Leaderboard
Popular Content
Showing content with the highest reputation on 2017-03-03 in all areas
-
3 points
-
3 points
-
Position: Application as Gameplay Developer. Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? - Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? - Yes Are you sure you are not wanting to work on something programming related? - Yes Name: DarcReaver - Hendrik. Email: I don't publicly post my e-mail, but in case it's needed I'll send it over via pm, np Location: Kassel, Germany. Availability: around 10-15 hours/week. Age: 28 Occupation: currently employed as leading Estate Engineer for a town community. Planning and coordinating the construction of elevators, power supply systems, heating and ventilation systems among other stuff Skills and Experience: I've been playing various RTS games in the past and been heavily employed in game design department of various modding communities, most notably Company of Heroes franchise, C&C generals, Battle for Middle Earth series and Warcraft III. My experience in modding lies somewhere around 10 years, and I've been playing RTS games since around 15 years. I know many different types of strategy games and played quite a few of them on a competitive base, meaning tournaments, ladder matches etc. I worked with different types of editors that allow modification of existing game engines, most notably corsix mod studio and Warcraft editor. Also I'm doing .xml editing for some simulator games, modifying properties, sounds, physics etc. to create authentic driving experiences. Motivation: I know that there is no officially available position as a "gameplay developer" on 0ad, so I'm doing this application as some sort of iniative. However, I do think that there should be more discussion and progress towards creating interesting, unique and outstanding gameplay patterns that will make 0 ad stand out from other RTS games on the market apart from "it looks nice" and "it has a lot of content". Creating a game flow for the game is very important and from my experience in the game making area this is what has to come before betatesting. The current design, while having interesting aspects, lacks original patterns aswell as missing long term motivation for keeping a player base. After the conversations in the gameplay testing forum I decided that I'm officially applying to help out. (link to topic below) Don't be scared of my harsh tone, I am usually nice and helpful towards others, but depending on the situation sometimes more drastic words are needed to underline and emphasize a certain position in a discussion. Being nice doesn't always do its job. Personality: My personality tends to switch between the "terror that flaps at night" and "Launchpad McQuack" combined with enthuiasm, depending on my mood and the matter I'm dealing with. Short Essay: I searched for an alternative RTS game that combines an ancient Age of Empires 1 setting with polished graphics and modern gameplay patterns, that's how I noticed 0ad. Staff: Noone in person, but I had a series of conversations with community members like wowgetoffyourcellphone, niektb and Karamel. Favorite Game: All time favorite is company of heroes. Apart from that I'm into the Dead Space universe and the new Tomb Raider series. Also The witcher is pretty nice. Work Examples: http://www.easternfront.org/, http://www.moddb.com/mods/coheastern-front, http://www.moddb.com/mods/menace-from-outland/2 points
-
Hi DarcReaver! http://trac.wildfiregames.com/wiki/GettingStartedProgrammers Hope to see patches! Checkout the simple tickets and feel free to come to IRC to ask questions!2 points
-
2 points
-
@soloooy0 you can translate the Atlas Manual though, what should be actually even more helpful than just the GUI translation.2 points
-
So I post the replays as promised. Notice that 3 replays out of 6 are actually about sword cav rush. This should be surprising, because there are even more spent ressources committed only to make some sword cav. Indeed, you have to spend 500 food and 500 wood to get to phase 2 before 4 min, which is an huge investment at this time of the game. Furthermore, you have to add an additionnal 300 wood in order to get the barrack up before 5 min. Just to be able to train some sword cav. But the rush still works. Here we go : 3v3 game (focus = Feldfeld-Hannibal).7z I start with this game that shows the main purpose of cav rush : denying food income. (I take the example of my rush vs hannibal barca, but there were another cav raids that i didn't choose to focus on) The attack was not defended well, and for minutes of game my opponent couldn't make food. Feldfeld vs JeanClaude (Rome).7z A game about spear cav rush. I think JC did well his rush and was better at approximately 3 min of game. I think that going to the animals in the center was a mistake, and that he should have kept raiding me the same way I did in the first game shown. He then would have got a better economy than me. women hard