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Showing content with the highest reputation on 2017-05-30 in all areas
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4 points
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Hi guys, Just wondering if we can have a permanent portion of the website dedicated to User/ Community generated content, similar to Heaven Games.3 points
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@sphyrth Thank you so much again dude one of the most helpful people around honestly you and the other guys on my previous post with Sparta and just rushing etc. helped me win a team game with my friends following all your strategies yesterday now a 1343 rating (not great yet but getting better)3 points
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I like the "shout out" animation. It's graphical and tell the player what's happening. I like the animated chevron icons you posted too. Here's what I propose: If we have battalions, you can promote individual battalions by using either XP or Glory. When you do this manually and they aren't in battle, they use the "shout out" animation and the animated chevron appears briefly above the battalion. When the battalion is actively in battle and they auto-promote to the next rank or you promote them manually while they are fighting, then all you see is the chevron animation. That way the combat isn't interrupted. It's just I'd like to see the "shout out" animation kept in some fashion. I like to see some kind of emotion from the troops. Adds to the flavor I think. Similarly, I liked in AOE3 when your troops would cheer when they killed all of the enemy. That was a cool touch that added polish.3 points
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For A23 there should be a roadmap of desired features hashed out by the core team members. I can't imagine why this wouldn't be one of them.2 points
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Yes. That's exactly what I meant. I find it annoying that Promoted Units need to "shout it out" in the middle of a battle. An icon that just pops in and out removes that annoying factor.2 points
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Well I have one more suggestion: D I think it should be audible as soon as the population reaches the limit and you need more houses. A beep resembles when you create new soldiers.2 points
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Either there will be a separate thread on DE replays, or players will have to specify the mod in this thread. Given enough replays I might be forced to commentate on them as well... even with the graphics my machine can handle. DE makes Phase 2 the most colorful phase of the game, and I like that aspect.2 points
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Currently I'm playing against 2 to 3 very hard AI but so far there are very few maps that I have interest...I know no one "GAS" but... 1. Tuscan Acropolis very nice map but would love to have either 3 Acropolis on one side against 1 on the other. Or 2 vs 4. In addition the rivers should be wider and deep with maybe 3-4 shallow crossings. More animal types(horses, elephants for civ purposes) esp the wild ones. One nice addition are Gaia structures and ranked mercenaries or champions guarding. 2. Alphine valley is awesome but maybe larger to accommodate another player or more. In addition more animals and Gaia structures and toughest mercenaries or champs. 3. Greek Acropolis is nice but one player on the right is not on the Acropolis. That river shouldn't be shallow with 3 crossings(wide). Maybe a larger map or right side player bigger with Acropolis farther away from the river. 4. Caledonia meadows needs more animals. I once managed to have a map with a very big lake in the middle like a Mediterranean map in RoN but more land mass on opposite players side. I can't regenerate anymore unfortunately. 0AD naval maps are just not very interesting to play IMO. I think with 0AD gameplay naval battle is more interesting than AoE and RoN with ships being garrisoned. Skirmish and random naval maps lacks space to maneuver naval vessels. RoN maps like Atlantic Sea power and East Vs West have more water spaces in the middle. Very plain terrain on many maps just don't look good except on Mainland which doesn't look plain though because of some trees and resources placements. RoN Sahara plain/flat map posses better tactical gameplay because there are small mountains. I think there should be no stone and metal resources if there's no mountain like in Alphine Valley. Just watched one Aleksu YouTube for 3v3 on Red Sea and it was a nice game where all players are initially on one half side of the map. That map is good too but hard to generate. If it has Gaia structures and mercenaries on the other empty half it would be very interesting too. BTW evertime the game is loaded the CCs are always facing downward of the screen?! Wouldn't it be nice if they are facing opposite enemies?1 point
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@stanislas69 Please excuse the wording which sounds little friendly! I am aware of the fact you know GuiInterface as shown in the Diff you took over. My proposal serves to show that no hide,show is required and targets specially the target click thingy as "project leader" now prefers - which is different to waypoint of your https://code.wildfiregames.com/D557.1 point
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Great, Lion, comrade. If it really helps, maybe provide the .blend and I'll debug edge cases. I might be good for finding weird new model|actor|template errors - even if I'm pretty useless as always. Edit: But please first try the proposal in my previous post. For the learning effect. If that fails, too, then I'll debug it.1 point
