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Showing content with the highest reputation on 2017-01-29 in all areas

  1. Right, but I think Thor is saying that the CC and Barrack have a lot of overlap here in training so many military unit from the CC. I didn't like so much overlap --I prefer each building to be as unique as possible-- so that why DE took most of them out of the CC, just train spear infantry as the "male" half of the citizen selection in the CC.
    3 points
  2. I think thats why the second option is better. By putting some kind of limitation on retraining, players are forced to care more about heroes. Currently we have heroes that can even be sacrificed when low on health because the "only" consequence of losing one is the retrain time. Still, I don't think it is a good idea to go to the other end of the spectrum and say that once a hero is dead, the hero is dead. Maybe it is a bit silly using historical figures as heroes if they can come back from the grave, but I think finding a space in the middle between "who cares if my hero dies" and "I better protect my hero from any harm else I lose the aura forever" makes more sense. A timer preventing you from retraining the hero for a certain period of time, plus increasing costs per "resurrection" makes a lot of sense to me. ___ This is just something to think about, I'm sure it isn't new either: One could even grade the heroes for each civ in order to guide balancing: The lower tier hero is cheapest, has a lower retrain cool down time, and has a global aura. Global auras can be kept at a lower strength simply because they are always on, everywhere. The middle tier hero could be like the best heroes we have now, but weakened a bit. So instead of +5 attack, for example, it goes to +2 and is a proximity aura that is always on. The highest tier hero would be quite expensive, but have multiple auras that have timers, more like Warcraft 3 or something. They could be things like +10 attack for 30 seconds, -20% building capture points for 10 seconds, +50% healing rate for 30 seconds... things that if timed right could change the course of a battle or help your army keep moving after a battle. *Note: low middle and high denote the amount of micromanagement necessary to gain the most benefit from the hero. Also, there should be some consequence for a hero being mounted or on foot. I do like that each hero is supposed to represent something unique that they remain known for for 2000+ years later. I think each civ could have unique hero attributes even with this grading system. For instance, Athens could be: Pericles, low. Lower temple cost, construction bonus, economic gathering rate bonus (or) barracks train speed bonus (Funeral oration inspiring citizens to fight on). Themistocles, middle. Lower ship training time, increased ship speed, +2 attack constant aura Iphicrates, high. Increased armor +1 or +2 constant aura. Auras with timers: Increased unit speed +25% that lasts maybe 30s; -10% enemy unit health for 15s (rumor of Iphicrates' "tactical cruise" to Corcyra led the Spartans to break off their siege before his highly trained and well drilled fleet even arrived)
    2 points
  3. For the remaining error I would try to remove/alter the minheight property at line 7: <prop actor="props/structures/decals/city_tile_3x3.xml" attachpoint="root" minheight=""/>
    2 points
  4. Wildfiregames presents: 0AD's unit upgrade. -Why do you work on this upgrade when you should be working on pathfinder and performance improvements? -Please note that this upgrade has been done by an artist who hasn't any knowledge in programming. This upgrade has not taken away any precious work time to 0AD programming developers who continue to work on the needed pathfinder and performance improvements. -Why do you make this upgrade? For a number or reasons: Unit models are very old, around 6-7 years old. These new models are closer to today's industry standards. UV mapping and model proportions aren't ideal on the current models. The new ones have realistic human proportions and much better UV mapping. Old animations cannot be modified, only created from scratch. With the new models we can maintain the blender source files of the animations and modify them at will. Since we share the blender source files, the team and the community can make variations for their own model variations and still use the new armature. Old model's armature (skeleton) is very basic and limited. With the new model's armature we can achieve more detailed animations and are capable of basic prop animation -Are these new models already implemented? Do they work with the old animations? -No. The models are finished and ready to start animation production. We will remake all the unit animations and implement them when there are almost all of the required animations completed. However, the models are commited to the SVN version of the game with some test examples that you can check in the map editor. These examples and the models will be released in the next Alpha release (Alpha18) if you don't wan't to set up a SVN version. To check some unit examples in SVN, go to the map editor and in the object tab, search for all actors and filter by "newunit". Once selected click on "Switch to action viewer" to isolate the unit and zoom in. (please note these are just examples and they aren't final unit setups) -Do you have increased the number of unit variations of the game? -Yes, now there are non-armored unit variations, and armored unit variations with some differences. There are plans to add some more in the near future if time permits. -Can I make my own animations for my mod and use these new models? -Yes you can! Check at the bottom of this post to download the blender source file(s) of the armature and check the SVN newunit xmls example for setting up your own units. Don't forget to check the presentation video where there's a short explanation of how the armature works. -What is left to be done before I can play with these new models? -Since the unit heads have different size than the old ones, all the helmets in the game must be resized to fit them. Also as pointed a few lines above, we're going to upgrade all the animations to fit these new models. When these two tasks are complete or close to completion, we'll implement them and you'll be able to play 0AD with them. -Is there something I can make to help with this task? -Yes! If you are a skilled animator with experience in human models' animations you can open a thread in "Applications and contributions" subforum, tell us about yourself and show us some of your animation works! Male unit variations (Old Work in progress): (Click following images to enlarge) Female unit variations (Old work in progress): Download the blend file and start animating! Enjoy! New unit upgrade animation template.zip
    1 point
  5. Personally, Civic Centres seem to make the barracks a bit redundant. Granted, CC's cost a lot more, are highly defensible, exert significant territorial control, and so forth, but should they actually train military units? Frankly, the idea seems a strange (should a citizen be equipped with weapons at what could be considered an administrative building?). What are your thoughts?
