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New Release: 0 A.D. Alpha 22 Venustas Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 22 “Venustas”, the twenty-second alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch. Top New Features Remake of many models, animations and textures, two new music tracks Configuration-free Multiplayer Hosting Capture the Relic Gamemode Aura and Heal Range Visualization Twelve new maps, including scripted enemies, rising water and a tutorial Espionage Technology, Team Bonuses and Hero Auras Petra AI Diplomacy and Attack Strategies Summary Screen Graphs Cinema Path Editing Buddy System A complete list of user-relevant changes can be found in the changelog at https://trac.wildfiregames.com/wiki/Alpha22. Capture the Relic Mode A relic is a wagon that holds the sacred remains of a great leader. Like to have your armies boosted or construct buildings with a discount? Venture into the unknown and secure these priceless items before they fall into the hands of the enemy! The team that manages to keep all relics for a manually set amount of time wins the match. Spartans guarding a captured relic A Catafalque captured by three enemies (10MB Super-HD) New Graphics Hundreds of models, animations and textures were handcrafted to replace the lower quality art. Together with the improved icons and new main menu backgrounds, both new and experienced players can (re)discover 0 A.D.. Damage Variants and Scaffolding present (only) Carthaginian buildings in new variety: Scaffolding at construction sites (21MB Super-HD) The new unit models bring both visual and gameplay balancing improvements. Here we present the never-seen-before Ptolemian Infantry Champion Pikeman: New Ptolemian Infantry Champion Pikeman (11MB Super-HD) New Music The original soundtrack was extended by the songs "Tale of Warriors" and "Sunrise". You can hear the former in the trailer. Listen to or download the entire 0 A.D. soundtrack at: https://play0ad.com/media/music/ . Lossless quality versions can be found at https://trac.wildfiregames.com/browser/audio/trunk/music/. Configuration-Free Multiplayer Hosting This release of 0 A.D. brings hosting multiplayer matches to the mass of players. It features a new "STUN" option that enables most players to start a match without any prior internet router configuration. STUN option when hosting a lobby match Aura and Heal Range Visualization Mauryan Hero Healer Chanakya (23MB Super HD) Finally players can judge the effect range of aura bonuses and healing abilities of their fighters and supporters. A solid line indicates an aura, while the plus-symbols indicate the heal radius. New Maps Players of the new release will be able to enjoy the game in twelve new worlds! New Tutorial A new tutorial, that can be started from the "Learn to Play" option in the main menu, was put in place to help beginners find their way into the game mechanics. New Economic Walkthrough New Scripted Maps Three new maps come with scripted events that shape the story of each match. On Danubius, teams are separated by the Danube river, which is defended by reoccurring Gallic ships that focus the players fleet and land invasion forces. Each side of the river comes with a Gallic stronghold that spawns attackers until it is wiped out by the players. Danubius (9MB Super HD) On Extinct Volcano, players have about twenty minutes to rush their enemies until the water starts to rise. Attacks and marches will become risky as the water level can rise suddenly anytime. Units below the sea level will drown and buildings become unusable, so you better get the ships ready to evacuate! Extinct Volcano (9MB Super HD) On Polar Sea, there is virtually no vegetation, so players have to use their initial wood treasures and market wisely. Wolf packs reappear from time to time and look for meat. Any kind of meat! Polar Sea (11MB Super HD) Notice that these maps have not been optimized for computer players. New Regular Maps Wild Lake (15MB Super HD) Corinthian Isthmus (4) (8MB Super HD) African Plains (15MB Super HD) River Archipelago (15MB Super HD) India (12MB Super HD) Arctic Summer (13MB Super HD) The Botswanan Haven and Cinema Demo map are not depicted here. To live up to its title, the unique "Survival of the Fittest" map was reworked to spawn heroes, some never-seen units and to become exponentially more difficult in later stages of the game. Espionage Technology After having researched the Espionage technology, players are able to bribe a random trader of a selected enemy, letting it share its vision and thus supply potentially invaluable insights into the enemy's home base. The diplomacy dialog is used to select an enemy and initiate the conspiracy. Team Bonuses Each alliance between players now confers bonuses upon the allies, depending entirely on their choice of civilizations. For example, if you choose to be an ally of the Macedonians civilization, you get 20% more sales when bartering resources at the market. The exact team bonuses can be found in the History section of the "Learn to Play" menu and in the changelog at https://trac.wildfiregames.com/wiki/Alpha22#TeamBonuses. Hero