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Showing content with the highest reputation on 2017-02-11 in all areas
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5 points
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4 points
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Battlefield tactics. Building a city the way I want. Letting the enemy build a city the way THEY want, defeating his army on the field, and razing his newly built city to the ground (taking all the women as slaves, of course).2 points
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I love it when your strategy works perfectly and it either destroys or cripples the enemy. I'm not talking about dominating the map with a huge army, but rather using smaller groups, strategy and timing to achieve your goals.2 points
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@balduin I feel like i should mention that my computer has a very hard time opening the pdf in your git repo, so I'm just using what I find on the forum topic/ my own instincts/ established building shape, for the architecture. I'd suggest opening another two topics strictly for sources on architecture and units, like we do for vanilla crowdsourcing. I have enough of a grasp on architecture, but units are going to need to be much more heavily referenced.1 point
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Oh man, I'm sure you did it on purpose, just to get me wrong! By the way, nice art as usual!1 point
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Gupta army in Civilization 3: https://forums.civfanatics.com/threads/empires-of-the-east-guptas.539910/1 point
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Regenerate resources or reseeding even in small amount in random areas, Capture enemy units. More realistic unit actions. Assasin mode. Roads. Women militia upgrade. Champions coming from fully promoted units upgraded upon entering champions building. Regular foot and mounted archer units in every civs. Weapons building. Limited barracks, stable and siege factories (1 per CC or fort). Limited caravan/merchants. AI that can micro manage. Upgrade buildings for farms, stone and metal production (adding more buildings to CC/fort is more pretty).1 point
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1 point
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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
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What kind of things happens to a game have a succes. very easy recognizable design of the units. Counters and variables of them good game modes competitive maps for this game modes very optimizated engine very neat/clean game play concept1 point
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(Phabricator is for code review, trac is used for reporting bugs and ideally designing patches before actually writing them)1 point
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Fixed by s0600204 in https://code.wildfiregames.com/rP19213, https://code.wildfiregames.com/D113. Thanks for the patch!1 point
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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?1 point
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Yay! Okay, fair enough. If I may suggest then that you make that clear in the description of the unit in question, as otherwise players might wonder - if they've built everything they can build during the space of a game but never captured a merc camp - where the "Iphicratean Reforms" tech is. While I'm on the subject of clearly marking technology requirements in the gui, are you aware of ticket #3670? I mention it because after playing a little of your mod, I think it may impact you to a greater extent than it would core 0ad, and I'd like to get it right. Anyhow, back on topic (slightly), although the structree can be coded to work around every unit having a ProductionQueue component (but no actual entities listed within), I would think that there'd be a (admittedly tiny) performance hit in-game from such an approach. YMMV.1 point
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1 point
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Someone actually made a tower defense mod of the game and posted on the forums a year or so ago.1 point
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Tower Defense Hi, 3 days after downloading 0 A.D. i want to present my first map/mod. Its a Tower Defense with 5 towers and 10 waves of creeps. I want to show you some ingame screenshots but such a function is not integrated. Heres a an overview of the map: I attached the alpha version. Have fun! Tower Defense (alpha).zip1 point
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I played your mod a bit and I like it It looks raw of course, but it is a good start and it is already playable, which is nice. I call this 'mod' rather than 'scenario' because currently it is impossible to embed all this logic into map, and maybe this will be impossible to fit it into scenario even later when pyrogenesis will have triggers support. Btw, pyrogenesis have mods support and you can perform following to run this as mod: 1. create some folder (for example 'towerdefense') in binaries/data/mods folder 2. copy into binaries/data/mods/towerdefense content of archive (art, maps and simulation folders) 3. run "pyrogenesis -mod=towerdefense" Another small note: I can see images from hosting which you use only via proxy.1 point
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1 point
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the ability of turning a quaint and pretty farming village into a fledging empire:)1 point
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Raiding! Raiding and using small groups of units to control large areas on the map. I also can't get enough of doing the weirdest strats ever (ever done a militia rush? In imperial?).1 point