    1 point
  6. Hey there! I am a new user. I have only played the game a few times, but I already loved it so much that I made a friend install it. HOW I MET THE GAME: I have always been a big fan of the AoE saga, but when I switched to Linux, I could not download it. So, I searched for an Alternative; When I found a similar game with mods, becautiful graphics, for linux and open source, I could not believe it. I donwloaded it instanlty, and started enoying it a few minutes later. ABOUT ME: I am a boy from Argentina, who loves gaming and open source stuff. Right now, I am really into Linux. I am also a cat lover, but I don't think this is relevant here... I also like to join forums for everything I like Glad to be here!
    1 point
  7. I would assume he means that he wants to be able to jump backwards and forwards in time in the replays. Whether it's feasible to add a full timeline or maybe some way to jump say a couple of minutes back and forth will have to be seen, as far as I remember when it was last discussed it sounded like it was quite difficult as the game needs to basically recalculate everything when you move back or forth in time. So something might be included, but as far as I know it's difficult.
    1 point
  8. I split this into its own topic as it wasn't related to screenshots, and deleted Lion's comment as it's no longer relevant now (but thanks).
    1 point
  9. Sounds pretty much like #4153: If someone has a way to reproduce this bug quicker than replaying the 22 minute replay in that ticket, please post it!
    1 point
  10. I haven't watched it all, but I did see you copy pixels from an image for the eyebrows. I don't really see why though since you blurred it so much in the end. In practice I guess going so far away from the original means that there would be no consequences, but in theory you really shouldn't do that either. Especially when there really isn't anything gained from it. I do hope things like the original statue image and the SPQR symbol image are either public domain or compatible with the 0 A.D. license. As for the image itself, I would suggest that you use a lot less opacity in your brushes, 20% maximum. Your images have always seemed a bit extreme in colors/differences in sharpness etc, and now that I've seen your process I think that's probably one way to get around it. For laying down initial colors I guess a higher percentage can work as well, but in general I'd say it's better to be more subtle.
    1 point
  11. Oh, I figured out why I wasn't able to reproduce the error: the actor got cached. After cache removal it shows up again. I believe the error is generated by XML validator, which doesn't distinguish such semantics, it just wants "text" type value in "attachpoint" and "float" in "minheight"/"maxheight" (see actor.rnc / actor.rng), and an empty string is apparently not considered to be a valid float.
    1 point
  12. You tamed them with religion and cheats.
    1 point
  13. (Some of the above auras can't be local.) Else there are indeed antagonist forces to find the good balance: - we want hero to fight, - we want them being precious so we'll lose them definitely if they die, It leads to making them most powerfull (meh dota like :p)
    1 point
  14. probably one of the variation.
    1 point
  15. Hi, i just wanted to let you know that i really love the graphics and the artwork of the buildings. Please don't change it. But it could definitely be more detailed. Overall i am really amazed by this game. Please don't destroy it by upcoming updates like other games do Also the fact that you can capture enemy buildings and that only artillery (if i am not wrong) can destroy them is great.
    1 point
  16. Correct. If heroes can't be trained again and have a global aura, they will be parked in safety. @fatherbushido and me addressed this last alpha for the most important heroes already (in particular Boudicca and the roman +20% attack guy).. Apparently there are still many left though: So we should change athen_hero_iphicrates, brit_hero_caratacos, cart_hero_hamilcar gaul_hero_brennus, gaul_hero_britomartus. (with the range of the size of a city), mace_hero_demetrius, pers_hero_darius, ptol_hero_ptolemy_IV, rome_hero_maximus, sele_hero_antiochus_great, and not change: athen_hero_pericles_2, athen_hero_themistocles, mace_hero_alexander, ptol_hero_ptolemy_I_2. Also @wowgetoffyourcellphone, if you create an account on code.wildfiregames.com, you can propose, review and accept patces like this one too.
