Leaderboard
Popular Content
Showing content with the highest reputation on 2017-08-12 in all areas
-
Updated animations a bit so they look less goofy. @elexis Zip contains ready to play files (Zebu Template, 2 Idle, Death, Walk) @wowgetoffyourcellphone if you want to add them to DE feel free to do so. Blend contains source files. Zebu13.blend zebu.zip3 points
-
That's just proper application of title case, and it seems most software products do use it for things similar to what we use those buttons for. If you want inconsistencies pointed out you might want to look at "Report a Bug" and "Translate the game" in that last image of yours.2 points
-
Battle for Middle Earth 2 had two types of portals: Gates and Sally Ports. Gates were very large and let all kinds of units through, friend and foe alike. They were like 0 a.d.'s gates though--they let enemies through into your city if the gate was open. So, there's a level of management required with Gates. Sally Ports on the other hand required no management, as they did not let enemies through, only the player's own units. Catch was, it only let one unit through at a time, so was much slower, more costly, and didn't allow larger units like siege weapons through. So, basically you get more bandwidth with Gates, but are less secure. You get less bandwidth with Sally Ports, but are more secure.2 points
-
May I also point out that you've linked your image from other websites quite a few times, it might be a good idea to back them up properly I stumbled across that when continuing the Rise of the East project. I couldn't use much of their old references since quite a bit of their sources went offline Imgur for example throws away images when their monthly (or yearly, dunno exactly) view count drops below a certain point... => that apparently changed two years ago2 points
-
Yeah, no need to split the thread itself, just split off the conversations. This thread can remain as it is of course. It's a fantastic resource.2 points
-
2 points
-
Maybe create an index in the first post in this topic to make browsing this thread easier?2 points
-
If that is so, I have to change the animal hide in one of the textures, I used giraffe skin for it.2 points
-
It appears I did some time ago... there's a pull request waiting that should was intended to bring the repo up to A22 compatibility. It's roughly 2 months old, and a quick 3-way ai match reveals that there's at least one problem that either I didn't catch at the time or has appeared since. I'm working today, so fixing that is either going to have to wait until tomorrow or fall to someone else to look into it. Depends on how desperate you are... Edit: Done. Ponies Ascendant should now be A22 compatible.2 points
-
@Servo In the beginning they would disappear at each new click but leper convinced me to do otherwise. @wowgetoffyourcellphone I'm working on it. Father Bushido added some comments but I need to get out of bed first.2 points
-
It looks OpenAI beats humans in Dota 2: https://openai.com/the-international/ https://blog.openai.com/dota-2/2 points
-
2 points
-
Wrong thread to discuss this, but my thoughts are that if you are shift-clicking waypoints, then multiple arrow animations can overlap just fine. But if you click somewhere, then change your mind and immediately click elsehwere for a completely new command, oberriding the first command, the first arrow should immediately disappear in favor of the new one. @elexis @stanislas692 points
-
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
-
The standard temple can have statues, columns, whatever that can fill out the footprint of what the upgrade would fill. The Amun-upgrade need not be ginormous. The Library building for other civs, for instance, is merely a representation rather than the large structure it really was. Same could hold true here. I was thinking of a way to make use of the game's upgrade feature, which seems more interesting for the player than just having another building to build. IMHO.1 point
-
How about this? There are a few gameplay suggestions hidden in here too.1 point
-
I'd like to get it commited first as it's (at least to me) a requirement for this game. Now when it has been committed I can provide a way to do what you ask.1 point
-
1 point
-
As I said it was like that in the first version then I had to change it. I don't store the old entity anymore so I can't delete it...1 point
-
I'm considerating have more options with gates and walls, have broad walls, double palisade wall, fences for cattle. i will look for some examples. Build city walls or palisades isn't enough.1 point
-
1 point
-
I like them, but the more elaborate one on the left should only be used for elite/noble units. Other than that, personal decorations like these would have been worn commonly by every level of society, making use of cut stones, ceramics and glass, and as you moved up the social ladder, you'd see more bronze, silver and gold. This is all really good stuff by the way... The buildings... The units... This is going to be the most accurate representation of the Kushites anywhere, ever... @LordGood You're right about the pylon gateway being too narrow... But how lovely it would look indeed...1 point
-