Auras Many heroes' auras were added and rebalanced that require players to decide more wisely which leader to announce. Wish to see what our "Swag" aura can do? Play Iberians and have a great experience discovering new additions at every corner! The details are revealed in the Structure Tree of the game and in the changelog at https://trac.wildfiregames.com/wiki/Alpha22#Heroes. Petra Diplomacy and Attack Strategies Like to play single-player games with bots? The AI bot, Petra, became much smarter this release. It can strategically plan attack and defense strategies depending on the different types of victory conditions (Conquest, Regicide, Capture the Relic, Wonder Victory). It also fully takes capturing into consideration. The economy of the AI was improved as well. Petra now avoids establishing trade routes that cross enemy territory and researches economic technologies sooner. Find a complete list of changes at https://trac.wildfiregames.com/wiki/Alpha22#PetraAI. Team Notifications To improve the cooperation between players, chat notifications have been added that inform allies of tributed resources and researched phases. Summary Screen Graphics The chronology of all military and economic game statistics is now visualized in the summary screen. Track your and your team's progress throughout the game on a graph and derive factors that decided the winner of the game. Summary Graphs Buddy System Keep up with your friends and locate them in-game with this feature. As a host, you can optionally prefer buddies to become players in the match setup and allow only buddies to join running games as observers. Cinema Path Editing With Alpha 22, our map editor Atlas has received new controls to create and edit cinematic camera paths (like the ones seen in the release trailer). Try the Cinema Demo scenario map in the game and in the Atlas to see an example. Consult the Atlas manual for further instructions: https://trac.wildfiregames.com/wiki/Atlas_Manual_Cinematics_Tab. Cinema Path Editor Under the Hood Creating a custom mod of 0 A.D. has become easier. Hobby developers can now add new resource types and match options with a few keystrokes or debug AI matches by simulating many games in a row. The Windows and macOS helper libraries have been updated to resolve security issues. Several ways to cheat in multiplayer games were plugged. If you couldn't play the game before due to a crash, try this release! Make sure to checkout the options page and hotkeys, since new entries were added there as well. Why "Venustas"? "Venustas" is latin for "attractiveness" and was picked to match both the foremost feature of the release (the new models and animations) and the release numbering (V being the twenty second letter in the alphabet). This time we will not ask the community to find a name for the next release, Alpha 23. We have decided that we will name it after Ken Wood, one of the founders, who passed away in 2006. Support Us The work is still in progress and can use every helping hand. You can support us by translating the game into your language on Transifex, contributing art or code or simply by donating. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly over IRC. (The "C" stands for "chat") . Subscribe Contact info for press, bloggers, etc.: aviv@wildfireCAESARgames.com without the capitalized name of a well-known Roman dictator, whose family claimed to be the descendants of Venus.12 points
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You don't have to build the exe yourself since we do have windows autobuilds in the repo, which means that you don't need VS. If you also provide the source code (required by the license). I guess looking into how we package the game itself would be a good idea, you might want to look into the files in source/tools/dist. A word of caution though as there is a higher likelihood for bugs (OOS especially, since the dev version is less tested in multiplayer) when using random snapshots. I mentioned using a VCS earlier, using branching would allow you to support the latest stable version and work on the next one without too much difficulty. In some cases you might run into issues when new code needs to be added to the engine (read c++ side), so you wouldn't be able to add those things until a new stable version is released. There have been a few discussions about separating engine releases from game releases, which would help with a frequent release schedule. However most simulation related changes don't require c++ changes, so just shipping newer JS components should help with frequent relases. So you'd just have more recent JS code in your mod, and wait with adding certain features that require c++ changes until a new release is out.4 points
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Read: "How to open an app from a unidentified developer and exempt it from Gatekeeper" on that page: https://support.apple.com/en-us/HT202491 If you have to pay for your antivirus updates and you don't want to, uninstall completely your antivirus and enable Windows Defender, the one that is bundled in Windows 10. It is as efficient as other freemium antivirus and the updates come with the Windows ones. Also make sure you perform those updates regularly. The popups are not here for you to ignore them, securing your PC is important4 points