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OK. IMO duplicate waypoint (rally point) XML. Allows to create variants as needed e.g. when interacting with the mouse with walls or if supplement info like context (e.g. rotating exclamation|question mark 3D model should be shown [as prop to be explicit as we both like :)]). This then'd only be a matter of selecting the correct variant using a GuiInterface call. It may be wise to allow more such graphical-only (unselectable, non-interactive) quasi entities per player at the same time for the case that the animation has not finished playing all frames when the knightly player already clicked other units to its target positions|interaction points. Else one could simply add one such entity per faction,player with position set to -1 by default and on demand moving it to the correct place, showing it via GuiInterface call, selecting the correct variant depending on GUI interaction context. (Maybe my friend to make it easier this single entity approach is a good start?) Edit: May be even better to always keep the quasi entities ingame, but the non-looping (!) animation's rest position being far below ground level. This way no timeout is required to hide the entity|move out of world. Neither is moving into world required then (saves 2 of 3 engine calls, good for performance). So no show,hide and instead: Move to cmd.target coordinates. Select animation which triggers it to play once (making it show and disappear like in your great model and animation, @stanislas69. High quality works. Thanks man!)1 point
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Do not give up! (You have made the hardest part already.) The error message tells that there is not a "single set of polygons" (1 mesh). Do you really have only one object selected? (blender is tricky here: Select all layers and unhide all objects via ALT+H. Hidden objects or those on other layers still may be selected.) Join multiple objects (CTRL+J) if necessary but revert this step before saving .blend (but after exporting .dae) using undo (e.g. CTRL+ALT+Z + click on previous state). Also maybe remove the material slots, too (not just the material). Use the minus sign right to the material as on the screeny I quoted. In general there is no need to triangulate manually like "the myth" proposed (the COLLADA exporter does it if the option is enabled as it is in your screenshot).1 point
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Well that's the code you need to write actually The job is figuring out how to implement that. But if you don't know, you can create a ticket describing the feature, explaining that it's different from the waypoint flags thing, and attaching your art to it. Then you push a contributor into writing the code while the team members are busy with the release1 point
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Expansion gamemode. Whoever has the greatest number of territory in a determined time, win the game I do not know if anyone has already proposed this.1 point
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Yes, and when you click a button in the UI which is disabled for whatever reason, for instance when you try to train too many Hoplites but you've run out of wood. AOM had this, it was like a "ANG!" sound.1 point
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I plan to cast the replay from Grugnas this weekend! And yeah please more DE replays!!!!1 point
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I hope those GG will be on YouTube as it's very hard to download, unzip and watch. Alexksu and Spyrth are our only source of good YouTube and Incog too. Multiplayer team games are much interesting to watch than 1v1 no matter how good or bad the players are. DE is kind of having a better gameplay. It seems that units are harder to acquire which imo will be more strategic game style.1 point
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@Lion.Kanzen I'm somewhat on it. See #657 and D557 I mostly fixed the duplicate code. @vladislavbelov raised concerns about STD deque and STD lists though Im not sure performance is would be really different. About unitai Im not sure what is broken. About formations I think I will get the center of it and draw a line to the target no formation either multiple lines or no lines at all over three units. Still remains the question of the animated arrows. I need to make them disappear with no hack at the end of the anim and clearly have no idea on how to do that. And last but not least I think it could be done for A23 But I clearly will need some help :/1 point
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In the interest of transparency, the Wildfire Games team would like to report on the finances of the project as of 2017-03-31. Until 2016-12, 0 A.D. had funds in three places: Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter "SPI"); A PayPal account under the name of former project leader, Jason Bishop (Wijitmaker). This account was a legacy of the time before we became affiliated with SPI; An account on Flattr, a Sweden-based microdonation provider. SPI Earmark for 0 A.D. As of 2017-01-01, the 0 A.D. earmark is USD 29,528.35 (Source: SPI Treasurer's Report). Other Accounts In our "legacy" PayPal account, we had USD 366.30 on 2016-11-30. This sum was consolidated with the SPI earmark in December 2016 and is probably reflected in the account balance mentioned above. We will not be using this account anymore and we have duly removed the references to it from the donation page. On Flattr, we have EUR 842.14 available, which are approximately USD 900. We have removed the references to Flattr account from the donation page and we intend to consolidate these funds with the SPI earmark in the near future. Total In total, we have approximately 30,428.35 USD. Concluding Remarks The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”), Adarash ("MishFTW") and Aviv (“Jeru”). We welcome your comments and suggestions in this thread.1 point
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