Honestly i think that "spamming unit" is an abused term because some civs like Romans don't have a wide choice of infantry units in phase 1 and i am quite sure that using 1 type of unit only always results on a lost fight even if the units in question are champions. A citizen soldier oriented game incentive you to train any kind of soldiers, and there are soldiers which can give a higher contribute to the economy growth thanks to their movement speed. The main issue is that there is a strategies limit described by the choices a player can do that may give you advantage over the opponent: Training women and send them to gather wood is always better for the first 6-7 min than training soldiers which require wood needed for houses, in order to constantly grow your population, and eventually palisades which basically should grant you a decent defense for the food production. The women working of grainfield are basically NEVER protected by house walls or palisades because the stone and metal mines distance from civic center is too low, preventing a player from placing 8 grainfields near the civic center and making the defense way harder (the gridless buildings placement system let cavalry move among houses and palisades more than often). The wood invested into palisades isn't worth the effort. Sentry tower are a tricky defense building because they require soldiers garrisoned in it to be more effective, letting the women chopping wood harmless and the amount of damage dealt by the garrisoned tower isn't enough to force the enemy raiders to retreat when the raiders are too many. Plus a player has to secure his territory while changing wood gathering spot by building more towers, keeping the previously built ungarrisoned and easy to capture by enemy cavalry. A mere waste of wood and eventually food (the 500 food costly Sentinel tech for sentry towers is too expensive). Skirmish cavalry have a huge advantage against spear cavalry into hunting because of their hunting efficiency and their price (animals give tons of food and skirmisher cavalry cost more food and less wood than spear cavalry). Sometimes expanding isn't worth the effort because phasing up grants hp bonus to all the soldiers resulting in a easy capture with a couple of rams for the enemy. Perhaps bolt shooters don't need so high crush damage because they are meant to be used against units. Personally i have the feeling that phasing up isn't oriented to the research of new technologies but economical technologies1 point
-
1 point
-
Fast track thread, I like it. As lovely as ceremonial pylons would be for the gate house, my concern is that it doesn't leave a lot of room for troops and elephants especially. Pathfinder is going to be particularly upset with it.1 point
-
Yes, that's why the relevant sections should be copied into new threads. This single master thread is important. It's value goes beyond 0AD. + some people like to read a lot1 point
-
1 point
-
1 point
-
@Sundiata open under RotE forum and if @wowgetoffyourcellphone Something specific for his mod open there.1 point
-
@LordGood The walls and coral look just right.. The architectural set is really coming along very nicely.... May I suggest a pylon gateway though? They were used more ceremoniously than defensively, but just like most aspects of Kushite society, there was a lot of symbolic/ceremonial use of stuff. @stanislas69 We have written records of the 25th dynasty Kushite pharaoh Piye using battering rams and siege-towers. These records were studied by the later Kings and Queens of Kush, so they definitely knew what they were. But once again, I have no idea what they looked like, or whether they used them in the 500BC-1AD period... A generic battering ram doesn't seem like a bad idea though. I'm in favour of the Amun temple being the Special Building. A wonder needs to be unique, and off the top of my head, I can think of at least 8 different Amun temple complexes throughout the Kingdom of Kush, all of them following the exact same floor-plan. The cult of Amun formed a sort of shadow-government, and influenced many aspects of Kushite society, including politics, religion, culture, warfare and economy. The pyramids could just be a given... One of the unique things about playing with Kush. The most unique, monumental structure/complex we know of is Musawwarat es Sufra, known to the Kushites as Aborepi (place of the elephant). At least some of their royals grew up here. This is also the most likely place for elephant training in Kush. Basically the perfect wonder: @wackyserious Thank you! Some of their warriors made use of leopard and lion pelts around their waist. It seems to have been symbolic, being a sign of bravery (to have been able to kill one of those animals is not an easy task) and the leopard pelt in particular has a spiritual side to it as well, being closely associated with Amun. Their shields were often made of/covered with cow or oxhide (brown or black spots over white), as well as leopard skin and elephant- and rhino-leather. The units you made look really good as they are, and do seem to represent the urban elites. Noble and royal elites would have also made use of bronze scale armour: @Lion.Kanzen Up to now, I've only found a single reference for that type of shield coming from the right time-period. The problem is, it's seen in a figurine from Ptolemaic Egypt, featuring a Nubian mercenary. It's very possible they were used in ancient Kush, though I'm sure pointy shields like that would have been avoided on horse-back (looks like you could seriously stab your own horse with that). @wowgetoffyourcellphone Feel free to start the necessary threads. I don't know where to start them without spamming the forum My request for a sub-forum didn't get me very far...1 point
