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Showing content with the highest reputation on 2017-02-10 in all areas

  1. My Spy Sheep concept didn't make it through the approvals process. Too "unrealistic" apparently I kid, I kid!
    9 points
  2. Hmm... Spectacular and Nostalgic? Trebuchet!
    2 points
  3. I saw that when the AI wants to take the resources on the field eg. wooden planks, but these are fenced, the AI does not destroy the fence to access resources ... I wish that when it encounters an obstacle on the path Gaia destructible destroy it ...
    2 points
  4. The weather/climate is very interesting is combination between template with dry. seco means dry in Spanish. Húmedo means wet. where I live have the same weather than mostly Oaxaca.
    2 points
  5. The Amazon is very different to Zepotec biome, Amazon is like a jungle (Tropical jungle), many mesoamerican special from the north to the center of American continent lived in other type of biome, more temperate. Zapotec people lived in a kind of Arid and highland. Oaxaca (state) is very close to my country, and have even the same size. the weather must be similar, only change the biome. Even in the map looks more arid. Jungle type of biome are more related to Atlantic than the Pacific.
    2 points
  6. Any objections on adding SSAO effect that was written by Myconid? Reasons: - Lighting in general tends to be inclined towards brightness rather than darkness. SSAO would help to differentiate objects on high-brightness maps - Beautiful effects like normal/spec are only visible when the texture is lighted, textures in shadowed area do not have any kind of enhacement. SSAO would bring more depth on shadowed areas. - Our static pre-rendered AO approach for buildings is subtle (good thing) which won't make the addition of SSAO an overkill effect. - Obviously, terrain will have AO, which now it doesn't have it. - Implementation left units out of the AO calculation, so only static meshes would be the only ones affecting AO, avoiding halo artifacts around units. - Every single game uses it nowadays. Here's the link to the diff where the effect should be: And the post where it is explained that units are left out the SSAO effect to avoid halos: Shouldn't be hard to implement if it is already written, isn't it? It would just need to expose a pair of sliders for the strength of the effect like the other postproc effects and a option in options menu to enable/disable. Thoughts?
    2 points
  7. Most of pro players say that playing vs AI is not fun. And yes, I do enjoy playing multiplayer more than any game vs AI. However I want to show you that it can be fun. Game vs 7 bots includes the same elements as any team multiplayer game. You have to do an early rush else you're soon overrun. As soon as bots get market you have to raid trade. Meanwhile you have to care for your own eco. This is a quite an old replay of me playing vs 7 medium bots. I could have win faster but my multitasking skills are not that good. If playing vs 7 medium bots is not enough for you, you can change any number of bots to higher difficulty. However I'm certain that no one can win vs 7 very hard bots. 2017-01-11_siole_vs_7bots_medium.zip
    2 points
  8. Ya lo solucione yo!
    1 point
  9. I have a dream( isn't that kind of dream when you are awake) was about a old classic game, a I want share with you or with who or want be interested. I played in my dream , i was thinking the game was AoE I. For this days is regular I have this persistent idea. But this time wasn't like this. i like pictures to illustrate what kind of things I saw. The Scenario. The kind of map was very similar to this. Caesar vs Pirates scenario mixing with Holyman ( from Voices of Babylon Campaing) But when hen started I was Player with others. the map was very similar gameplay to the AOK CBA, were you have a Castle fortress to develepemt your battle-units. in the dream all units have the classic AoE I concept for units more arcade but more easy to recognize than the AOK. The Unit Design my principal unit was this. but there are many different styles in the reality the unit is a Spearman Triarii type, but in the dream was swordsman like Roman Empire heavy infantry . The unit have soft naturally animation, using their blade in kind of slash movement. This animation is more similar to AOK longsword. some times the units wear bronze material other time iron, like centurion unit. the battle field was realistic. But don't remember a building like a Town center or Castle and few towers. Like AoE I sentry tower. The gameplay the gameplay are from Total War series, similar to last game of the series even in appareance some kind Total War Arena, mixing arcade with realistic. the battles were delepoment like CBA few kind of units to build, I don't remember resources gathering, only wood, nor minerals or food. the trees have very realistic pine types from a template weather. like a battlefield from my country. and that mixing with a game battlefield are similar. in the battlefield I saw AOE Cataphract heavy cavalry very powerful in the dream against buildings but very weak against Centurion type. The centurion were very strong vs this cavalry units but weak vs missile units or building type. The counter from missile arrow vs melee infantry was very superior and hard than cavalry vs buildings. the setting of the maps were free but you can setting your own diplomacy but the best was 4v4 from team from North vs Soth. One interesting thing was each player can join even when match have minutes to started. The players appears suddenly and this becomes the gameplay very interesting and and funny.. you never expect that or you never seen that coming. So that can balance or unbalance the game. the most dominant player were those who can have the dominion over the micromanagement and some meta. But you can reverts have in mind the counter and use some kind tactics more your communication with your teammates. You can talk with they like competitive games. But I don't remember if all we were in same place.
