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Showing content with the highest reputation on 2017-07-04 in all areas
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Since this thread has somewhat become a more specific "Suggestions for 0 A.D.", I'll just reiterate my suggestion which is a little bit similar to wow's suggestion above. This time, as an observer / replay viewer. Yep. The difference is that the current unit/tech is displayed above the building. And I did consider this being a default-but-optional feature... meaning it can be toggled on/off.5 points
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Grass should be added without actors, and we'll reach best performance if we add it to terrain. Add grass like painting by brushes (i.e. other 3D engines). It'll save time of artists and give some things to optimize rendering and beautiful features (like color of grass will depend on terrain textures). I couldn't say that we have such non-professionals and they couldn't do something better. Main (and probably only) problems are time and motivation. Also I'm sure that even payed coders couldn't fix some issues fast (it's not only a problem to write, also need to have an idea how to write). Rewriting of Pyrogenesis isn't a good idea, because it has a good architecture enough. Issues are only in some components of it. And it could be fixed. I want to optimize GUI (I have some drafts, we talked with @wraitii about it) and terrain rendering, as it's the one of my science works. @Yves has a OpenGL4 branch (which could really help with rendering performance, i.e. grass), it's not really active, but I believe we will add it at sometime.3 points
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I guess this is illegal and the culprit(s) should be given a warning that continuation of such behaviour might lead to unnecessary actions with unpleasant results.3 points
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Well, it's the first time I see this in the game. One guy was using my nickname, he came in, said some things in Spanish and left, then came back as chrstgtr and then we played a 3v3 match with two chrstgtr. Mapkoc explained to me that this can be done via ip, so I get it, but he asked me to post this in the forum anyway. print: https://postimg.org/image/ggnpt0e4j/2 points
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2 points
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My point is less about realism and more about gameplay. If you load up your ships with units, you gain a great advantage in firepower, but you should also be taking a great risk, that of losing your units in combat. That risk is mitigated greatly if all of your units just pop up on shore when the boat sinks. Same sentiment for me when talking about garrisoning arrow-shooting buildings. And if we want to talk about a realism thing: if a ship sinks, shouldn't some of the people on board die? The waters in the game usually represent the ocean, not some little pond. I'd imagine that most would drown, be killed by enemy ships when they tried to swim ashore, or be killed in the battle. Maybe @feneur could split this topic. My fault for derailing it.2 points
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2 points
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I agree. There is a ticket about brushes in atlas. @Sundiata Paid development was thought of first with Philipp (Ykkrosh) and then with @elexis. I guess the later can explain more in depth why it wasn't done2 points
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Due to the space in the nickname the one from the screenshot most probably joined via IP. There was a borg(3000) account in the lobby recently registered by someone who won 4 rated games against the same account in 4 minutes, got banned, then registered two more accounts and played 4 more rated games in 2 minutes, then got banned again, then created a new account and asked me to unban him because he played against his friend. But that person likely doesn't speak spanish and the nr one in the leaderboard has many admirers. Since there is no data attached, we can only speculate, there were some speaking spanish in that game from the screenshot. Reminds me that I wanted to write that missile defense shield module.2 points
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Hell, make that a part of the current TAB feature. Replays AND while playing a match. It could show whatever the production queue is doing: training a unit or researching a tech, and include any upgrading happening. BTW -- I'm not suggesting anything that couldn't be done within the next, oh, 8 months between now and Alpha 23. So, it's less of a generic "suggestions" thread to me and more of a realistic features list for A23.2 points
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2 points
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esos parecen ser como el decal "dirt", tal vez asignando una condición de si una estructura esta cerca, aparecer esa entidad pero desconozco si hay algún método o trigger que determine situaciones especificas para aparecer un prop que no sea el "event" o "load".1 point
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Para crear la facción, involucra mas todos las entidades que la facción misma, por ejemplo; Una facción solo es un archivo dentro de la carpeta civs que le asignas el código. Dentro de ese archivo asignado el nombre de la facción le puedes asignar como dije anteriormente el código de la facción. de ahí en adelante cada estructura, unidad, o unidad mecánica que le asignes ese código de la civilización, será parte de la facción. Por eso, la facción en si son mas aquellas las unidades o estructuras asignadas, que el archivo de la facción eso si, ambos no dejan de ser relevantes, tanto el código en la carpeta "civ" como las unidades asignadas en la carpeta "templates" son totalmente necesarias.1 point
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Just an Idea: What if, seen as the Dacians were essentially a specific type of Thracians, who eventually founded their own Dacian Kingdom, Dacian references could be fair game. This way we can represent "archaic" Thracians and the younger, reinvigorated Dacians, in a Daco-Thracian faction. First Thracian capital at Seuthopolis, and the second Dacian capital at Sarmizegetusa. Seen as they were culturally closely related, politically and geographically overlapping, and featured the same "Greco-Barbarian" architectural mix, it is possible to depict them as a single Daco-Thracian faction, referencing both, making research easier. Sarmizegetusa:1 point