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4 points
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Here you can share your replays of games. There is no limitation regarding multiplayer, single player, with or without mods, but in case some piece configuration is funky, include it in the title. The title should contain the name of the map and the number of players at the very least. The top post should include the necessary files (commands and metadata) for starting the replay. It is not mandatory to spoil who won or anything else, do as you prefer. You can add a screenshot to attract people Important: Like everywhere else, but especially here, insults towards other people are not tolerated. This is only a game, even though it has a special place in our lives. Regarding reports of bad conduct: Lobby moderators should be contacted directly in case of misbehavior (disconnections, insults in the game chat, cheating,...) but here is not the place to post replays proving that.3 points
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I wish we had those trees and cliffs and terrain blend.3 points
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I didn't expect the Summary Screen Graphics. I was about to suggest it for A23. Yay!3 points
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You certainly can sell them. And while we might not have stated it recently we have at least previously had the opinion that the creator of something is free to decide if he/she does something else with the content. (Obviously you would have to abide by the license if you are e.g. using an existing texture etc, but for something you have created from scratch.)2 points
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@SkyOne578 "a week or so" took a bit longer, but Alpha 22 is finally available: https://play0ad.com/new-release-0-a-d-alpha-22-venustas/ so I guess you can start downloading it2 points
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For some clarification you may find a CC-BY-SA summary here: https://creativecommons.org/licenses/by-sa/3.0/ So it should be possible.2 points
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I don't think we have specified how we want it, nor is there any general recommendation that I am aware of. But that would be one option yes. Report them with evidence of copyright theft if the store allow you to do that.2 points
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You cannot prevent all bugs. They always occur. You can only try to reduce the number of bugs introduced.2 points
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The question is mostly if you can redistribute things you make with it as CC BY SA2 points
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Yep that's why I wouldn't risk it. Now you can still make a request thread for specific trees and see what happens.2 points
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No. The question is also whether they make their art available under the same license (or at least any art that is based on cc-by-sa art, exactly what happens when you combine art with different licenses is too complicated for non-lawyers to discuss generally =) ). :-P If they only use art from others I guess that point is quite moot though. *rolleyes* But generally speaking they are allowed to use our art, as long as they give credit and make anything they create based on it available under the same license. That doesn't go for non-free/CC/OS Art though. That's a clear violation of the law.2 points
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The capturing system always confusing the players.2 points
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What's up with OpenSuse repos?...I try to install this version but its not posible, on opensuse 421 point
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You could find some tutorials here: https://wildfiregames.com/forum/index.php?/forum/434-tutorials-references-and-art-help/ and https://wildfiregames.com/forum/index.php?/forum/443-tutorials-guides/.1 point
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I believe you just have to make the source code available; providing a location to download it should be adequate. I don't think you even have to host it yourself. You are probably better off tying your (public) releases to ours unless you plan on modifying the engine. You could still work off of the dev version. This would require your players to download the dev version here first and then apply your mod. Mods don't require any packaging. Packaging is only needed if you want it to appear as a stand-alone game. Packaging is a decent amount of effort. I wouldn't think you would want to tackle that until your mod is further along.1 point
