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  1. 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.zip
    3 points
  2. 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
  3. 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
  4. 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 ago
    2 points
  5. 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
  6. Maybe create an index in the first post in this topic to make browsing this thread easier?
    2 points
  7. If that is so, I have to change the animal hide in one of the textures, I used giraffe skin for it.
    2 points
  8. 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
  9. @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
  10. It looks OpenAI beats humans in Dota 2: https://openai.com/the-international/ https://blog.openai.com/dota-2/
    2 points
  11. I'd fix it for you, but you'd have to contribute to my Patreon. j/k
    2 points
  12. 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 @stanislas69
    2 points
  13. 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
  14. 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
  15. Quick reply, among the heroes, in order to stick to the 500BC - 1 AD era, Piye should be replaced with Arakamani, and Amanitore with Amanishakheto. The Kushites can upgrade individual Temples to Temples of Amun, which can train Temple Guard champions and heal units faster." Well, that solves that issue... nice.. But wouldn't one temple being at least twice the size of the other temple be an issue? @Lion.Kanzen What are the odds, I was just reading through that piece again today. It's pretty decent. That's the best mod for Total War featuring Kushites.. Their research is pretty good... But ours is more comprehensive
    1 point
  16. How about this? There are a few gameplay suggestions hidden in here too.
    1 point
  17. 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
  18. @leper : Very true. Should fix those also.
    1 point
  19. 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
  20. All I wanted to know, thanks, I'll commit it!
    1 point
  21. 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
  22. 1 point
  23. 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
  24. 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 lot
    1 point
  25. 1 point
  26. I haven't had time to focus on the indigenous terminology yet, which is indeed very difficult seen as their language is very poorly understood. I was thinking that we can combine ancient Egyptian and modern Nubian as an approximation for ancient Meroitic... For bonuses and unique techs, I was thinking something like: - Saqiya: animal driven waterwheel, introduced in the Ptolemaic period, increasing agricultural output. - Cattle herding: lowered cost to train large herds of cattle - Iron-smelting: metal mining bonus - Fervor of Amun: warriors fight with increased strength and passion, for the love of Amun - Fired brick making: significantly increased strength for buildings - Jewelry making: trade bonus ...
    1 point
  27. @Sundiata open under RotE forum and if @wowgetoffyourcellphone Something specific for his mod open there.
    1 point
  28. @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
  29. That's sounds kind of bribe.
    1 point
  30. 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
  31. 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
  32. <plug> This is why #MercenaryCamps could be a nice addition to the game. You could give a player access to unit types they normally wouldn't have access to. For example, archers for Republican Romans. </plus>
    1 point
  33. 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
  34. 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
  35. 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
  36. https://github.com/0ADMods/aristeia/tree/master/art/meshes/props/shields
    1 point
  37. Pirates, like the Caesar vs Pirates Campaing. we can have a such pre-Campaing maps with triggers and Objectives. can be mix AoE RoR map and Empire Earth (xpansion) mission.
    1 point
  38. 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
  39. Enrique must be know.
    1 point
  40. 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
  41. @Sundiata Which animal hides did they used for clothing? I am also impressed on how you gather and present your data.
    1 point
  42. It's getting there, dock, wonder, and market left?
    1 point
  43. 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
  44. This map is supposed to be some kind of copy of Europe. Tried my best. On this map there are 8 different civilizations each being on the place theyve been in history (expect Spartans, they are in scandinavia) while balancing them (civs. with neighbors that are far have bit less resources around them but civs. that have close neighbors get more resources around them or start with bonus resources, or both) and the "cold" Russia is populated by bandits. Thanks for checking this out and give me feedback. Screenshot: http://imgur.com/a/EDZUF (Btw those red crossed out places have some secret, the easiest being in Egypt, than one in Ireland and than both really hard secrets in Iceland and in that corner of Russia) Download: Europe.xml.e2c91039c10c25c2.xmb
    1 point
  45. +1 Coincidentally thought to check up today, the progress here is incredible. You all deserve a massive congrats! Great work.
    1 point
  46. I have to re-think how I'm going to make a tutorial on: introducing houses, technologies, the barracks, and Phasing Up.
    1 point
  47. 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
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