near small town of Vlochos. Is in Thessaly, in ancient times a source of the best cavalry in Greece, until Philip's Companion cavalry bested them, then they become 2nd best cavalry in Greece. Anyway, people knew of the site from before -- locals can see the outline of the walls in the ground on the hill, the acropolis of the city -- but previous archaeologist thought the site was just a small settlement of no importance. But now with ground penetratration radar and satellite imagery, they have discovered the site is much larger than once they believed, and now think it is actual city instead of small village. Here is the google map of the acropolis. You can clearly see the outline of the walls. Ground radar have already reveal a city grid of roads and building foundation! https://www.google.com/maps/@39.4930602,22.0883513,1919a,20y,41.06t/data=!3m1!1e3 I can see outline of even wall tower! Archaeologist belive city founded in 500BC, then abandon after the Roman conquests. http://www.atlasobscura.com/articles/found-a-lost-city-in-greece http://www.gu.se/english/about_the_university/news-calendar/News_detail//swedish-and-greek-archaeologists-discover-unknown-city-in-greece.cid1416535#
    1 point
  5. I think there has to be some kind of physical actor involved in tax collection. Either a building (temple?) that collects taxes from houses within its aura, or a special unit (tax collector) who visits the houses to collect their taxes. This means you cannot just plonk houses anywhere and claim taxes, you must build infrastructure to collect taxes. Having physical infrastructure also gives your enemies a point to attack; your taxation infrastructure can be dismantled without having to demolish every single house.
    1 point
  6. you want background music in 0AD?, here is the link. download in ZIP format https://play0ad.com/media/music/
    1 point
  7. This patch work very good. It is a good first step. Would be worth to commit this and then change behavior later after testing. What behavior I think can probably be: All units when garrisoned will garrison inside. If you want your ranged infantry to go up to the battlements, click the "Reinforce Battlements" button. There's also a "Retreat Inside" button to re-hide the units. If you want to restock the battlements with fresh ranged infantry after some of have be kill, click the Reinforce Battlements button again. Maybe also have a auto-reinforce button -- kind of like autoqueue in AoM. ADDITIONAL ENHANCEMENT: 1. can set default behavior in the options menu -- hide when garrisoned, or auto-reinforce battlements. can set default stance in options menu too -- like in age of mythology -- but that's a different thing. 2. A new garrison hotkey can adjust the garrison behavior on the fly. 3. Visual enhancement: The selection ring should be at their feet, not on the ground. 4. Vsiual enhancement: Units on battlements don't show silhouette, but this can be debated, gameplay may trump. Of course, none of these suggestions and anhancements have to stop the patch from being commit right now, unless coder find some code problems. You guys should try iterating on this feature and see what makes sense to you as you go forward with it.
    1 point
  8. 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)!
    1 point
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