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@stanislas69 indeed i realized thereafter installation that I had 2 updates prior to download. In windows 10 although it's a little mixed up I went by torrent but direct installation is still possible because the windows defender is acting against it if there's no confirmation or approval from the user. Windows showed one option only on the dialogue box that says "don't run" (the game) but if you tick the dialogue box on top (if I remember correctly what I did) it showed the other option which is I think "run anaways" or allow or something allowing to run the game. I don't normally see this maybe because my anti virus is doing the job. Since Mcaffe is gone it seems like windows defender took over idk. Itms post seemed to clarify things so I will leave it like that. Thaks guys...can't wait to go home and almost took off from work to play. Btw it seemed also that the game pace was slowed a bit which could at least give chance to slower players to not lag too far behind the good players performance. Idk if @Emperior who hosted the game put the game speed to normal but I saw a difference in pacing. A difference of 10 to 20 pop between player would be exciting and competitive imo.1 point
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Let me know how that pans out stan. Only trouble is that these models can be dug out of our various repositories for free, really. Though it must seem much more convenient for unity users if they do want to spend the money1 point
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That happened because you likely did a os update on your Mac and those are new securities1 point
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There is a section in Creative Commons FAQ on this subject: https://creativecommons.org/faq/#can-i-enter-into-separate-or-supplemental-agreements-with-users-of-my-work and something like a short summary in another section of the same FAQ: So, by releasing your work under a CC license, you grant people permission to use the work under the license terms, but you don't restrict yourself from using it in other ways / dual-licensing it etc.1 point
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I could try if I find some time. I have a lot on my plate especially learning texturing and finishing the stone edge civ center but this kind of statues could be nice for the game.1 point
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I made it through on both pc. I was a bit surprise coz it didn't happen on A21. It's just finding how to allow an app on both OS. Thanks and enjoying the vastly improved path finding and AI behavior. The units became more gorgeous and seemed like the pacing is more manageable than previously. Though me and temple were clobbered by Boudicca and iapprove but it was a fun game on multiplayer playing Danaubis. Congrats!1 point
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@feneur Maybe we should ? I mean I guess that's the point of our license after all. Small question. Would I be able to sell the models I made for 0ad on let's say the unity store if I provide a link to here ? Would kind of destroy the point of selling them but I'm curious. Could be pocket money I could invest in tutorials to improve skills.1 point
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Just managed to watch the trailer video. I swear even the music has gotten more epic. Sure it felt more like an RPG than an RTS, but I felt like I was walking gloriously throughout my kingdom throughout that video.1 point
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I will write my discussion in italian and i put the version translate with google: In questi ultimi mesi ho cercato nuovi modi per giocare questo gioco, ho visto opinioni di altri giocatori italiani e visto video constatando che non sono l'unico a pensare determinate cose su questo gioco che al momento potrebbe avere un potenziale mostruoso se non fosse per delle vere e proprie rogne nel gameplay che mi fanno passare la voglia di giocarlo. https://www.youtube.com/watch?v=QEAx1Ndjspg proprio ieri ho giocato questa mappa che si vede in questo video di questo youtuber. Anche guardando lui ho verificato ancor di più le mie osservazioni: 1) se giochi a FACILE da solo contro il nemico senza impostare limiti alla popolazione massima. . quasi sicuramente il nemico devasterà con un esercito grande, il tipo nel video infatti dice di usare sempre un alleato comandato dalla IA perchè altrimenti sarebbe molto difficile (nonostante lui stia giocando alla difficoltà più facile). 2) il nemico a facile costruisce tante strutture e centri città in breve tempo e a casaccio. il giocatore per poterlo fare deve andare avanti di fasi città e deve essere attento pure a difendere sto secondo villaggio da attacchi costanti del nemico che non si capisce cosa abbia per riuscirsi a fare tutti quei soldati in poco tempo. 3) i portoni a volte sono buggati facendo entrare i nemici nella città, questo se per caso ci passa un abitante o un alleato che fa aprire il portone, oppure anche un soldato che in automatico va per combattere il nemico.. e gli spalanca la via per entrare -.