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Showing content with the highest reputation on 2017-08-11 in all areas

  1. Synced, with a fix to the paintings actor. Used the wrong norm and spec files. Fixed now tho. 4K image:
    3 points
  2. Let's see if I have things in better perspective: 1. Charging, Trampling, Bonus by Formation, and Battalions - All of these were intended to replace the Counter System. 2. The nagging problem is that either these features aren't yet implemented or are too buggy to be used (i.e. Formations)... even after after 6(?) Alphas. 3. It ended up as if the Counter System was nuked instead of replaced, and we have some players & devs wanting them back. Last time I said that I couldn't care less if either there was a Counter System or not. But given the current situation, I think they should be put back in as a placeholder for the planned battle system.
    3 points
  3. It's getting there, dock, wonder, and market left?
    2 points
  4. He has mentioned that it is an intermittent bug (he can not reproduce it ) and they are the hardest bugs to fix as they seem random the only solution is time so back off and give him that time bugs can not be fixed as soon as they show up they need analysis not demands. Enjoy the Choice
    2 points
  5. In my opinion, real game rts is really a strategy game if have a counter system. If it does not, it happens what is happening in 0a.d, spam random units without a purpose. Not to any strategy in that, you do not need to think about something that will overthrow your enemy, just in creating more units than he, I do not see anything rts in it.
    2 points
  6. In the “Mod Selection”, the “(Folder)” and “Mod Label” are impossible to read, being dark grey and dark green on a dark grey background. Could these be changed to brighter colours, e.g. yellow (#FFFF00) or green (#00FF00)?
    2 points
  7. I think in general I would prefer to have gameplay that naturally results in the counters we want, rather than having explicit bonuses. But of course some might be necessary. We already have hack/pierce/crush damage and armor which takes care of some balance. E.g., siege is good against buildings and other units aren't, ranged units are terrible against siege, etc. There are planned things that can take care of other issues. Secondary attacks (#252, D368) would for example give a minimum range to ranged units, which I think is a better solution for melee > archers rather than the current way of giving them less dramatically less health and armor (it's a 3x difference). The idea is if melee units get close enough to ranged units then they'll be forced to use their inferior secondary melee attack. Trample damage (#995) aura for cavalry, so they are better against infantry. Also charge attack (#994), but maybe the effects are similar enough so that trample damage would be enough. Or maybe not. (Charge attack could be a way to differentiate spear cav and sword cav, which are currently the same unit just with different stats.) But also make cavalry obstructions bigger (#4516 is chariots) so that massed infantry can surround them. Imagine how good elephants would be if you could fit them as closely together as infantry! This goes in the opposite direction, and not as extreme. But along with attack/armor/health adjustments, maybe we wouldn't even need the spear bonus against cavalry. Note that already melee units have different ranges (sword 2m, spear 4m, pike 8m), so spears and pikes should be able to attack two or three deep. But in practice that doesn't really happen because units stop at their max range rather than walking forward to make room for units behind them. Some changes to ranged units: elevation bonus (#4028, which I've just submitted D781 for) and ballistics. Currently units aim at moving targets just as accurately as stationary ones, which really shouldn't be the case. If we change that then ranged units would naturally be less effective versus fast-moving cavalry. (Cavalry have large footprints, so right now archers hit them more easily than infantry.) This would help against early raids, since for example jav cav wouldn't hit fleeing women as often. And it would probably help with hunting, too.
    2 points
  8. I fixed the model, it was a long process, please try to optimize your polycount and check for overlapping faces. Thanks for your work, it's commited now.
    2 points
  9. Hi , Im working on .... Carthage : 7 players of 50 pop limit --> 6 districts + 1 army of 50 mercenary champs VS Rome : 1 player of 500 pop limit mostly invading by sea (like survival of fittest) + nubians troops coming from desert I'm using the elevation terrain hack to put some buildings on top of others and make them look like merged in order to have unique structures (below, the 5 houses produces those 5 females with no evacuation problem) Rome will invade with RAMS, but will not be able to crush the Carthage walls everywhere (terrain elevation as unbreakable wall and platform for bolt-lozaa ) If Rome is in the walls .. Some places will be used to make good retreats for those 5 noobs Gauls, Athenians, Iberians, all different but their HATE of Rome on their face Even if the map could be used to be playable, i want to go into the new camera function in 0ad22 to make great cinematics in the narrow streets of carthage during invasion action . (to make a SUPER promotional trailer of 0ad) Also, for the sake of global interests, it would be nice to have a 3D map of carthage which could be used , i.e , for any TV documentary For this, Carthage has to be fulled with contents to give it a living appareance. FEEL FREE to WORK on it and make updates on this thread the pmp https://ufile.io/6vgn1 the xml https://ufile.io/xwqlc
    1 point
  10. Well, this has been discussed for some time, quite simply I'll put my idea of a counter system. I prefer a hard system where the bonus is high, and you have to use your units wisely, making it almost impossible to win a game with only one type of unit (which happens for some time). Spearman: 3x - All Cavalry; Pikeman: 4x - All Cavalry; Swordman: 2.5x - All Infantry; Archers: 1.5x - All Infantry; Cavalry Swordman: 1.50x - All Ranged (including ranged cavalry); Cavalry Archer: 1.25x - All cavalry, All Infantry; Cavalry Spearman: 2.0x - All Cavalry; Cavalry Skirmisher: 2.0x vs Ranged Infantry; Skirmishers: 2.5x - Ranged Infantry; Slingers: 2.0x - Ranged Infantry; The system includes champions. It is clear that the values may be smaller, but all in equal proportions. Of course, the system requires some changes in the overall balance.
