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Showing content with the highest reputation on 2017-08-10 in all areas
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7 points
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+1 Coincidentally thought to check up today, the progress here is incredible. You all deserve a massive congrats! Great work.5 points
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A mysterious, ancient civilisation is trying to eke out a living, on the banks of 0AD's Nile River... Special thanks to @LordGood, @wowgetoffyourcellphone, @balduin, @stanislas69, @Lion.Kanzen, @Zophim and many others who have supported and continue to support this project. A preliminary version of The Kushites is now playable in Delenda Est, which can be downloaded right here! For more information on the development of the Kushite mod, check out: https://wildfiregames.com/forum/index.php?/topic/21602-the-kingdom-of-kush-a-proper-introduction-illustrated/3 points
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3 points
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All that work had already be done many times (and is also done in some mods). IIrc, one of the final version in 2004 was something like that. Uhm. ---------- But around 2014 (I won't quote), people came to the conclusion that the game needs rebalanced and combat refocused on things that make combat interesting. RPS type of combat ignore combat mechanics and just consists in learning a whole graph. ---------- If people really want to go with hard counter, they can imo nuke most of the stats, even civ bonus or things like that. ------- (by the way, I am more annoyed by the fact that graphical equipment doesn't reflect stats...) ------ What I am for is the other option, work on features and mechanics to allow a better gameplay experience. So: instead of <Bonuses> <BonusCavMelee> <Classes>Cavalry</Classes> <Multiplier>3.0</Multiplier> </BonusCavMelee> </Bonuses>2 points
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Since the latest forum update, I find it hardy to read the breadcrumb links. Pastel on a shaded background just does not work. Not having any pastel writing at all would be even better. Is it possible to fix that without it being lots of work?1 point
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Hello everyone, The other day I had a look at D94 which purpose is to clean up material files. As @vladislavbelov pointed out there are some other materials with useless tags and some are missing requires like the alpha test. My second purpose is to update the material documentation The third one is to determine what functionalities we support with materials so we can answer more easily one whether something is doable or not natively. My first question is about 'USE_SPECULAR' 1.First does it require specular power and specular Color and does it require a spec texture or does the specular Color tag handle that. 2.Then can it be replaced by USE_SPECULAR_MAP everywhere So we can use <uniform name="effects Settings" value="X X X X "/> everywhere 3. Does it makes sense to use effectsettings on let's say basic trans and set all the unused X params to 0 ? Or should I use define and put it to 0 4 is it better to write <define name='SPECULAR_MAP' value='1'> <required_texture name='specTex'> Or <required_texture name='specTex' define''SPECULAR_MAP"/> 5. Can I remove all the comments and put it in the documentation instead ? 6. What is the purpose of alternative materials ? Is it when switching from glsl to ARB ? 7. What is USE_TRIPLANAR ? 8. How does sim_time work ? 9. Should bump be renamed to parallax ? 10. Should we enable where possible and set quality requirements ? USE_HQ_PARALLAX USE_VHQ_PARALLAX 11. Is wind data required when using Use_wind ? 12. If you see any question with a not obvious answer I forgot to ask to do the doc feel free to add it. And answer it if you can @leper @Itms @wraitii Thanks in advance.1 point
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That graphical representation looks nice, however, it could probably be achieved without hard bonus attack multipliers, just by carefully assigning and tweaking balanced stats. Given that the game is still in alpha stage, it is a waste of time to do that now, better wait a few years, until gameplay features such as charges, formations, etc are implemented and have proven to work properly. Then there is the question of what is intrinsically important. I fully agree with the statements that the focus should be on a dynamic, flexible, and balanced system. Personally I consider damage counters merely an instrument, which can augment balance when used in moderation (e.g. the proposed "Swordman: 2.5x - All Infantry;" would do more harm than good); sometimes it could helpful to give certain units actually a damage penalty vs others. However, counters are not intrinsic objectives, they're just a tool to assist in achieving balance. Furthermore, having hard counters makes the game more rigid and less versatile, realistic, and historically accurate. Three examples: i. in Antiquity, missiles were highly ineffective vs heavy infantry, merely a nuisance, not really deadly at all; however, when the melee infantry was fleeing from the battlefield, ranged light infantry and cavalry was at the advantage in the pursuit and could kill many by shooting them down ii. a direct frontal cavalry charge at a formation of pikemen would be suicidal if the formation holds, but if the formation breaks, the cavalry can easily massacre the fleeing pikemen with minimal cavalry losses iii. nimble melee cavalry (OAD's cavalry swordsmen) was very often used to chase away and kill ranged light infantry on flat terrain, however, on rugged terrain skirmishers or massed foot archers have often massacred cavalry In my opinion both situations of each example ought to be possible in 0A.D.; assigning a high hard counter of one unit type against another would prevent this and would therefore be highly undesirable.1 point
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Some of things I can have in 0AD that I could not in M2: - Healing units in battle - Spawning units when a unit dies (very handy for the Gohma) - Having different resources that only certain factions can use - Proper naval battles (I had to really bend and break Medieval 2 to get those to work) - No hardcoded faction or unit limit. Medieval 2 has a hardcoded faction limit of 31. Its unit limit is 500.1 point