boom (not advised) Feldfeld vs borg.7z Another sword cav rush. I tried pure boom, but I shouldn't have made this much women and got punished (I didn't expect sword cav rush, it was the first time i saw it in the game if i recall well). But keep in mind that between 2 strategies of pure boom, 1 making more women early, and the second making more men in case of a rush, the first i described (more women early) will have better eco later. Feldfeld vs defenderbenny naked fana rush.7z Naked fanatics rush, first time i saw that as well. You need to sacrifice huge eco just in order to train these fanatics (early phasing + many workers on metal, almost no food production). But this strategy works still very well. 4v4 endless raids, + promoted cav very strong.7z Rush with sword cav, then i kept the pressure all the game. At the end : huge eco damage, also my sword cav got promoted and became very strong, and had no issues fighting foot soldiers later. Notice that in team game, you can rush someone, the defender makes decisions to defend the rush, then you can simply switch and raid someone else, and later return on the first ennemy. 4v4 spear cav rush especially wang_wei.7z This game is similar to the last game i described, this time i focus on wang_wei that rushed early with spear cav then kept the pressures and raided more and more. You might want to download all the replays in 1 file instead of 6 : pack.7z note : Also, it is a bit naive to think that you can replace your losses with the tech to make women from houses. This tech is very expensive at 6 min of game and i don't think it is affordable, and even more, you need to have food to make women, and food is the ressources raided. By 6 min, you don't need that much buildings to make units anyway, economy is not developped enough.2 points
-
I have been playing 0AD as single player for a few years. The change such that troops now try to capture buildings by default rather than destroy them, is annoying me. It was interesting at first, but it needs some tweaks. When the attacking force contains some military that cannot capture, such as elephants, you end up with some troops trying to capture a building while others are destroying it. Either you end up with the capture failing because it gets destroyed, or capturing a badly damaged building. The opposite of the Patrol order would be useful sometimes, especially for elephants and generals that have strong building-related effects and can take a lot of damage. That is "Go and capture / destroy the buildings but ignore the people". Sometimes I do not want the enemy buildings. I would rather the site was destroyed quickly. So I would like to be able to set a group of military units to "Never capture". Troops capture whatever is nearest. Is is annoying watching troops standing around trying to capture and hold a bunch of houses while a nearby tower is whittling them down. Just as there is a Violent stance for concentrating on attackers, being able to choose between "Capture nearest" and "Capture nearby strategic sites (towers, barracks, city centres) first" would be good. At the moment I am finding I have to micromanage the behaviour of my armies when they go to attack enemy towns, from building to building, which I did not have to do before capturing was implemented. (PS Excellent game though. I waste so much time playing it!)1 point
-
1 point
-
I appreciate your application @DarcReaver and hope that the team does as well! This is a huge chance for 0 A.D., take it1 point
-
I've created some new maps for a22 to further improve selection and variety. These may need some minor fixing up, I'm still unskilled at map-making. You can find my maps here. There is also a ticket for this. Screenshots are provided for each map. African Plains African Wetseason Ambush-Frontier Artic Summer Artic Tundra Carthaginian Coast Danube Extinct Volcano India Polar Sea Ravines Strips Two Rulers(scenario)1 point
-
Hola mike, bienvenido a los foros. Has probado el juego? La pera no se ve mal, pero no sé donde habrás leÃdo que hacÃa falta una... quizás skhorn se referÃa al árbol, un peral que la traducción al inglés será directamente "pear". Te pregunto si has probado el juego ya que lo que buscamos son modelos eficientes en polÃgonos, (es decir, la menor cantidad de polÃgonos posible, sin que se vea mal). 0AD es un juego de estrategia y por ello la cámara por defecto es más o menos isométrica y bastante alejada del suelo para tener una vista estratégica. Se puede hacer zoom, pero es limitado. No disponemos de sistema de nivel de detalle, por lo que tenemos que ser estrictos con la cantidad de polÃgonos en el caso de objetos que van a ocupar poco espacio en pantalla. En este caso, la cantidad de vértices/polÃgonos para una pera serÃa mucho más bajo que ese modelo, y en el caso de necesitar muchas peras en cajas o cestas, usarÃamos una textura de un montón de peras en lugar de usar modelos. Si estuvieses interesado, estarÃa muy bien contar con formaciones rocosas, árboles, piedras, arbustos, plantas, ruinas.... para decorar mapas. En el caso de que estuvieras interesado, dime en qué tipo de modelos lo estarÃas para darte referencias y concretar más. Respecto a las animaciones que has compartido, son bastante básicas. EstarÃamos buscando algo parecido a este ejemplo. Respecto a las texturas, dada la naturaleza del proyecto deberÃan de estar publicadas bajo CC-BY-SA 3.0 o superior (o de dominio público) o que seas tú el autor de las texturas, claro. (Es decir, texturas de páginas web "populares" no suelen servir, ya que tienen licencias que no permiten ser usadas en otros proyectos)1 point