- 4) il sistema di conquista introdotto da non mi ricordo quale numero dell' Alpha fa proprio schifo, perché le torri nemiche ritornano al nemico se il centro citta non è conquistato.. in più per conquistarlo servono tantissimi soldati e ti viene annullata tutta la conquista che hai fatto non appena ci passa un gruppetto di nemici vicino. A tal proposito io ieri mi sono molto arrabbiato quando con 50 soldati stavo per prendere il centro città e mi sono visto un gruppo di una ventina di nemici passarmi vicino e annullarmi in un lampo tutta la conquista che avevo fatto con fatica colpito dalle frecce del centro città. Quindi a questo punto o si velocizza la velocità di conquista altrimenti RIMETTETE IL SISTEMA DI DISTRUZIONE perchè almeno è più neutrale e non bisogna stare a vedere una barra del cavolo riempirsi per tre ore sotto attacchi che fanno i soldati per conquistarlo. Io per riuscire a giocare sto gioco decentemente. imposto una popolazione massima a 150.. probabilmente a 100 è anche meglio visto che anche a 150 il nemico fa schifo per quanto è forte. A facile ovviamente.. che non è affatto facile. spero che questo gioco risolva tutti questi problemi perché per essere gratis ha parecchie cose carine.. forse troppe strutture che possono fare la stessa cosa.. e questo è un male per il gioco. dovrebbero ridurre anche per un fatto di spazio e gestione che non sempre è possibile in ogni posto della mappa dato anche il confine di cui tenere conto. After translation: In recent months I've been looking for new ways to play this game, I have seen other Italian players' views and seen videos as I'm not the only one to think of certain things about this game that at the moment could have a monstrous potential if it were not for some True rogues in gameplay that make me don't want to play it. https://www.youtube.com/watch?v=QEAx1Ndjspg Just yesterday I played this map that you see in this video of this youtuber. Even looking at him I've even more checked my observations: 1) If you play EASY alone against the enemy without setting limits to the maximum population. . Almost certainly the enemy devastates with a big army, the guy in the video says he always uses an ally commanded by the IA because otherwise it would be very difficult (although he is playing the easiest difficulty). 2) The enemy easily builds many structures and city centers in a short time and casual. The player in order to do this must go ahead of city stages and must also be careful to defend myself in the village by the constant attacks of the enemy who can not understand what he has to do to make all those soldiers in no time. 3) The doors are sometimes bugged by entering the enemies in the city, if by chance a populist or an ally who opens the door, or even a soldier who automatically goes to fight the enemy .. and unlocks it Way to enter -.- 4) The conquest system introduced by I can not remember which Alpha number is disgusting because the enemy towers return to the enemy if the city center is not conquered. In addition, to win it, many soldiers are needed and all the conquest is canceled That you did as soon as a small group of nearby enemies pass. To this end yesterday I was very angry when with 50 soldiers I was going to take the city center and saw a group of about twenty enemies passing by and knocking me in a flash all the conquest that I had done with hard work hit by the arrows of the center city. So at this point or speed up the conquest speed, otherwise PUT THE DISTRUCTION SYSTEM because at least it is more neutral and you do not have to be seeing a cabbage bar fill for three hours under the attacks that the soldiers make to conquer it. I play fairly enough to play. I imposed a maximum population of 150. probably 100 is even better since even the enemy is ashamed for as long as it is strong. Obviously easy .. that is not easy at all. I hope this game solves all these problems because to be free there are several pretty things .. maybe too many structures that can do the same thing .. and this is a bad thing for the game. They should also be reduced for a fact of space and management that is not always possible in every location of the map given also the boundary to be taken into account.1 point
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1) onestamente anche io ho avuto difficoltà le prime volte contro l'IA ma una volta intuito che il bot manda ondate di soldati ad intervallli di tempo ben definiti, diventa più naturale preparare una difesa inziale per poi e contrattaccare. Avere una buona build order e non addestrare troppe donne ti aiuta ad avere una difesa decente investendo legno nell'addestramento di soldati senza ricorrere alle caserme. 2) Anche l'IA ha bisogno di trovarsi nella seconda fase per poter costruire centri civici e quant'altro. Essenziale è ricercare le tecnologie economiche disponibili nei depositi e nelle fattorie in maniera tale da boostare la propria economia e poter affrontare le spese per soldati e case (incrementare costantemente la popolazione è importante per la tua economia) 3) Che i nemici entrino nella città mentre i portoni sono aperti è normale poichè le unità bloccano la chiusura di questi e sono sicuro che sia intenzionale. 4) Gli edifici conquistati possono essere mantenuti sotto il proprio controllo semplicemente presediando la struttura con almeno 1 soldato in modo tale da tenerne il controllo. Ovviamente più soldati presediono una struttura più difficile diventa per l'attaccante riuscire a conquistarla, inoltre gli edifici con poca vita sono di solito più facili da catturare e probabilmente dover ricorrere alle macchine d'assedio per poter espugnare una fortezza è più realistico che tirare giù un edificio in pietra a colpi di spada.1 point
