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Showing content with the highest reputation on 2017-06-28 in all areas

  1. Ehh, you could say this about a number of thing in the game, and also about relics in general. How much skill is there capturing catafalques and gaining a boatload of free auras? AOK and AOM had relics which function very similarly to the catafalques and to my concept of the corral and animal capture. If anything I would remove the animal training from the corral entirely to focus it specifically on the corralling aspect. Yeah, every single thing. Just go all the way with it. Well, right. Currently you have to go to the individual player views and then to compare resources with other players you hover over their res icons. In general observer mode you could compare them all at once instead of having to swap to a player view. Just a minor thing really, but something that jumped out at me the last time I watched replay videos.
    2 points
  2. No need to keep the compression to a minimum for .png, as you said it's a loss-less format. So it could have best quality even with a hard compression. Does * make sense for an image quality: Image program (GIMP/Ps): No Image format (.png/.jpg): Yes Image resolution (32x32, 1024x1024): Yes Computer which is used for editing: No
    2 points
  3. That is a feature I actually would use. Would be awesome to not know how big a map was or how many players there were. Obviously, for the player count you would know that it was greater than or equal to the number of human players, but you wouldn't know if there were going to be some AI players sneaking about. I hope this gets implemented someday.
    2 points
  4. Like this?: (Just hacked together atm )
    1 point
  5. 2 animations shows in this video Rec_2017-06-28_14;28;11.mp4
    1 point
  6. @panther42Thanks for agitating on that issue. @fatherbushido's research has taught me something about the syntax. About the Imperial Court techs, they are going to change drastically once I put the Ministers into the game. The techs will primarily focus on leveling up your Ministers and making them more powerful/useful, their auras and abilities. Also, I will remove the chariots since they are anachronistic with the Han.
    1 point
  7. There is indeed something which need to be clarified. In https://trac.wildfiregames.com/wiki/Technology_Templates we have the non bracket syntax for specific affects. We have it in the code doc. (so we need to write some tests for that part of the code). EDIT: I checked, indeed the bracket syntax is not handle in specific affects. In that case, you can just use strings (where 'spaces' are 'and'). If you want an 'or' in a specific affects, you can't neither use "+" in the string. I guess the only solution is to split it like that: {"value": "Cost/BuildTime", "multiply": 0.1, "affects": ["Storehouse", "Farmstead"]} should become {"value": "Cost/BuildTime", "multiply": 0.1, "affects": "Storehouse"}, {"value": "Cost/BuildTime", "multiply": 0.1, "affects": "Farmstead"} EDIT: Though I am not sure we could have the same key :/
    1 point
  8. Thank you to all! Very informative posts.
    1 point
  9. Actually the situation is drastically reverted in a22 because after the accuracy rework 6 cavalry skirmishers can kill a gaia elephant with ease and have an easy hunt while spear cavalry has hard time in luring an elephant with an unit while others damage it (it is even much slower). Indeed soap giraffes are still likely flee from skirmishers but if you get near a soap giraffe with a bunch of skirmishers, you can kill it with 1 hit and eventually kill all other giraffes nearby and speed up your hunting without bother about a lone skirmisher who chases a fleeing giraffe around the whole area. Technically Cavalry rush is op because the food boost that fruits + Wicker Basket gives you is amazing for the low wood cost of the tech (100 wood only) and the low wood cost of skirmisher cavalry (40 wood only). Potentially a player who choice to rely on wood based investments like infantry soldiers and eventually sentry towers where to garrison soldiers for a bit of damage/protection is in disadvantage because wood is gathered way slower and the wood is essential for houses.
    1 point
  10. Stables, cash crops, and... Kushites… I know, I know, you said think realistic, but one can only dream…
    1 point
  11. Implement some of the longstanding gameplay elements that have been forgotten about: Capturing and Garrisoning animals in corrals -- with food trickle. Charging. And then also coaxing @Enrique into completing the new cavalry animations and getting those all set into the game. It would be nice to animate the Zebu for the Mauryan Indians. Also, add Auroch and Zebu to the game finally as fauna. And generic "Cattle" for eventual capture/corral feature. Oh, and some ideas for replays/observers: When you choose 'Observer' in the drop down: Add the resource icons back to the upper left, hover to see the resource counts for ALL players. Right now there's nothing. Hitting TAB enables status bars for every single thing in the game.
    1 point
  12. I'm impatient to see new units running in different computer around the world.
    1 point
  13. i will upload the fisherman animations at this topic, i did a separated one for the longship's since, the three uses the same animation. The ram i will do some adjustments and the axeman i will take a look for the lion video and try to make a similar idle. Ya perdí la cuenta de todas las estupideces que a echo jajajaja.
    1 point
  14. @niektb Could you provide me some information regarding how far are you with the Terra Magna mod development? You mentioned you need a logo and "a few showcasing screenshots". In addition you mentioned that the Rise of the East sub forum and ModDB page will be transformed. How, far are you with those efforts? Furthermore, I saw in the JSON file that Terra Magna mod requires the currently developed 0 A.D. version 22. Based on that information I assume your plans are to release the first version of the Terra Magna mod together or shortly after the release of 0 A.D. 22 "Venustas". Could you please confirm if my assumption is correct and if so, how far are you with the development/testing of the Terra Magna mod?
    1 point
  15. lol @stanislas69. What a way to turn my crap art skills into something better. @Palaxin too. As a bit of warning, though, I tried not to make it too much like the logos of "Toyota", "Mercedes-Benz"... and even the Peace Symbol.
    1 point
  16. I like that it's consistent with the 0 A.D. logo style (the same outline and texture), but it also inevitable reminds me something else
    1 point
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