-
Bueno les cuento que como lei en uno de los links que me paso skhorn, faltaba hacer para Gaia una pera... jeje Asà que rápidamente hice una... no le quise meter mas detalle porque no se que tan pesado puede ser el archivo, cuantos vértices ponerle a la pera y demás, no creo que sea para mostrar en primer plano, yo creo que para estar en una canasta dentro de algun mercado es mas que suficiente, de todas formas con un smooth queda muy bien. texturizando soy un poco malo, capas alguien mejor le puede meter otra textura mas realista... Ustedes me dirán si es esto lo que buscan.1 point
-
No replay from me. Just commenting something related to this thread: Thanks @fcxSanya for the comment on the Anavultus' video. Just had a chance to record my own and I'll try to post within a couple of days.1 point
-
I thought he meant committed maps. Indeed one can't add translations in atlas itself (sorry if that caused confusion)1 point
-
1 point
-
Infantry have better chances of capturing than damaging, so they capture by default. Elephants are the opposite - It's neither historical nor realistic but only intuitive for gameplay. Many have this evaluation: I love capturing, but it's frustrating I granted the suggestion "Destroy by Default", "Capture by Ctrl+Right Click" for the sake of the new players. But now I'm leaning on "Make that an option in the Gameplay Settings along with the Batch Training Size" route.1 point
-
I was testing... I dont have problem with resources but can better have more distance from CC. The game have a huge LoS. Im not sure if this are a factor that influence in units ai out of control even in formation the units tends to do that and the stances don't do the work. In other topic we are talking about the military units in early. specially in CC. are only tiny changes. but can be make the game more hard in early. @sphyrth Indeed I asked that in my FB 0 AD fan Page is Spanish, mostly of them suggest tiny details like use Bridges or more bigger maps, Infinite resources at option. I dont see nobody unhappy with this, where i see the critical reviews was in Youtube. but this around months. the gameplay need polish. and we need wait for the other planned features http://trac.wildfiregames.com/wiki/GameplayFeatureStatus.1 point
-
Not necessarily. (Please bear with the hasty generalizations about to be committed below) Reading at the wraitii's comment, the game has attracted a player base who happen to like the mechanics (I know I do. I like the frantic pace), but at the cost of some devs who think that they created a disfigured monster. Well, this IS a dilemma. Make the current playerbase happy at the cost of the devs hating their product, or make the the devs happy at the cost of the current playerbase (this will attract another playerbase, I know). With people like fatherbushido (who is involved both the the development and playing) not having much complaints, I actually assumed that majority of the devs are content with the current development. It's actually a shocker to me that most of them don't use their free-time to test their own game as well as develop it. I hope the team will make a successful decision of where this will go. But for now, I'll just dig myself on the "Keep the Mechanics" trench.1 point
-
1 point
-
1 point
-
iber fire horses 2017-02-25_0005 iberos.rar 2017-02-27_0005 fuego.rar and athenes and rome vs sparta epic end 2017-03-01_0006 final epico atenas vs sparta.rar1 point
-
1 point
-
I feel like CCs should only be able to make a basic spearman or swordsman, and everything else should be in the barracks, with the barracks possibly producing a level-2 version of the basic unit by default (or treat the CC version as a level 0 weaker unit or something).1 point
-
Alexander the Great's catafalque and castrum doloris -- funerary bier -- would be perfect for this object. It nice and historical and not generic. http://www.ancient-origins.net/opinion-guest-authors/tomb-alexander-great-part-1-001807?nopaging=11 point
-