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this is a good inspiration to work on the question, considering also the economical contribute they can give. I agree on the usage of features like trample and run to achieve victories in a complex and intriguing strategical way, still there is the need to achieve almost the same result without those. Indeed slingers were strong against units too, resulting in a dead end strategy. I am not against the idea of having them as hybrid between a building crushing oriented unit and a medium range unit as far as they are counterable (for example while skirmisher infantry fail against slingers, skirmisher cavalry may win thanks to their high hp.)1 point
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This type of system can also give versatility to the game. You do not need to have the same 3x for all spearmans, sparta for example for u history, can have something like 3.5x.1 point
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I'm sure my system works because very similar systems are working on other rts, and also for the lot of experience I have with 0 a.d and other rts. If accepted, with adjustments in the balancing, we could make it work very well, I'm sure.1 point
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Our mods are more accurated than Hollywood and gaming studios.1 point
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Bisect is clean though Well because it gives more ao space and doing it the right way sounds good1 point
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That what fatherbushido said. In addition it seems that other messages can trigger it too, because I didn't send such a message today (nor some time ago when this was reported in irc). I had that error few days ago but not today, so can't find out which comment we should add to the easy fix.1 point
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1. This would probably do more harm than good. Personally I use civilian ranged infantry from the start for wood cutting, because melee infantry is simply moving too slowly. Adding a metal cost would severly disrupt setting up an early economy. 2. Personally I would prefer to normalize the attack rate of *all* human soldiers to 1 second. This would make it significantly easier to compare individual units and to tweak or rebalance things. 3. If I recall correctly, ranged units used to have minimum range, which was removed. 4. In principle a good idea, although it depends on the details whether or not it would have any effect.1 point
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Okay I'll have a look and see if it is commitable. Thanks for the zip.1 point
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@Alexandermb Thanks I'll have a look sometime today. Stay safe.1 point
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Civ VI ain't got a thing on 0AD... By the way, your first models came out months before anyone knew Civ VI was going to add the "Nubians". They didn't even name them correctly, opting for anachronistic pop-culture terminology instead... Our project here is way more accurate. I mean, look at those temples... Perfection! In the coming weeks I'll attempt to provide some relief-outlines, which lion can use to create unique textures, so the temple and pyramid chapel will be identical in form, but using different reliefs.1 point
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Internet problem's here's the template Abbey.7z1 point
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And you're making a dream come true, LordGood, wow...1 point
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I have to re-think how I'm going to make a tutorial on: introducing houses, technologies, the barracks, and Phasing Up.1 point
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Top bar also lost, connectivity with other WFG stuff like 0 a.d. site, trac, irc.1 point
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I notice some gray text don't have properly contrast with brown , and "new topic" button is same color as label..1 point
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Okay so I have to be that guy but I to put things in perspective. Most if not all of our art assets use collada and XML format. Replacing all those would be a tremendous amount of work. I'm pretty sure that's 1000+ files If it was possible at all. We can't even import our assets exported from blender with blender. I imported the Gaul ram to make a Zapotec variant and I had to tweak every single bone and rotate them to get it in the same state. We currently have dae using z_up and y_up and respectively meters centimeters and inches as units. Some of the files can't be imported in blender without editing their content as they contain max materials. So in order to have a smooth and smart transition to the Godot format we'd need to write a pretty strong parser. Then comes the fun part. We have pmd and PSA files which are binary and therefore more optimised than any text format. We'd need to convert those too as the reading and converting code for those would have to be removed if we go the sane way. Then all our texture maps are diffuse normal/parallax/spec/ao. We don't support PBR. The opengl version is quite low so I can bet we don't have the optimizations needed to make it work properly. We also have a custom working engine we'd need to switch. This was the bad part. Not here is the practical one. Who will do this ? And who will support the good guy who will do this ? Is the license compatible, is the code compilable on every Linux distro we support as well as macOs ? So @Flamadeck Unless you can provide us a patch been it a WIP that proves it can be done for our engine I don't think that kind of migration is possible. I'm not closing this discussion and I'd like to be proven wrong but I think that reduces everything to something like this close to 0% of happening now1 point
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Implementing a battalion system might just be the right trick to get the backers to agree. http://www.moddb.com/mods/0-ad-delenda-est/news/battalions-and-formations1 point
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It's been years since I checked in on this project. All of this looks amazing.1 point
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From the rules, You are allowed to make small modifications in other areas in order to create a proper blend You can do Shift + left mouse click to select the same texture as the one that is already painted1 point
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@Lion.Kanzen Yes, someone stole internet cables where I live and remained offline during that time. The resistance stole military armament 4 days ago and last night, so everything could happen soon.0 points