    1 point
  17. Playtesting also helps in a somewhat measure.
    1 point
  18. Map: Oasis Players: Grugnas, Hannibal_Barca, Vercingetorix_, imrobbyg, Valerianis, Cesar, elexis4, philosopher Summary: The game was a diplomacy LMS where, as usual, peace reigns and we are all friends . One by one we changed our alliances till the end where I had to face 2 players, Britons and Romans. As you can imagine, all the players had the time to set up a profitable trade route and cumulate resources in order to train champions before an alliance change. I played for Athene, a civ that i particulary like due its versatility and the wide choice of champions aviable. Despite its strong infantry, Athene lack on siege choice since they can only use Bolt Shooter and Catapults. Valerianis played for britons, civ known for its deadly slinger mass train from phase 1 and their synergy with Cunobelin which makes them really strong in the battlefield. Hannibal_Barca played for Romans, civ with imho the best cavalry champion in the game because they use sword and can crush buildings and enemy armies. If you take the effort to watch the replay, you will notice that near the end game I had to play against 2 players forcing me to mix my forces in order to be efficient against Champion Swordmen and Champion Cavalry. Impossibilitate to set a trade route and to use catapults (because slingers can destroy them easly from distance), I sneaked into the roman territory with a bunch of champion spearmen in order to get rid of the market avoiding the trade between the 2 players. You can notice that, despite the full garrisoned Civic Center shooting at me and champions from both the players, I managed to win the fight because Spear wins over the Sword (despite their metal cost) and the cavalry then the game finished, for me at least, because i left the game because it was kinda draw for me since Champion spearmen beat swordmen and they win cavalry too, so the game was just waiting until set a profitable trade route (like other 20 - 30 min of game just waiting for infinite resources by trading) for the enemy "team" between a capture raid by cavalry and another. What I'd like to focus is the last part: This mean that spearmen wins over swordmen and cavalry too resulting that there is no way to counter spearmen with swordmen or cavalry. Actually the cavalry role in EVERY long game is just to run around the enemy base and capturing buildings since 20 cavalry capture + suicide a building in less time that a ram needs to destroy it . There is not a cure for all the curses by the way the cavalry deserve less Capture Points than infantry since they already have 2 techs aviable from stable that increases their movement speed which makes spearmen totally useless against any kind of cavalry and, since in low population cap games expanding is really risky, that cavalry trick of just sneak and suicide buildings becomes uncounterable and just annoying since the cavalry will never fight spearmen (as it should be). Anyway using spear infantry is risky because they are slow and they retreat slowly and having a dislevel between infantry and cavalry would be reasonably considering their movement speed. 2017-01-28_0013.rar
    1 point
  19. That's the main deal. In multiplayer games you can't get away with only 1 CC (or 1 barrack), you need many more in order to field a strong army quickly enough
    1 point
  20. The barracks has more units, has techs (perhaps will have more in future). You can build many of them (regarding cost and territory restriction). (And at least the game is still alpha so the barracks could have some other futures). I hope I help answering some of your questions. EDIT: @Thorfinn the Shallow Minded else you can also check at least two mods where only female and spearmen are trained in the cc. It's also an interesting idea.
    1 point
  21. Map: Canyon (1st try mountain climb) Players: (wang_wei, Hannibal Barca) vs (Merov, SaltySeyi) vs (siole, elexis) vs (Grugnas, Liberty (aka ZhengfuZhe)) Summary: 90 minutes gametime. On this map, each player is surrounded by mountains. The middle is valuable due to the forests. But as small passages connect allies, trade is safe alternative. Walls were allowed and utilized. In this replay, I made my first try to relocate my city onto the mountain: The other replays following this posts are more fleshed out though. In case you ever decide to visit that godforsaken place using a bug, consider that those bumps on the mountains are only reachable from one small path (if at all), so don't block that path by constructing a building at that place! The tiny paths between the bumps can be used for trade if lucky, but that often gets stuck due to the small area: After the winner of the match was clear, he had to get up to that mountain to wipe out us escapists. After finally having succeeded with that and building a fortress there, he found out that the area was disconnected from our city. This resulted in a mexican cheat standoff: He used the developer cheat to delete my civic center, I paused the game and quickly typed the debug command to exit the game for every client without notification before he could delete the rest. What an ending xD Thanks siole for providing the full replay! 2017-01-22-canyon_2v2v2v2.zip
    1 point
  22. It's always urgent when people want to play mods. I need to check why it's not compatible.
    1 point
  23. I think this is nearly the right gif for the occasion.
    1 point
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