Actually I had started to rewrite all random map scripts to: Firstly remove their syntax errors (missing semicolons, whitespace, unused variables, unneeded variables, bad indentation) (see also RMS rewrite spam after some a21 freeze). Secondly remove code duplication hell (basically all old map were done by coping some other map, changing numbers and adding more code to it). For example adding a function to place berries, a function to render a city patch, a function to place the CC and initial units, a function to place initial stone and metal mines. (See also something stashed in some github repo). Thirdly fix resources collision bugs that can now be fixed in the new function instead of in every map individually. For example initial mines can be placed in trees, mines or berries (since the angle where they are placed is hardcoded and there are no collision checks at all ). On stronghold map even in the neighbors CC. Fourthly profit from the cleanup by easily extending the features. For example nomad and survival are very enjoyable gamemodes, but they only work on two maps each. Instead, we can add an individual gamesetup option for these two modes, so that they can be played on every map! (Checkboxes, not a victory condition dropdown choice, so that we can combine things arbitrarily). Survival mode would be similar to this proposed "capture the flag" / "capture the military colony" gamemode in that it's RMS implementation could be optional. The map may or may not place some TriggerPoints. If there are some, place the military colony / survival waves there, otherwise find a place that is far away from the players (respectively very close). See also the regicide gamemode script that places the hero near another unit of the player (and garrisons the @#$% if that unit is a ship). The nomad mode however needs RMS involvement to skip the placement of initial resources (and place proportionally more random mines). (Placing starting entities and them removing them after the fact sounds terrible). Scenario maps are supposed to be inflexible. The map determines the modus operandi, so it should also place these trigger points if it choses the colony / survival mode. (A scenario map could also come with custom survival / colony scripts and disable the generic scripts). The map would also has to decide whether it is a nomad map or not. Skirmish maps are created in atlas, but their gamesettings are open to changes. The SkirmishReplacer is used to switch the entities placed in atlas with the equivalent of the civ chosen by the player. We either completely outrule nomad on Skirmish maps or remove all replacable structures from the map. (Since the SkirmishReplacer part is done before the first turn, it wouldn't appear too bad). The survival / capture mode would have to be implemented by adding TriggerPoints to each map. So the lucky one to implement these three gamemodes has to rewrite about 70 random maps 4 times, edit 50 skirmish maps once and add 3 generic triggerscripts. Seems feasible in few sleepless nights.1 point
-
If it is Carthaginian coast, then why not the sea on the north and the land on the south? Maybe call it Libyan Coast or something. In generally, the names could have more historical and geographical flavor. African Plains -> Savanna or Serengeti would work. Extinct Volcano -> Maybe always put the volcano to one side of the map riather than always in the middle. This make the gameplay more distinct. India -> What part of India is this? Maybe rename to Gedrosia or Arachosia. Ravines -> Maybe rename to Petraea or Arabian Wadi. Also, make starting flat areas bigger please for the players.1 point
-
The African and Artic maps are mainly there to add more set-biome maps, i feel we already have many random biome ones. Also they look interesting. We have few maps of dryer coasts(carthaginian, libyan, egyptian) so thats why Carthaginian Coast was created. Historically, control of it was important for protecting the Carthaginian trade routes. This map is similar to Phonecian Levant, might need some extra modifications. The Danube was historically an important river, seperating kingdoms and tribes. It being an easy frontier to defend, its shores were contested for. Also we have no maps with set autumn biome. India definitely needs some extras, but could be promising. In ancient times the Mauryan Empire warred with and conquered the tribes inhabiting this area. The Two Rulers features an archipelago in the Agean Sea. Ancient Greek city-states often only controlled 1 island and were also frequently at war with the neighbouring polis.1 point
-
This map is already playable, 1 vs 2. Athens vs Persians. It's a normal size map, tried no to add to much eyecandy stuff. There is still something left, as the background, some advices and additions on units and buildings, making some walls untargetable, plus more stuff. Units can walk on 'walls' (But those are just elevated terrain with walls in both sides, but they work!). As soon as i finished the entire 'agenda' of the map i will make the respective post. Units on 'walls' For now, if someone wants to give any advice, opinion, wants to play it or erase it, just leave a comment. Im not good at balancing The map As for the name of the map, i gladly receive suggestions. Siege.zip1 point
-
1 point
-
1 point