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  1. I agree with your feedback and I suggest that you improve the tutorial for Alpha 23, @sphyrth. You have a knack for explaining things simply and concisely.
    4 points
  2. No offense to any one person, but is there any evidence that the team actually plans on implementing in-depth combat beyond what the game already has? Having a real counter system is basically a proxy for those things you mention.
    3 points
  3. AI diplomacy is simple right now, and it relies on the illusion that the AI knows what it's doing. If a bot realizes it has a lot of enemies, it may try to request an alliance with a player who also has a lot of enemies. If you try to change your stance with a bot in a positive direction, it will be more likely to accept if its population is low. In many cases, if you are the same civilization as a bot, it will be more likely to become allied/neutral with you (I'm not sure if I should have added that quirk, although mimo was fine with it). But also in many cases, the decisions it makes (when it comes to diplomacy) are random. In terms of future plans, it would be nice to get rid of most of the randomness, and use some heuristic algorithms instead.
    3 points
  4. Goguryeo (고구려; 高句麗; [ko.ɡu.ɾjʌ], 37 BCE–668 CE), also called Goryeo (고려; 高麗; [ko.ɾjʌ]), was a kingdom located in northern and central parts of the Korean Peninsula and southern Manchuria. It was one of the Three Kingdoms of Korea, together with Baekje and Silla. Goguryeo was an active participant in the power struggle for control of the Korean peninsula and was also associated with the foreign affairs of neighboring polities in China and Japan.
    2 points
  5. Teams are only setup the initial alliances. If teams are not locked in the match setup, the alliances can change after the game has started (and only the alliances are taken into consideration currently).
    2 points
  6. @stanislas69: well, you're the boss on this one. Do you have specific points to improve or do you think the whole concept is wrong?
    2 points
  7. Agree, we should have a component for these goals. It'd be really useful. About the day & night cycle at all: I think it's interesting and looks nice, but sometimes someone may want only night maps, sometimes only day maps and sometimes mixed maps. Won't it be unrealistic, that we have different day cycles with the same game speed? I think it's better to have the day & night change in cutscenes, between campaign missions, but in-game it may look weird.
    2 points
  8. @av93 For a tooltip, I think a simple list of traits would be better than having to read a paragraph of prose.
    2 points
  9. s0600204 is working on the browser that shows information of selected units. That includes the history strings. Some of them contain the information you have described above and it is proposed to separate the gameplay advice from the historical information. So in case we go with that, we might want to come back to your proposal.
    2 points
  10. After digging into Japanese history around the time of 0 A.D, I've found out a few things that could make implementing Japan in "Rise of the East" an interesting challenge. I would be very enthusiastic about doing some more research if adding Japan is something that seems doable in the future, but here is what I know so far: The period of about 300 B.C. to about 300 A.D. in Japan is known as the Yayoi period. Little is known about the time period since the earliest mention of Japan during the period comes as an afterthought in Chinese texts. The Chinese described it as a mainly agricultural society characterized by violent struggles. The land was split into hundreds of tribal communities according to the Chinese, which is most likely more accurate than the records of the Nihon Shoki, an early collection of Japanese history that claims the birth of a unified Japan to be 660 B.C. According to archeological findings, the Japanese people during the Yayoi period experienced a great deal of turmoil and violent expansion. The people themselves are (although this is debated) thought to be from the island of Kyushu, and they arrived and expanded their influence onto the main island of Honshu in the beginning of the Yayoi period. Bronze weapons and rice farming during the period suggest heavy influences from China. Between the Jomon period (13,000-400 B.C.) and the Yayoi period, Japan's population is thought to have risen by about 4 million people. The main reasons for this are debated, but historians believe that a major influx of farmers from the Asian continent overwhelmed or absorbed the native hunter-gatherer population. The reason I said implementing Japan could be a challenge is this. During at least the first half of the Yayoi period (300 B.C - 0 A.D), Japan was split into many competing (most likely warring) villages. Many excavated settlements were moated or built at the tops of hills. Headless human skeletons discovered in Yoshinogari site are regarded as typical examples of finds from the period. In the coastal area of the Inland Sea, stone arrowheads are often found among funerary objects. In essence, no unified Japan existed (outside of the Nihon Shoki). A dramatic shift occured however as the Yamato court rose in Japan around 250 A.D. With the rise of the court, power was shifted to a central administration and an imperial court (inspired by the Chinese government of the time). Huge changes in burial styles and military tactics also occured between the Yayoi and Kofun (250-538 A.D) periods that were likely to have been developed (undocumented, as essentially everything in Japan was) during the latter half of the Yayoi period. That's what I've discovered so far. I don't know if any of it helps, but let me know what other information would be helpful in exploring this amazing civilization! Some Sources I've found helpful: http://www.jref.com/articles/yayoi-period.188/ http://www.metmuseum.org/toah/hd/yayo/hd_yayo.htm
    1 point
  11. 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.