    1 point
  11. I still got vanilla, don't worry. Sparta's next. Or simultaneous. and greek ptolemies. Damage and construction stuff. idk If i give the kushites a once over its going to be over the texture pack, it needs some TLC
    1 point
  12. Scaffolds ? Armatures, and texture damage variation Or another civ Lion has posted refs for Japan and Korea if that inspires you. Wow wants scythian, and I'm working on thracian texture, awfully slowly with substance designer.
    1 point
  13. Call stack > pyrogenesis.exe!CShaderTechnique::BeginPass(int pass=0) Line 134 C++ pyrogenesis.exe!CLogger::Render() Line 213 C++ pyrogenesis.exe!Render() Line 269 C++ pyrogenesis.exe!Frame() Line 372 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00e60008) Line 581 C++ pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00e60008) Line 623 C++ pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x00e60008) Line 126 C pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x00bdf4f8, unsigned short * wenvp=0x00bdeec8) Line 151 C pyrogenesis.exe!__tmainCRTStartup() Line 623 C pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ kernel32.dll!76e48744() Unknown [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] ntdll.dll!7744582d() Unknown ntdll.dll!774457fd() Unknown I haven't seen that before @vladislavbelov
    1 point
  14. I haven't looked at what's broken yet. maybe @s0600204 has ?
    1 point
  15. Can you check the fix in that ticket, specifically whether the change "Capture The Relic" to "Capture the Relic" and "Learn To Play" -> "Learn to Play" is correct too? The former was proposed for the release announcement, so it should be true for the game too I suppose.
    1 point
  16. Creating a threading model for an app is complex period each thread must be self contained and not dependant on any other concurrently running thread which is why Stan's comment is important have look at our open bug list is kinda long Threading complicates debugging by several orders of magnitude . Enjoy the Choice
    1 point
  17. 11. No, you don't need to change something, it's ok that some parameters are not used. I want to make some modifications for the shader system, but it's in future. 13. As I said: And not for USE_SPECULAR.
    1 point
  18. @vladislav Thanks for the answers 5. Some comments in materials are useless as they describe AO effects while the material doesn't use them. 6. Should we use alternative materials where possible to optimise performance ? 9. There is a material called something_bump while it should be something_norm or something_parallax. 10. I'm not sure I understand. 11. How should materials who only have spec and parallax be handled ? ie (basic_trans_parallax_spec) <!-- Settings for effects above: First value: Normal mapping intensity. Second value: Specular power. Third value: Parallax scale. Fourth value: AO amount. --> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> <required_texture name="baseTex"/> <required_texture name="specTex" define="USE_SPECULAR_MAP"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> Here it doesn't make sense as we specify a value for AO while the is no AO. Should we at least put the values to 0 so that it doesn't look like a stupid copy paste ? 12. What about <define name="USE_PARALLAX" value="1"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> Shouldn't it be this ? <required_texture name="normTex" define="USE_PARALLAX"/> Or does USE_PARALLAX require USE_NORMAL_MAP ?
    1 point
  19. Wow, people, all this stuff is looking fantastic... Very humbling... Those pyramids are perfect... @wackyserious, I'm a big fan of all the other work you've done for 0AD so far, and I'm very happy you want to work on the Kushites! Looking forward to what you come up with. I really need to drop some more unit-concept art soon, so you can use that. Your first attempt looks darn near perfect though... @Lion.Kanzen I forgot which one, but one of the classical writers notes that they also armed their women, but I have no clue, how they looked like, or how they were used... A female bodyguard for the builder-Queen Amanishakheto doesn't seem that far-fetched though... But let's stick to what we can attest through research.