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borg(?000) claimed to be DaDracula yesterday. I believe he speaks french or spanish. Borg says the one playing as chrtgtr was quite strong. (maybe top 20?) Anyhow someone is retrieving host ips to do this. Joining by ip as free as it is right now presents some challenges. You can make funny games as above but it's potentially dangerous when trolls steal identities. You can spot these trolls when seen from lobby, they are in a game but not in lobby. But is it possible to fake any account in another game when real person is afk in lobby or playing? A slight change in rating can fool most. A coutry flag next to name could help identifying these trolls. I had a couple of reports of people claiming Ratings bot didn't gave points after they won rated 1v1 and joining by ip could be the reason. Some people have referred to games I supposedly played but it wasn't me, I was no where near 0ad at that time.1 point
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1 point
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1 point
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So there is no way to add grass, to cover bad/lacking soil textures, without performance issues? I've also always thought that a significant amount of grass (and other ground cover/shrubs) would solve those poor ground textures… By the way, look at those beautiful rolling hills in AOE III! Why are maps with a flat surface still made in 0AD? Even the flattest maps shouldn't be entirely flat, it kills immersiveness. I also think that stand alone cliffs tend to look horrible in game, especially those cliffs with an inaccessible top, that rise from a 100% flat surrounding, with horrendously stretched textures, and you can't even build a wall against it without serious headaches, essentially making them a useless annoyance on the map. There is a MUCH higher degree of realism already achievable in Atlas than many of the current maps hint at (with the exception of Rouen and that Alpine one) Whatever happened to @Leroy30, who was busy creating the most beautiful map yet, a few years ago..? I believe any other direction than this would be selling 0AD short of it's true potential… I know, performance issues….… But maybe it's high time for another kickstarter to pay some professional coders to fix lag and pathfinding once and for all, even if it means rewriting Pyrogenesis...1 point
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Texture filtering and antialiasing are easily controlled with your graphics card's driver software until such things are coded for the game.1 point
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I still think that its ridiculous that if a ship is destroyed that the units inside "ungarrison" to the nearest shore. They should just die, except maybe if the ship is destroyed in shallows. I'd apply the same behavior to all types of units.1 point
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Es que en pdf se puede colgar en el trac, pero tambien el link se puede colocar y se coloca la seccion especifica y sale1 point
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I've heard that it might be possible for anyone to host games on alpha 22, that solves one problem; But I hope the developers can ask the players to help create a conqueror's campaign. I highly recommend following a few historic epics; Particularly the conquests of... Cyrus and Alexander the Great. Starting with Persia and Macedonia, but perhaps remaining open to create a campaign for every faction, following the legend of one hero in particular; I'm not going to suggest any other heroes... I recommend the developers make a list of historic battles they want included in the campaign, under the heroes; With extra options for the map editor. Than they can rely on the players to create the campaign from scratch, afterwards; A battle map could look really cool. That battle map could be used for a territory campaign that includes every map and every faction, each battle could have a premade map for the area. Perhaps alternating different locations around each area in the territory. Than you could put campaign back on the task list, and just let the players do it for you; Possibility alternating the order to include only the very best in final product... By keeping an open mind to awesome scenarios some work on triggers for the map editor would help alot... But it's not even entirely necessary to make awesome 0 AD maps. So long as anyone can host and anyone can share a map; 0 AD could have one of the best campaigns ever. I expect that once decided any scenarios it will be difficult to change; But I also expect players to make Muuuuch better versions of each battle, and the developers to consider each battle as the history and requirements become more clear (or what they want in the game, following some version of a campaign).1 point
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Hello @tantrus332 and welcome to the forums. Thanks for the feedback on textures and post processing filters. To answer your question in a simple way : Why is there no texture filtering and antialiasing ? Because nobody coded it in the 17 years this game have been in developpment. There has been attempts by external contributors such as @niektb and myself to do so, but we didn't end up with something usable so it was not included in the game. So if you want anti aliasing you can code it yourself or wait till someone finish https://trac.wildfiregames.com/ticket/3640 so it will be easier to do it. Keep in mind everything done here is on somebody's free time, and that we use a homemade graphical engine. About grass, the main concern is a performance issue, because in order to have such a result, mappers would have to add more than 10 000 new actors on maps, which would prevent most of our players to play with a good framerate. And this kind of entities can not be switched on or off. Unless someone codes an option to do so, which would affect gameplay. Hope I helped you understand why it's not done at the moment, and why we I can't give you a precise idea on when or whether it will be done.1 point
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You can ungarrison the *moment* before the building is destroyed, though. So it would just mean the units live if you ungarrison a split second earlier, and die if you ungarrison a split second too late. It would have almost no effect as long as the player is alert to ungarrison beforehand. So, I think the building should just ungarrison all of them when it's destroyed, as it does now. IMO ships should also ungarrison everything when destroyed, instead of only certain undocumented unit types. It's counterintuitive that only some of the units will automatically ungarrison, when you could ungarrison all of them if you clicked to do it one turn earlier.1 point
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I might have missed it as I haven't read this thread very closely, but what is it that makes the Kushites special from a game play perspective?1 point
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Two to three years is a little long for a first playable version. I think it is doable to have on around alpha 23 or at least with alpha 24 (though, of course, it depends a bit on what your understanding of a 'first playable version' is) I agree with the rest of your comment though1 point
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1 point