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Showing content with the highest reputation on 2017-01-14 in all areas

  1. (I guess I should write a slightly longer answer to this and related questions since this seems to pop up regularly.) TL;DR: SVN works. Why don't you use git, you can do so right now (either one of the clones on github/gitlab, or via git-svn)? Why (still) SVN? It works. More details: Partial checkouts are supported (which some contributors needed due to network limits), it doesn't require users to download the whole history (same reasoning), checkouts can be resumed (helps with unstable network connections). Apart from using shallow clones or incremental shallow clones this isn't possible with git. Keeping autobuilds for windows users (which is needed for artists) in the repo is not an issue (yes, there have been discussions and plans for how to solve this for git; but that is some work nobody has volunteered for yet). Why not git? There's a git clone (github and gitlab) so nothing stops you from using it right now, and we do accept git patches just the same as svn patches. If you don't like that you can use git-svn directly (which works fine). Educating users about git is more work than doing the same for svn, also this question ignores artists and modders and increases the barrier of entry for new contributors. Also most git GUIs are quite bad, which is somewhat important for those users. Programmers should be able to use their tools and can already use git right now. Why not git-lfs or git-annex or git-whatever? Those are third-party extensions and require more administration work. Of course we could move all to some third-party hosting platform, but those might impose arbitrary limits or just cease to exist. Also that seems to counteract one of the main advantages of a DVCS namely being distributed and not being locked to a single central repository. (These approaches tend to have issues with having the full history available locally, which makes bisecting issues harder. Also they do list merge conflicts for binary files as one of the rough edges. (I'm not sure how those would interact with signing commits, which would be one of the things to consider if switching to git.)) But I want to submit pull-requests? No. Diffs work, man git-format-patch might be worth reading. Why not just merge things? A merge-based workflow creates issues with bisecting issues, so one would have to educate users about rebasing their work on top of the main branch. (Not very entertaining in the long run (and that refers to both points).) What could be done instead? Reroll the git clones in a nicer way by excluding all build artifacts (the current clones have a few incremental stages, and are likely not excluding everything). However this should be planned carefully, since this is going to break the "upstream" for a lot of people and I would strongly recommend against doing this more than once.
    8 points
  2. About Oniversalis : Age of Exploration is a total conversion project for the game 0 A.D Empires Ascendant.This modification will bring the era of colonisation to the world, beginning with the late middle ages and ending with the 18th century.The player will be able to research different types of technology (such as gunpowder weaponry), recruit different and special units and build different buildings with different roles as different nation across the world, such as: Spain, England, France, Austria, Prussia, Portugal, Moghul Empire, Mayans, Aztecs, Muscovy and many other. Features A complete new era with a lot of changes from 0 A.D A total of 22 civilizations (not sure what the limit is, some no that important may be deleted) : Spain,Portugal,France,England,Austria,Brandenburg,Denmark,Sweden,Novgorod,Byzantium,Wallachia,Ottoman Empire,Serbia,Poland-Lithuania,Mamluks,Mughal Empire,Golden Horde,Yuan Dynasty,Aztec Empire,Maya,Inca,Pueblo,Iroqouis Confederacy,Japanese Empire Changing the gameplay from a fast-ending game in a long game that may take times to complete. New resources such as Spices and Gunpowder. A huge amount of buildings (you will need special units as you evolve to build new important buildings). A huge amount of technologies, as it was the era of the Renaissance and the Industrial Revolution. Lots of different military and civilian units. etc. Team -Vasikle - Developer and project leader (works on models, maps, textures,UI and almost evrything) {[ King of Romania ]} -Dan The Strategist - Mapper {[ Mayor of England ]} -Lion.Kazen - 2D Art and UI {[ Conquistador ]} -Stanislas69 - 3d Models and textures {[ Le Roi ]} +around 10-20 non-quality mappers and modellers. {[ Insolent Aztec Peasants ]} Thank you for viewing this mod ! Please remember to watch and support us.
    3 points
  3. RE: #10 ladders for siege would require a complete rewrite of the path finder to support walk-able meshes therefore more elaborate collision detection all these coding issues are not trivial remember we are a completely volunteer work force there is no way to throw more programming resources at any issue without someone wanting to do it first and this is one of those tasks that is tedious to code and just not sexy enough to attract volunteers or if attempted dropped when the technical details rise out of the woodwork. Enjoy the Choice
    3 points
  4. The new unit meshes don't do that, so nothing to worry about ;p
    3 points
  5. For the main game we don't want to add any additional factions as there are many already and we want to make sure that the factions we include in the game are as good as possible. Thus we have to draw the line somewhere so we can focus on the ones we have. There are however several semi-official mods which aim to add factions for both the same era and other, so feel free to suggest it and maybe others are interested as well.
    3 points
  6. Hi, I noticed a problem when the new carthaginian gate closes. You can see it here: http://imgur.com/a/WR6Rk
    2 points
  7. Well, you can't have war elephants without expecting this kind of inconvenience :))
    2 points
  8. Looks like a unit got angry and slammed the door on its way out lol. Will take a look at it when I come back from traveling. Unless LordGood beats me to it.
