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  1. And here we have a first look:
    8 points
  2. After a lengthy deliberation, for which we sincerely apologize to our loyal fans, we on the Aristeia mod design team have arrived at a clearer vision for making a way forward. No more the divisions of time and space, no more the fractured kingdoms and petty city-states of the threefold separation previously envisioned. Rather, four powers of the ancient world, spanning over a thousand years of history, will be depicted in a mighty struggle for supremacy. The earth of Mesopotamia trembles beneath the mighty hosts of Assyria’s great kings. From Egypt, by land and sea, pours forth a multitude of the Pharaoh’s followers, devotees of his Majesty. The waters of the Aegean are blackened by the ships of Mycenae, bent on revenge and plunder. The Hebrew monarchs, beset by foes on all sides, fortify their fenced cities and arm their people as if for an agelong war. The battle of Nations draws nigh. Stay tuned for further developments!
    3 points
  3. This wasn't answered yet, right? (I don't see any follow-up discussions skimming over the subsequent posts) There are no videos, nor video support in 0 A.D. as far as I know, and I even don't remember (and can't find) any discussions or tickets related to it. I think the current (maybe somewhat vague) plan is to have in-game cinematic scenes for campaigns. On the other hand it's a somewhat basic and expected feature for a game engine. Also it's self-contained enough so shouldn't be hard to maintain. I've created a ticket (#4724 (Video playback)) and will try to do some basic research for it unless someone else would do it faster or will link to an existing implementation / discussion etc.
    3 points
  4. I found this pdf in Spirit of Law channel. Looks interesting https://www.dropbox.com/s/jbzthjkx0l00wfk/superiority.pdf?dl=0
    2 points
  5. 2 points
  6. From the templates in-game, yes. The place where "blacksmith" is mentioned as a first-phase building for the Celtic civs is on the website (https://play0ad.com/game-info/factions/) which, although nice to read, is either out of date or wishful thinking. (At the moment there's no point in moving the blacksmith to the first phase as none of the techs can be researched until the second.) The Spartan team-bonus text found in-game as part of the "Civilisation Info" or "History" page was rewritten in May to reflect the actual implemented bonus. (As were all the descriptions of all the team bonuses found via that page. They should now all be accurate. The information about special buildings/techs, heroes, and civbonuses... not so much. We're working on it.) The only place the "Allies can train Spartiates" thing is still mentioned is in the original design documents on trac, where it serves as part of the project's history and thus is not likely to be changed. (If you happen to find it written elsewhere, do tell us so we can correct it.)
    2 points
  7. @Sundiata this would be a good thread to link your unit proposals
    2 points
  8. I think AoK had 75 for default and 200 max. AoE3 was 200. Another nice feature in AoE3 was that ships didn't use population. They had build limits instead which worked very well. Considering that our game mostly occurs on land, I think using build limits rather than population for ships would be a good idea also.
    2 points
  9. This modification is located at: https://github.com/0abc/0abc-a24.git (version 0.0.24 “Alpha XXIV: Xšayāršā”) https://github.com/0abc/0abc-a23.git (version 0.0.23 “Alpha XXIII: Ken Wood”) https://github.com/0abc/0abc-a22.git (version 0.0.22 “Alpha XXII: Venustas”) 0abc is an acronym for “0 A.D. is Actually Before Christ”. This mod tweaks, rebalances, and improves upon what already exists in the game. It does not include any new factions. Amongst other things, 0abc implements a new unit template structure tree with many more unit types, has new civilization and team bonuses, has a fourth damage type, thrust, uses resource trickles to represent taxation and upkeep, and adds one new resource, silver. Instructions (for A24; replace "a24" with "a23" or "a22" if you want the A23 or A22 version): Download the repository directly: https://github.com/0abc/0abc-a24/archive/master.zip or use: git clone https://github.com/0abc/0abc-a24.git Place it in your /0ad/mods/ folder: GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/ Apple macOS typically: ~/Library/Application\Support/0ad/mods/ Microsoft Windows typically: ~\Documents\My Games\0ad\mods\ Launch 0 A.D., click “Settings” and “Mod Selection”. Select “0abc”, click “Enable” and “Save Configuration”. Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods”. Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented. Improvement suggestions are welcome, as are bug reports and other kinds of feedback. If you encounter errors or warnings, please copy them from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ) and post them here.
    1 point
  10. I've been playing on both 200 and 150 pop recently. A lower population limit makes it more difficult to defeat another player by using quantity of units alone. A variety of units types and some tactics are required. This makes it easier to survive the computer player's attacks because while the AI's growth is good, its tactics are average. This increase in survivability allows the game to be more accessible to new players. It also increases performance by quite a lot. Because of this, I think we should lower the default population limit from 300 to 150 (or maybe 200). One caveat with a lower population limit is that wonders become necessities for longer games because of the hardcoded population increase. Perhaps the population provided by a wonder should be a percentage rather than an absolute? (Would be nice if there were some visual indication when the max population limit was reached. This would prevent building additional houses just to see if the limit increases when the max is not readily known. For example, because the Persians have a 10% bonus, their max pop is 165 when the global pop limit is 150.) I think the AI should be encouraged to build wonders more often when the population is constrained. Even with deathmatch resources, the AI does not tend to build wonders. I found a workaround: wonder victory with a maximum timer forces the AI to include a wonder in its strategy and the long timer provides enough time for the players to be defeated naturally. It would be nice if a workaround were not required so that wonders would be built with other victory conditions.