    1 point
  20. To answer I'm using shaders sources and my additional knowledge. USE_SPECULAR requires specular power and specular color. No, because USE_SPECULAR works without specular texture, but USE_SPECULAR_MAP with, also USE_SPECULAR_MAP requires specular effects. No, because effects are available only for USE_NORMAL_MAP, USE_SPECULAR_MAP, USE_PARALLAX or USE_AO. <required_texture name='specTex' define=''SPECULAR_MAP"/> is better, because you define connected things together. Where from comments? If materials, I think no, because it allows faster fix/add/improve shaders. No. It uses for conditional alternatives, i.e. basic_trans_ao.xml, if quality < 2 it switch to basic_trans.xml. Also it could be used when the material can't be supported, but it's not used, if I'm not mistaken. It's used for the triplanar texture mapping (vec3 instead of vec2). Currently It's used for the terrain. sim_time just a time since the game started, it's used for the water rendering (waves, etc) and for the wind animation. Where? It's not used in materials. I don't think so, only if add conditions. Yes, it's required.
    1 point
  21. I'll post some base textures so the skin colors, etc. remain consistent. kush_female_base.psd kush_male_base.psd Please make spec maps too. Examples:
    1 point
  22. The problem is they nuke the counters and have no new mechanics to replace it. Should have waited until new mechanics are ready.
    1 point
  23. I am eager to test the Kushite faction in DE, I'm trying to work on some textures for the Kingdom of Kush
    1 point
  24. Please upload the files in that folder especially if you have one crashing.dmp.
    1 point
  25. @wowgetoffyourcellphone Kushite_pyramids.zip pyramid_small.xml
    1 point
  26. Where are the aliens. They make the pyramids as Nexus for gathering resources with their slave robots.
    1 point
  27. These look super nice. May I suggest a smaller one to upgrade from Village to town. And then this one you have in the image would be to upgrade from town to City.
    1 point
  28. @wowgetoffyourcellphone I heard you needed some of these, though I understand it may come a bit late edit: have some actor files too Kushite_pyramids.zip pyramid.xml pyramid_paintings.xml
    1 point
  29. My fears were confirmed: The added Resource Type messed up my 1024x768 GUI. On another note, I have a suggestion concerning the Move Order Visual: Can the animation be 1 Cycle and not time-based? Edit: Oops! I commented before reading the "Arrows Markers are Broken" comments.
    1 point
  30. 1 point
  31. I suggestion from Facebook
    1 point
  32. Is it possible to only display the range in certain situations? (E.g. when a tower is selected or when you are placing a foundation.) If so I doubt it would add many circles at the same time, but I could be wrong =)
    1 point
  33. I have seen a 2000 year old swastika from Kush, 800 year old Swastikas from Christian Rock Churches in Lalibela (Ethiopia) and Swastikas from my own people (Akan people, from Ghana), dating anywhere from 1400 to 1720 AD, so even in Africa it has been used significantly, long before Hitler... 0AD is a historical RTS, and the Swastika was, and remains an important symbol in Buddhism and Hinduism, so you shouldn't associate with Nazism at all in this context.
    1 point
  34. Isn't a Nazi symbol. Is a Hindu symbol. And is complete different from Nazism symbol. https://www.quora.com/What-is-the-difference-between-the-Indian-swastika-sign-and-the-Nazi-swastika-sign
    1 point
  35. the place Tian'anmen . At this point i wish so much 0ad to have more buildings and structures Still lot of finitions to do
    1 point
  36. the loft of Hamilcar ... From the balcony , a sight on the port and on a hidden ritual spot I set the map to large , so more space for naval combats. Player 1 = Hannibal , Player 2 = Maharbal , Player 3 = no hero , Player 4 = _____________________________________________________________________________________ (Player 1 - Phase 3 - No builders; no CC but super port and wonder - Hannibal) District 1 : Rich merchants - Only boats and units from Fortress but also 2-3 inner traders District 3 : Religious and big Gardens - only units from Temples - They wait a enforcement of their army with the arrival of their Hero --> Hannibal _____________________________________________________________________________________ (Player 2 - Phase 1 to 2 max - No champs - Hamilcar ) District 2 : Administrative center of the city - with carthage embassy District 5 : Something between District 2 and 4 with lot of barracks. _____________________________________________________________________________________ (Player 3 - Phase 1 max - Bigger pop - Maharbal ) District 4 : Very poor but well populated with ressources productors . Maybe i should give them them only wooden walls _____________________________________________________________________________________ (Player 4 - Mercenaries - Phase 1 to 2 max - Gauls) Zone 6 : The place where the mercenaries of Carthage stay - their territoiry is annexed to Carthage as long as they stay loyal to Carthage. Being ally with that army will cost ressources every second and he can even ask to Carthage even more (otherwise they will betray in favor of Rome). If Carthage notice susipicious activities (like building a CC of their own) Carthage will remove territory annexion so mercenaries's buildings will turn gaia before Cartage will crush the mutinery (unless its too late for Carthage) _____________________________________________________________________________________ (Player 5 - Rome republic - Phase 3 - Scipio) Zone 7 : Rome will come by waves (like survival of the fittest ) from zone 7 but also by sea. Rome will try to set a basement on lands There is still lot to do, so comments are welcome before its too late
    1 point
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