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Showing content with the highest reputation on 2017-04-23 in all areas

  1. This is great. I am also working on some contents which are relevant to this project. Here's my current WIP Pre-colonial period of the Philippine archipelago (Before the Spanish conquest and colonization of the islands) Tagalog warriors (Using placeholder weapon props from the Mauryan faction)
    3 points
  2. Hi, I have just stumbled on 0AD while using Linux Mint software manager. What a cracking game. The only Microsoft program I have missed since moving to Linux is AOE, and 0AD is better by far. Well done, and thank you to all concerned. I may even brush up my C++ and see if I might help out (once the weather here turns dull and and wet that is). I program for a living, but have never done games so I may not be an asset. I have some observations to add, which may be worth noting, or may be due to my lack of understanding of game control. Please do not see these as criticism: Can I have a default 'mood' for created military units. They are currently created as aggressive so I need to remember to reset their mood. 'Flee if attacked' should include 'hide in buildings'? Can I have groups of units (mainly for military). Then I could order my cavalry out of a battle scrum without ordering all my infantry. Currently area select gets them all then I need to shift--click to select them all. Meanwhile they are dying. A quick-select list box with names (1st battalion foot, second battalion horse) would enable me to quickly change orders. How easy would it be to set a mood for a group of military units. 'Attack nearby units and return' works fine, except when it breaks a formation (such as testudo). It would be good if the entire testudo moved as a unit (maybe think of the mood as being that of the formation commander rather than the individual soldiers).
    2 points
  3. Talks about an upcoming campaign circulates around the polis, the mere mention of conflict stirs confusion among the citizens. The rumors were true, the local commander has called upon the fighting men. May the gods favor the men of our polis.
    2 points
  4. There is a side effect of your way: you have 200 wood, you want to build a house, select it and try to place, suddenly you can't build it, because you have only 50 wood, and you think: "Who stole my wood?". But it's not a stealing, just some building spent this wood on a queued unit. Another example, when you've been attacked in one place, you need create many units there, but all resources are spending in other CC, so you need to click over all buildings and cancel queues. Also there is a problem with priorities, because every situation has an own priorities, which unit should be created first. And in case when buildings spend resources when needed, it may happen that units with low priorities will be created before units with high priorities. So this way will be a complex task. So I'd prefer the current way or combined (suggested by @civilis), because it allows to control the resource flow with big precision.
    2 points
  5. I was playing 1v1 rated game with Slawkes (1272) and because he was loosing he decided to end the game without resigning .Why do hosts have that opportunity to leave the game when everything is against them.Personally every time i host a game,i resign prior to quiting the game if i am loosing.My proposal is to count the game normally if the host leaves for any reason.
    1 point
  6. Hello, I am also hitting this issue. On Ubuntu and I am pretty sure on a Windows computer too, but I cannot confirm it now. (By the way there are at least two other threads related to this issue: this one and this one.) Here is a gdb session with a recent source which I got from svn. It indicates logicalPerPackage is 109 (correct according to the bitfield found in regs.ebx). Thread 1 "pyrogenesis" hit Breakpoint 1, topology::MaxLogicalPerCore () at ../../../source/lib/sysdep/arch/x86_x64/topology.cpp:105 105 ENSURE(logicalPerPackage % maxCoresPerPackage == 0); (gdb) list 100 if(!x86_x64::cpuid(&regs)) 101 DEBUG_WARN_ERR(ERR::CPU_FEATURE_MISSING); 102 const size_t logicalPerPackage = bits(regs.ebx, 16, 23); 103 const size_t maxCoresPerPackage = MaxCoresPerPackage(); 104 // cores ought to be uniform WRT # logical processors 105 ENSURE(logicalPerPackage % maxCoresPerPackage == 0); 106 const size_t maxLogicalPerCore = logicalPerPackage / maxCoresPerPackage; 107 return maxLogicalPerCore; 108 } 109 else (gdb) print regs.ebx $1 = 141385728 (gdb) print /x regs.ebx $2 = 0x86d6000 (gdb) print /x logicalPerPackage $3 = 0x6d ... (gdb) print /x maxCoresPerPackage $5 = <optimized out> maxCoresPerPackage is optimized out but when adding a print statement it says 2. I attach /proc/cpuinfo because I thought it might help you. I am sorry I didn't find the various information you need in general (compiler version, whatever). Please let me know if there is anything I could do. Especially I assume it is not easy to reproduce the issue on your side if it occurs only on certain CPUs (?), if you guys need me to test a patch or collect more information please ask and I'll do. Many thanks for this great and beautiful game, me and my kids like it a lot. cpuinfo
    1 point
  7. Registration from one IP is limited to 1 account per hour (it could be 2 hours, not sure anymore). So you need to wait a bit until your brother can register. You can just play together via LAN while that.
    1 point
  8. Some updates (Some minor tweaks on the shoulder area) The .psd is almost complete, I'll start a new thread in the modding section once I've finished everything.
    1 point
  9. @sanderd17 I guess any software system gains history, and some of these concepts (expressed in natural, vague language) are bound to be difficult to implement in unambiguous code language. That it has been attempted before does not surprise me - shows it is wanted. That it should have failed indicates the complexities of which I am still blissfully unaware. Maybe the solution would sidestep the economy task impact by making the formation-as-a-unit only available to hero-level troops (which do not engage in economic activity?) . That might have implications for the UI though..... no I do not want to get into solutionising here. As a newbie, though, I would not start there. I would float a list of suggestions and take advice which to start on, and how. That would likely be the quickest route into the code. But that is for the future - personal coding is done in the cold wet dark season. For now I want to play the game and maybe get a feel for its underlying patterns.
    1 point
  10. Most of the things you mention are moddable. So you should brush up your JS instead of C++ (the mod code is written in JS). But you bring in some interesting points. Stances (of moods as you call them) need a better design. Currently, it's still rather unclear what a certain stance does. But having a default stance per building does sound useful and not too difficult to implement. The flee behavior will be a bit more difficult to implement gameplay wise, f.e. some player might not care about some workers, but wants to garrison a tower with archers. Then having females automatically garrison in the tower might make an annoying game. Having groups of units is already possible, just check the shortcuts mentioned in the in-game manual. I don't really see what you want with the stance for a group of units, but formations have seen a lot of attempts to fix them, and they're still not very good.
    1 point
  11. Rated games are at the moment more like a proof of concept. The rating system in the current state of the game leaves many gaps for improper results. There was a team decision that we don't want to focus on rated games and IMO the rating system should thus not be part of the official package (for an unfair rating system is IMO worse than no rating system).
    1 point
  12. In the default cursor mode the left mouse button is used to select entities (units, buildings, trees, ...) by clicking while the cursor is above the entity or dragging a selection box to select all units of the selecting player within it. The right mouse button is for giving orders for the current selection. If you are not in the default mode (e.g. with a building selected you want to build) the right mouse button is used to return to the default mode - which is vital to be fast and simple. So commands are given with the left mouse button only in non-default cursor modes. We actually care about consistency.
    1 point
  13. No, I checked his profile, the last time he was online was on February. I hope he gets back though, I could use his assets in my own project. It will be of great help.
    1 point
  14. There a ticket about this worry. you can activate in main option this feature. planned feature for now.
    1 point
  15. You have to use a IPV4 address. I don't think we support IPV6
    1 point
  16. Had a go at it today. GothicKnight Helmet.7z
    1 point
  17. For all of you ruin enthusiasts
    1 point
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