    1 point
  11. When selecting the "Set message of the day and send to online users" as a lobby moderator in option in pidgin, the following JS error occurs with alpha 22: WARNING: JavaScript warning: gui/lobby/lobby.js line 232 reference to undefined property msg.from WARNING: JavaScript warning: gui/lobby/lobby.js line 232 Script value conversion check failed: v.isString() || v.isNumber() (got type undefined)
    1 point
  12. All Saints' Church, Brixworth STRUCTURE FINISHED FILES UPLOADED i'm working at this building for the anglo-saxons. Info from wikipedia: "All Saints' Church, Brixworth, in Northamptonshire, is an outstanding example of early Anglo-Saxon architecture in central England. In 1930 Sir Alfred Clapham called it "perhaps the most imposing architectural memorial of the 7th century yet surviving north of the Alps". It is the largest English church that remains substantially as it was in the Anglo-Saxon era." Note: i was thinking on make some graves like the pictures for make it less simple. Screenshots Reference pictures Progress Screnshoot Files Anglo Wonder.7z brixworth.blend
    1 point
  13. Carolingian Wonder (Cathedral builded by order's of Charlemagne) 11.5k tris Uses the same texture of the Mauryans, Hele 2, and Caro school Note: The window texture was found in the CC page (https://pixabay.com/en/stained-glass-window-cathedral-window-1062777/) it may need be adjusted in the black zone. Screenshots
    1 point
  14. i animated the weels and the spears of the tower for the chinese faction. it uses sixwheeler skeleton so it won't need the skeleton file because its already included in the vanilla folder game. Chin_siege_tower.7z Chin sigue tower.blend
    1 point
  15. @Lion.Kanzen Thanks. @Alexandermb, I'll have a look tomorow. EDIT : Commited.
    1 point
  16. Less stereotypes, kushites mercenaries? Min 2:35
    1 point
  17. Sundiata's unit proposals (so far) Historical Kushite unit-concept art, still eligible for revision. Suggestions are welcome. Meroitic Axeman: Meroitic Pikeman: Meroitic Cavalry Lancer: (This one is actually more suitable for a ranked version of the Meroitic Spear-Cavalry) Kushite War-Elephant: @wackyserious
    1 point
  18. Ctrl+clic. this topic is technical discuss, not gameplay or feedback. And is very old.
    1 point
  19. I would also love to be a beta tester
    1 point
  20. Spec induce lag as they need to receive the game state too. So if they have an awfull connection it's going to slow everyone down
    1 point
  21. Ok, that's good so far! @gameboy can you test this patch and give the output?
    1 point
  22. @Hannibal_Barca Actually not true @s0600204 just did remove the history strings
    1 point
  23. @Sundiata: great, I'll surely add them ASAP (I would love to get them in before the next release!)
    1 point
  24. @niektb although I appreciate the respect, you really don't need my permission to add the Kushites... They belong to all of us + I'd be honored to see them in TM!
    1 point
  25. That's weird, I never get it when logging in with an existing account in alpha 22 or svn. Does anyone else get these warnings in that case? gameboy, you get it on every login? If so, try please try this patch and post the warning log or screenshot: lobby_debug.patch
    1 point
  26. I'd definitely fail the elevator test (in the best possible scenario)
    1 point
  27. Anything you read under the "History" tab is totally wrong For useful info, check the Structure Tree where you can see the buildings arranged into 3tiers with their technologies and units They never got round to dumping the rubbish in the History section though.. Imagine the mentioned Spartan teambonus: All allies can train Spartiates (Spartan Spear Champions) This would totally remove any civ based strategic value and its nonsense.. but it's there
    1 point
  28. Pizza? I assumed there was a chance we weren't the first. I didn't play Empire before last week so I was expecting 16 slices rather than the cc's being placed together like this. (Maybe that could be a variation on this map? I think there's other maps that have some probability of the cc's being placed together, if I'm remembering that right.)
    1 point
  29. Only at least three contributors? I'm thinking about the new players that have no clue how to play and are looking for tutorials. We might tell them "look at the forum tutorial category", even if they only find few tutorials there. (But that indeed depends on the quality of those videos (If they only show one aspect of the game but leave out the most important parts, it might not be that useful). Back in the day the "300 pop in 16 minutes" video by alekusu was the most valuable to me.)
    1 point
  30. there already is a idle worker "flag", in the right-bottom corner of the minimap there is a button selecting an idle worker. when the button is greyed out there are no idlers, when it is coloured there are idlers. When selecting units, there is a selection ring around the footprint of the unit. When selecting differnt types of entities simply use shift click on the wanted entities and then ctrl + click to make it a group. Using shift +num is selecting the currently selected units and the specified group, but does NOT add the currently selected units to the group. One should use ctlr+shift in order to do that. sometimes big units like elephants and rams get stuck in a forest due to a short pathfinder bug (one can get those out by ordering very small movements out of the forest), further formations are mostly bugged and indeed get stuck often.
    1 point
  31. Nevermind, I think I got it to work:
    1 point
  32. commands.txt Mainland physic, servo, legendz vs pretention, burito, maxicantrix? Pretension is very overwhelming, PhyZic is very methodical and LeGenDz defending really hard at all cost!
    1 point
  33. 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
    1 point
  34. https://trac.wildfiregames.com/ticket/4688
    1 point
  35. "this project took three years which is longer than we ever worked on a project before"
    1 point
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