    1 point
  12. Charging and formations depend on pathfinding and UnitMotion rewrite, no?
    1 point
  13. I assumed it would be a feature provided by a trigger script. Only certain maps would have it. (It would be easy to add since I think multiple scripts are allowed for a map.) I think it could be nice to make it a game option, but that would be more involved and take more planning. For gameplay purposes, I wanted the unit and building LoS to increase or decrease depending on the time of day. It would allow night time raids because all players viewable range would be diminished, but it wouldn't look right without changing the lighting.
    1 point
  14. @gameboy It can and will be solved by the time A23 comes out. The plan now is to make a Delenda Est release in zip format for A22 so that people not using SVN version can use it.
    1 point
  15. This is why "Gorean" words like "Gorea" takes context to transliterate... even though the word "Korea" sounds better for me.
    1 point
  16. In the public mod (binaries/data/mods/public/) in a file called rmgen.js.
    1 point
  17. We'd need a new simulation component to keep track of the environment variables that we want to control, equal to the CCmpWaterManager.cpp that updates the renderer. Not too hard to accomplish, limited context. Still would need someone willing to do it. We should also flesh out the use case beforehand. We could have different, fine-tuned sun angles for each map, or we could have a complete day & night cycle independent ot the chosen map.
    1 point
  18. No, as others have already alluded to, if you want your patch to be properly reviewed and possibly committed, it should be ported to Phabricator (notwithstanding the glut of unreviewed patches). Github pull requests are not used in the development process. See: https://trac.wildfiregames.com/wiki/SubmittingPatches and https://trac.wildfiregames.com/wiki/Phabricator
    1 point
  19. @elexis you guys have thrown 10x more code at solving smaller conveniences than this. Reducing 5 clicks to 2 is worth it.
    1 point
  20. That 500 in player.js controls the default max pop for scenarios last time I checked. Admittedly that was some time ago.
    1 point
  21. For random maps we use several wayt to generate terrain shape. Mainly noise, functions or iterative generation. None or our generation methods procedural but extending the iterative models te be procedural is possible. If you are more interested on how the terrain shape is stored and rendered I'm not the person who would know But in any case I think your curiosity is best satisfied by diving into the code ^^
    1 point
  22. sphyrth, I agree with your comments. There is a bit too much text. I think an on screen text message that disappears would be a better option for the instruction. An objectives section like in AoK would work well if the player needed to reread something.
    1 point
  23. I hope I didn't sound too mean.
    1 point
  24. We are hashing the password on the local machine and only storing that. If you are worried about your password getting compromised you should be more interested in getting TLS enabled, which might need some work to get some Let's Encrypt cert handed to the lobby server, and then switching the authentication mechanism used to one that only stores the hash on the server (in our case the hash of the hash of whatever the user enters) (and yes, this would mean invalidating all accounts currently existing). Your attacker definition seems to include at least read access to your local file system, in which case you are more than screwed already. If you are considering backups, well encrypt those, same for your file system in case you are worried about that. The keyring "solution" has quite a few issues. What if a user changes their OS? What if they just change their desktop environment? What if they don't use one? And all of that doesn't really do anything but protect you against an attacker that allegedly already has quite some access, at which point they could just hook the game and get your password. If you really don't want that hash to be stored in the config file, write a patch that adds a checkbox to save the password only when it is checked. While you're at it you might also want to prevent copying the text that is in the password field. Also don't use the same password for some random game you found on the internet as you do for your banking or your nuclear power plant controls. And don't use quite a few other programs that save passwords, you might be surprised by quite a few (I'll just list Pidgin here, since that seems somewhat similar to the lobby).
    1 point
  25. Currently only Survival Of The Fittest, Polar Sea, Danubius and Gallic Fields (3) spawn gaia units repeatedly after the gamestart. But it is planned/wished for to add a gamesetup option to spawn them on all maps and to have a difficulty setting in the gamesetup. Gallic Fields (3) only spawns a handful of roman swordsmen which become irrelevant after the first 15 minutes. Danubius does spawn unit types at random. Polar Sea only wolves. You might want to try Survival Of The Fittest. That was reworked in Alpha 22 too and now also spawns units like the fire raiser which were never seen ingame before. I hope we will see replays of good players of that. We played it a lot in Alpha 21 but the problem is that it always ended up in infinite games because gaia was too soft in late-game.
    1 point
  26. We aren't the same, years over years have new volunteers. New people developing the game for personal reasons(mods). is a hobby than a job. I prefer never releases than stop this point. Compare that with this.
    1 point
  27. A Compass for the Map. No need to explain why it's a Nice-to-have. But what I kind of want as a consequence is to make that gold map border a little bit thicker so that I could use it to rotate the camera angle and (therefore) the map.
    1 point
  28. I have no information for you. But I wouldn't mind if 0ad has a viral impact on the RTS community
    1 point
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