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Showing content with the highest reputation on 2017-08-23 in all areas
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Hi! I could probably help with this. What sort of video are we looking for (battle, scenery)? One scene that loops, or several scenes? --Brynn3 points
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Facebook now allows to add short videos instead of a static image in the banner. Example: https://www.facebook.com/exorstudios/ From what I have read (I am not 100% sure of these details), it can be 20-90 seconds long and should be at least 820x312 pixels (but maybe Facebook resizes the video to fit the banner dimensions). I just think that you could also add a nice battle video on your https://www.facebook.com/play0ad/ page. PS: avatars can also be (7 seconds) animated GIFs.2 points
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2 points
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An option could be a timer, if someone leaves a ranked 1vs1 match, the game automatically (or you could also have to start timer manual) pauses and a timer starts running. If the opponent hasnt started rejoining once time is up its counted as a loss, if both players leave the match nothing happens. The only question is how long should the timer be (3min, 5min or more/less)?2 points
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Here is the brief : Duration: 20sec-90sec Resolution: 820x462px(at least 820x312px) I propose the following scenes : Intro scene: 5sec to 10sec Building scene: 10sec or more(scene showing workers working) Attack scene: 10sec or more Download scene: 5sec "Get it now on play0ad.com (win, mac os, linux logos)" Transitions: Like the one used in the trailer NB: if you want to put text at the bottom of the video, it will be hidden since the video cover will be centered in a 312px(height) wrapper div(but not reconverted or resize), once you click on the video the original format(820x462px) will popup(like in the example link provided by @xanax)2 points
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2 points
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Hey everyone, Several years ago I was considering creating a sci-fi RTS here in 0AD. Due to my other project taking up too much time, I sort of set it off to the side. After getting fed up with the Medieval 2 engine I'm considering porting that big project, Hyrule Total War to 0 A.D. now. I've started some preliminary work, porting a few of the static buildings over from Medieval 2 into 0AD: I just have a few questions before I make the decision: I thank anyone for their replies, and I hope I can come back to 0AD soon.1 point
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If someone disconnects from a game for N minutes, that should count as a defeat. If players can't ensure their network stability or have some outage, that's their problem. This rating resign issue has to be solved eventually, because it's happening every day. Marking a player as defeated if the other players computer says so will result in faking wins directly, which is way worse than what we currently have, so no thanks. It can only be accomplished by restricting rated games to games hosted by WildfireGames. Otherwise there is no way to find out who actually disconnected. There's also the other issue: pausing forever. That will require even more code to find out who paused first (not trivial).1 point
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Since r16548, a good amount of config numbers already take the maximum population into account. But if brian witnessed that the AI is drastically easier to beat, we should refrain from lowering it until the numbers are optimized.1 point
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Like Lion says, Company of Heroes is regarded to be one of the best rts games all-time1 point
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Along the announcement with aoe 4, they have announced definitive editions for 2 and 3. For the second, it will generate some fury to people, cause aoe 2 HD supossed to be that, but instead is a buggy mess. At least we will have a solid version (I hope). I also think that there should be like a half discount for HD buyers. Then for aoe3 I expect a reunification of the game. With the expansions, the game was somehow fragmented. (Don.t know if it were meaninful numbers) And for the original aoe 1 definitive edition, i.m a bit dissapointed. Windows 10.. And that they went too much purist. No gates, no women villagers, no formations. Farm system reseeding hasn.t been confirmed how will work or if there will be one at all.1 point
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The translators' credit script will pick up the "Last-Translator:" field in the .po file headers as generated by the Transifex interface. So, after changing your account information on Transifex, you'll have to wait until the next translation update is run on the code base, make sure that you're in one of the file headers, and then double-check that you don't get duplicate credit.1 point
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The credit file for the translations is generated from a script, so you'd have to change your account information I guess1 point
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Committed: https://code.wildfiregames.com/rP20020 Thank you @stanislas69 for the patch, and apologies it took this long to review and commit it!1 point
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Currently, the AI has been tuned with 300, and a simple empirical factor (sqrt(maxPop/300) is applied on its objective numbers (for example, it requires a 40 pop before switching to phase 2, and 80 workers for phase 3: such numbers are scaled when maxPop < 300). This scaling is only a "reasonnable guess" (as i've never played with smaller maxPop), but should be improved by somebody with such experience. If you could tune them, that would be great. You may see that the code doing that is in ai/petra/config.js Concerning the wonder, the code to make the ai builds one is simple, but we have to define some conditions (so that it does not try to soon, or too late), and i'd no time to test what would be adequate. Here again, if you are ready to contribute to such tests, that would help.1 point
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The button is still there on all units that were doing a task whenever you ring the bell or you did not change their task from gather to something else. If they drop off the resource gathered then ordered to do another task the button disappears. If they are ordered to fight without dropping their resources the button remains. Idk if that's what you mean...and don't notice that they go to different spot but same type of resources gathering. I think auto gather when idle(set time) is better implemented.1 point
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From my personal player pov, 200 would be ok for me and 300 have always appeared like pure spam games. (Also often players just the 8 players without reducing the population limit, which totally doesn't work performance wise if everyone reaches the limit.)1 point
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I think the general problem is that it seems impossible to have the same unit weak vs women in village phase but also decent against champs in city phase. Currently citizen-soldiers get +20% hp in town and +10% hp in city. I think we should we should make that more like the veteran upgrade, i.e. have phases give increases in health, armor, attack, accuracy, range, vision, and speed. If citizen-soldiers are weaker, then women and towers are stronger. (We could even make the cavalry bonuses bigger than the infantry ones, if that was necessary to further weaken early raiding.) Another idea is ballistics, to make it a technology to have ranged units aim at moving targets just as accurately as stationary ones. Since fleeing women are moving while hunted animals are largely stationary, this would allow skirm cavalry to be effective hunters while at the same time being ineffective raiders (unless the opponent's not paying attention). It would also making fighting more micro-intensive. This would need testing and maybe some tweaks to projectile speeds. I agree with the need to distinguish sword and spear cavalry, for gameplay reasons. Although I think others have said that actually sword cav should be the counter unit?1 point
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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/1 point
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One of the problems I see with the game is that walls both types don't go up 30 degree slopes in hills but units can. So I get gaps at the hill edges. is that a known issue or am I missing something. It is usually these gaps that allow the enemy to bypass defences and rush early. Perhaps another form of wall buildable on steep slopes. Spiked abutment. Lower hit points than a wall but can only be built in 30 degree slopes and hill terrain. Stops enemy rushing around the wall hill gap. Yes I'm a turtle, so shell me. Even on easy we are not able to get deep into the game because the AI can build nothing much but troop /workers and then russh. The troop worker idea is valid it we can counter that early game defeat. I notice most of the games on youtube are on sandbox mode.1 point