    1 point
  10. (Phabricator is for code review, trac is used for reporting bugs and ideally designing patches before actually writing them)
    1 point
  11. This Phabricator will eventually replace the track system? Eyecandy/Cheat unit!
    1 point
  12. Is very different And Zapotces are/were located in highland zone, the feeling is very different than a tropical jungle. in a jungle the wet in the summertime is different. Because the humidity and dry have different effects, not only in the humans, the fauna is different, for example you can found many lizard type of animals like a crocodile or the famous anaconda but you never see a kind of animal outside that.
    1 point
  13. I rather have AI combat intelligence like not chasing beyond their line of sight, creating healers, marching in formations and attacking methodically like disciplined sieging etc.
    1 point
  14. Fixed by s0600204 in https://code.wildfiregames.com/rP19213, https://code.wildfiregames.com/D113. Thanks for the patch!
    1 point
  15. The error has something to do with the petra bot, doesn't seem to be related to houses and ungarrisoning at all. Usually the "no space" bug appears when there is literally no area in the surrounding building to pop out the trained unit, usually when trying to build a ship in a too narrow river. The AI bug still should be fixed, if it is one. Did you try to load a savegame from an old version?
    1 point
  16. Hi, thanks for the bugreport, can you please attach the replay of the match? Depending on your OS it should in: "Documents\My Games\0ad\replays" (Windows) "~/.local/share/0ad/replays" (Linux) "~/Library/Application\ Support/0ad/replays" (OS X) There should be subfolders with "commands.txt" and "metadata.json" files, it should be enough to upload commands.txt only. You can find the relevant subfolder either by timestamp or by examining the replays via the corresponding in-game menu ("Tools & Options -> Replays")
    1 point
  17. Because new features are more exciting than fixing. But I do notice those fixes... specifically those nasty release blockers when Alpha 21 was not yet out (gcc, and the ability to train units you're not supposed to from captured buildings).
    1 point
  18. I don't say no, but this surprises , are rare to find, even think you guys don't add any feature this alpha.
    1 point
  19. Objectives: Make early game harassment possible by making most resources rest at the fringe of the initial borders. Make expansion an important strategic choices by limiting the number of resources at each viable Civic Centre placements and giving good pockets to place new Centres full of meaningful resources. Make Scouting an important stage of the game by limiting the number of initial hunted animals to be collected at the Civic Centre. Balance between chokepoints and open terrain to diversify the types of possible engagements by balancing between offence and defence, making there be a limited but multiple number of windows of attack. Possible Objections: This seems to make the game seem way more Starcraft-like when 0 A.D. had clear roots to Age of Kings: why the shift in map design? While there are many connexions between 0 A.D. and Age of Kings, concepts such as the citizen soldier, differences in building uses, and passable forests make 0 A.D’s meta far more chaotic since choke-points become few and meaningless and citizen soldiers set an entirely different pace. Also a new map design can provide maps with more intriguing strategic depth since builds would be based largely on which resources are placed where. Below I have a mockup of a hypothetical minimap. The shading represents the elevation: the darker the shading, the higher the ground.
    1 point
  20. when the remote unit is attacked by a melee unit remote unit takes a knife to protect her even assaulting melee ... Putting well as the option of close battle though not attacked ...
    1 point
  21. it will not be as strong in the scrum ... will serve especially for support units, but do not give a second order goes against reality, as the missile units could defend themselves in case of danger with a secondary weapon ... I take the example of veles when they were in a close battle they were using the classic Roman dagger ... With this I would also point out that the leggionari or even hastatus could also use a javelin at a distance ... and then crashing into the fray
    1 point
  22. I think range units should be able to be put on melee option when they 're at the contact, otherwise they die like women almost
    1 point
  23. Minor improvement: the engine now supports more types of PNGs including grayscale and indexed color, this can reduce our texture size in SVN. For example, ptol_struct_spec.png saved as grayscale would be 1.57MB instead of 2.47MB (it would be a waste to only commit this conversion though, so I don't recommend it, but for future modifications we might as well). It shouldn't make any difference for the releases since we convert all the textures to DDS anyway, but it's nicer for modders to not have to worry about what kind of PNG the game accepts
    1 point
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