-
commands.txt Unknown Land/Looks like Mainland- very plain less hunt. Almost non-stop action. Temple, Achelao, Mapkoc, servo vs Boudica, Kiziton, Franksy, Phoenix I like to team with General Mapkoc and Temple always as they can supplement my aggressiveness. Achelao as usual enjoying his Sim city and strike hard after reaching P3. You leave Temple alone he will be hard to stop later.1 point
-
Kushites are a nightmare , I conquest all map. Red Sea , destroy their CC and Kicked out from Kush to the Arabian peninsula. i try to gift them with food and create massive army and raid my Kushites slaves( I love capturate women and build my empire. can be nice try to sell as slave. At last they can with a force of Auxiliar army and Legionaries (12) , last Kushite women fell from a mortal arrow.1 point
-
No other ticket, just asking for a review of the patch attached in the ticket you posted. It fixes the "will have won" and the capitalization (trying to fix more than one string issue while at it). (Didn't agree with the other transifex complaints I checked, so only fixed the label size of a chat window string besides that in the same patch. Also sets the a23 name Ken Wood as proposed by Itms). > The game current still uses the capital letters for "The" and "To" in those cases so I don't think it's been updated yet. (I'm on the Git version so I am sometimes a little behind.) Generally unimportant words are not capitalized unless they are first. Here's a reference I found in case that's what you wanted: https://owl.english.purdue.edu/engagement/2/1/42/ So "Learn To Play" -> "Learn to Play" in the main menu and "Capture the Relic" as a victory condition item is correct? @leper wouldn't say it's inconsistent capitalization? > I noticed that only four wonder messages can show at at time. top portion is trimmed off. Yep, that's a reported bug. If one tries to place a house without having the resources for it while the game is lagging, this panel can be spammed too. I guess it's to not consume too much screenspace. Since the wonder / relic messages are sorted by priority, we don't miss much. One line being cut off should be fixed though (which can be done by any non-lazy newcomer, hence it's flagged as simple).1 point
-
Thanks for reporting (and testing/playing) ;-) My fault when merging two patch touching at the same part of the code. Edit: Fix in https://trac.wildfiregames.com/changeset/199781 point
-
Something like this could be the same class as a "Merc Camp." Capture this dock to get access to some local warship types or fishermen, etc.1 point
-
Right, white = strongest specular, black = least specular. Things like cloth would generally be pretty dark, while metal is the whitest. Skin and leather is in between. This is why we need separate threads.1 point
-
There really needs to be some additional WIP threads, separate from this thread. This thread seems to be the reference-dump thread that would inform all the other niche threads. @Sundiata, do you just want me and others to start them? Civ Profile Shields, Helmets, and Weapons Units and Unit Textures Buildings omg, ican haz files?1 point
-
I'm cool with Thracians or Scythians. Scythians could be a good jumping off point for Sarmations in Part 2, and Xiongnu/Mongols to give the Han a nemesis.1 point
-
https://github.com/0ADMods/aristeia/tree/master/art/meshes/props/shields1 point
-
1 point
-
More feed back second play. Upgrade outpost have attach projectile or something. desert market is interesting is like trading post of AoE 3, can be nice have technologies(exclusive ) and buy slaves. The Kushite map is great job , only needs some cultural buildings like eyecandy but that's main team I prefer the wooden tower upgrade to sentry and sentry into normal tower, we can, do something different to outpost. Changing topic about Kushites .I found this. Is my idea of early pirate dock. we can have many levels.1 point
-
@wowgetoffyourcellphone Don't give up. Your mod have very sense and enjoy see Macedonians Pezhetaroi taking arrows from Kushites. the macedonian cavalry was hunted by spearman+Skirmisher mix. I feeling again in RTS. Only I spammed the units that I need.1 point
-
The planned features (trample, charging, secondary attacks, formation, etc.) are all consistent with a Battalion system. And even that discussion doesn't turn out well.1 point
-
1 point
-
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
-
+1 Coincidentally thought to check up today, the progress here is incredible. You all deserve a massive congrats! Great work.1 point
-
I have to re-think how I'm going to make a tutorial on: introducing houses, technologies, the barracks, and Phasing Up.1 point
-
Oh heck, that takes me back... I even worked on that with @FeXoR for a short period, until he assured me he could continue on his own. I seem to recall it was before the time when the team started preferring let instead of var when declaring variables... I think the patch even pre-dates elexis and leper falling out with one another... the first time... *trails off, lost in memories* *ahem* It'll need updating, but it's mildly annoying how it hasn't been finished and committed in all this time.1 point
-
1 point