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https://www.google.fr/url?sa=t&source=web&rct=j&url=http://www.speedtree.com/downloads/Licensed%20Model%20Library%20Components%20EULA.pdf&ved=0ahUKEwiulP215KjVAhWFDcAKHZf7DR4QFggnMAU&usg=AFQjCNHf-T5pX3b2uWerTrj7sr5BbclLpA1 point
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i dont know, just check the compatibility in the speedtree website1 point
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Can be good save the image and ask/request to the art team something like that.1 point
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I guess you should really start using SVN, so you don't run into lots of issues when a new release shows up, but only have to fix a few things while the changes are still well understood and the people who changed things are around. Full error output would be nice, see GameDataPaths for where the logs are stored. Being able to look at what your mod looks like would also be nice. (Try using some version control system, and having that somewhat public would help with debugging things.) To disable your mod (assuming you don't just want to rename/move your main menu files), just delete the user.cfg file (see the wiki page linked above for where to find it).1 point
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Took some time to get the new songs in, OSX bundle packaged and release trailer and announcement finished.1 point
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1) If you play EASY alone against the enemy without setting limits to the maximum population. . Almost certainly the enemy devastates with a big army Has been a while since I played against the AI, but having a good build order is crucial (try reaching 300 pop in 20min) https://www.youtube.com/watch?v=E5z-wiD75R8 Also it's crucial that you only fight enemies if you outnumber them and otherwise lure them into your defensive structures (so your units don't take damage). Enemy siege engines must be destroyed with melee units. You can watch replays (Main Menu -> Tools & Options -> Replays) to see what the AI did differently. There are also many replays of multiplayer games here https://wildfiregames.com/forum/index.php?/topic/21337-a21-replays/ 3) The doors are sometimes bugged by entering the enemies in the city, if by chance a populist or an ally who opens the door, or even a soldier who automatically goes to fight the enemy .. and unlocks it Way to enter -.- The gates should always open for your or your allies units. Press the "Lock Gate" button to have them closed. 4) The conquest system introduced by I can not remember which Alpha number is disgusting because the enemy towers return to the enemy if the city center is not conquered. In addition, to win it, many soldiers are needed and all the conquest is canceled That you did as soon as a small group of nearby enemies pass. When you have captured an enemy tower, barracks, temple, ..., then you must garrison it with 3 men or more to prevent it from converting to the enemy again. Take out the civic centers with siege engines to completely get rid of that foe. The capture rate depends on the amount of damage of the building. So if it only has 10% health left, it will be much easier to capture. Garrisoned buildings, especially civic centers should not be easy to capture, otherwise you will experience the same amount of frustration if you lose the entire city to a small group of men passing by when you didn't pay attention.1 point
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Hello! Thanks for the proposition, it is interesting. But I make this game alone and I want to prove myself that I can do something cool =)1 point
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Hello and thanks for sharing this with us! You might miss your audience a bit on a historical RTS forum like ours, but we are always happy to hear from game developers. I'd like to advocate the open-source (or even libre) software cause Especially if you are doing it for fun, sharing your code and giving people read access to the skeleton of your project is going to help you a lot. It will give you motivation and you are likely to get feedback about how to improve things. You will learn a lot. I'm not deterring people from creating commercial closed-source games, because one needs to live, but if this is a personal hobby, I think giving your work an open-source license would benefit you tremendously in the long run. If you want to know more, don't hesitate to ask! Everyone here is at least remotely a FLOSS enthusiast. End of the parenthesis Welcome!1 point
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