    2 points
  9. Thanks for the report, I marked it for sooner, rather than later #4459
    2 points
  10. @shieldwolf23 as @niektb correctly guessed, it required an update with a18_to_a19.py. Also mace_infantry_spearman was renamed to mace_infantry_pikeman in r16503, so I changed the unit names in the map xml accordingly. Now it opens in Altas without issues. I attached the updated version to this message. Alexander_updated.zip
    2 points
  11. The AI made a lot of progress from Alpha 20 to 21. Respect the AI is now kind of intelligent and very strong. It is now one of the best AI's I have seen in strategy game. But the problem with the AI is still that they show specific patterns and uses the same paths and tactics. In addition the AI on level medium and higher is faster in building economics, army and attacks very fast. The problem is the AI does not change their behavior once you are able to defend yourself the AI will run over and over into your towers, walls and other positions. It would be nice if the fighting style of the different AI levels would differ. I would for example expect that AI level medium and hard would train more elite soldiers and make more use of siege engines. Furthermore it would be nice to have AI characters. Stronghold for example has a couple of characters each of which has their own fighting style. Using this basic idea in 0 A.D. could mean to have: - the Petra AI (attacks fast with a medium size army) - the Bandit (who attacks constantly with small cavalry/infantry your weakest points with the goal to disrupt your economy and kill your citizen) - the Economist (defensive, but has a lot of money and resources. He can easily replace any loss of him or his ally.) - the General (takes time to attack, but if he attacks he attacks with a large army) - the Lord (defensive player, which builds a castle and tower to defend his position) What is your opinion on that?
    1 point
  12. So the argument isn't for the REMOVAL of the feature, but for which should be the DEFAULT. I'm going with the devs' decision on this for now, since I happen to like it. Archers aren't realistically used for taking down buildings. Siege Weapons are used for that. So the Capturing mechanic makes sense to me. I might consider voting for Attack-by-Default when Beta comes out... by that time, many people already know of the feature. But if I want an argument for it: make soldiers attack by default and then provide in the FAQ if people want to know "How do you capture buildings?". Sound fair enough?
    1 point
  13. @fatherbushido @Enrique infantry_javelinist_b.xml infantry_javelinist_e.xml infantry_javelinist_a.xml <Icon>units/ptol_infantry_javelinist_merc.png</Icon>
    1 point
  14. I don't need to contact him, I could change it myself. I don't really see the need to though. Most people won't post here unless they have a reason to, and if they do it's easy to move/delete it. If this actually would have added something new and not just another way to do the same thing that can already be done I think it could have been relevant to have in that forum, but I guess that can be discussed. I think it's better to have the possibility in case there is a situation where there is a point to it, even if we might have trouble thinking of relevant topics at the moment, than not to have it.
    1 point
  15. lol i was waiting for someone to point that out whoopsies
    1 point
  16. I forgot report this before... I have same issues but , I haven't time to test Carthaginian , it's was introduced with the new walls.
    1 point
  17. THANK YOU very much, Alexander! You all are a helpful bunch! :)
    1 point
  18. So, you will not change it? Just want to know if i should keep looking towards to this..... Because this mechanic is usseles as default auto attack - I will explain = When you are in early game you can rush enemy and kill his villagers, capture !!some!! not all of his buildings , but when you are in middle or late game and you attack enemy with 100 infantry and etc. + few siege units and count on that they will start wrecking shi... they split on 3 groups 1. start chasing all enemy units 2. start capturing towers and fricking houses when enemy backstab @#&#036;% out of your troops and lastly 3.siege units start destroying towers what your units are trying to capture with 150 points for you and 450 for enemy and it keeps reseting because AI is still sending units .......... /(Sorry for grammar im tired after hard day)
    1 point
  19. Definitely graphics related. Are your drivers up to date?
    1 point
  20. Could you attach your system_info.txt, interestinglog.html, and mainlog.html aswell please ? See GameDataPaths and ReportingErrors .
    1 point
  21. ah okay, the current public actor for this unit is using the mace infantry javelinist still? I might just mod the unit actor for more accuracy first before making the portrait and submit both here or to @Enrique.
    1 point
  22. Actually, the portrait is committed. The templates just need updated to point to the new and correct portraits. Also, some multiple unit can use the same portrait, so look for that too. I will go through the portraits tomorrow in the Public mod and make sure the units are the right color.
    1 point
  23. @Vasikle Thanks, any model you want in particular ?
    1 point
  24. Army of lions!!! ( used wololo to turn some lions also turned some elephants and rhinos )
    1 point
  25. If we use that we don't have the files on our server - which is what we want to avoid.so that's not an option IMO.
    1 point
  26. Java script with several helper functions part of the engine's C++ core. Enjoy the Choice
    1 point
  27. I mentioned before the bear does not have an dying animation. I like small things like animals, trees etc. which are made with a lot of love. 0 A.D. has many such things. Like the various food bush and tree. Or once I was coming across an Pegasus, a small detail, but very neat. Such things give 0 A.D. a special atmosphere.
    1 point
  28. Thanks lets get things back on topic then look! Cactuseses!
    1 point
  29. "Around the world in 80 civs"?
    1 point
  30. I'd say it is very possible. I'd say it's ok if you can only contribute from time to time if you manage to get good quality textures and don't mind having a strict head of department guy
    1 point
  31. @TenLeftFingers nice suggestion ty! @Itms & @Lion.Kanzen while still looking for the equipment, I have been making questions. Translations from Voices Thread are correct, and they suggest me something about the battle cry which I actually can't remember (something they shout on stadium of Athletic de Bilbao). Moreover, they told me basque is read as written, meaning there are no particular pronunciation rules so far, except for Z pronounced as S (obviously read and talked by a Spanish speaking person, possibly with northern Spain accent). I've done further searches and found this page with pronunciations of many languages including Euskera. For example, this is the page of irabazi (to victory!), but there are much more. This may be helpful in case I didn't get some proper equipment to record voices and/or they don't want to.
    1 point
  32. All those celts stuff are often complex. Here it seems there is nothing wrong. https://en.m.wikipedia.org/wiki/Galatia
    1 point
  33. Galatians are Celts, not Gauls
    1 point
  34. Galatians are technically Gauls.( my short answer)
    1 point
  35. Spies is disabled in Deathmatch mode due to the massive amount of starting gold each player has. In Regicide games, Spies is disabled. It is replaced by Treason.
    1 point
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