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  1. Another attempt with another texturing process... (4K res except for the stone)
    2 points
  2. I'm not sure the previous answer was clear enough if you are not used to the way it works So to take an example, in your gerudo barracks, you have in the ProductionQueue units/gerudo_sandsniper_b That means that all civ capturing that barracks will be able to train a gerudo_sandsniper_b To prevent that, replace it by units/{civ}_sandsniper_b (as we usually do in vanilla 0ad) so that when a civ captures that barracks, it will only be able to build its own sandsnipper if it exists ({civ} will be replaced by the name of the civ owning the barracks)
    2 points
  3. 1 point
  4. Those things are hard to guess. I'm glad you figured it out and we devs can recall that ext time someone runs into file permission issues.
    1 point
  5. Important Update: I figured out the problem: the installed antivirus scanner (G DATA Internet security) seems to block all file accesses made by pyrogenesis after a few dozen file changes in appdata subdirectories. So elexis is right - it actually is a directory permission issue - but not caused by windows When I deactivate all virus scanner services the SVN version works. Though, I'm not sure why this happens since I use exactly the same antivirus software on a few other PCs (win7 / win8.1) where the SVN version works... Seems to be a windows 10 specific "feature". Since I'm the only one affected by this I will close the ticket on track and handle the problem as solved. Thanks to everybody who helped me on this!
    1 point
  6. Are directory permission issues actually ruled out?
    1 point
  7. holy crap I didn't know lions could be that chill
    1 point
  8. I was actually surprised to find so many depictions of lions in Kushite art, including in a domesticated context, on a leash, or attacking captives. It's similar to earlier Egyptian examples, who actually imported lions from Kush. It's also very similar to the tradition of keeping lions in the Abyssinian empire (modern day Ethiopia). Haile Selassie is the most famous example, who had as many as 30 lions "guarding" his palace in Addis Ababa. These lions belonged to a genetically and phenotypically distinct subspecies of lion, smaller, and with a darker mane, which also runs across their underbelly (probably related to Barbary lions), now thought to be (nearly) extinct in the wild. I imagine that these were the same species of lion used by Kushites, and by extension Egyptians. Perhaps, like the North African Elephant, these were easier to handle due to their smaller size, and a longer/intenser exposure to human populations than their larger cousins? It seems to be an East African thing...
    1 point
  9. @LordGood Hohohooo!!! Amazing! I really love it! Thank you reference for the curious:
    1 point
  10. There are many things possible: - to have the ability to train other units, just repalce the {civ} attribute in ProductionQueue list of said buildings - to capture and change to the matching civ model, in the capturable component, when changing ownership, you transform the current entity to the matching one in the other civ (and destroy it if no one match), that would require template naming policy. - to disable production queue of capture building, in the capturable component, when changing ownership, you transform the current entity to the same one with a special filter which disable production queue.
    1 point
  11. Estoy intentando algo que parezca como un campo de entrenamiento y a su vez hogares, planeo animar lo mejor posible dos unidades peleando en el centro o como lo hice con la barraca nórdica practicando con los muñecos de practica.
    1 point
  12. When I look at the staff directory, there's a lot of people who I'm sure have added a lot of value to the game at some point in the past 15 years, but many of them haven't even been on this forum in more than a year. Currently there is a relatively small group of high value content producers, who are all fundamental to the continued development of this game, and they're not even all staff. Wowgetoffyourcellphone is one of these, and needs to be accommodated as one of the most important mod-producers here, offering a quality alternative to the vanilla game, and in turn spurring the development of this game, generating interest and raising it's potential even further. I'm not saying he's right (I don't understand the issue, like literally, I don't understand code), but he shouldn't be treated so dismissively. I've only been active on this forum since December, but I've been following it for many years, and I've noticed a dark and obscure, self-defeating trend in this otherwise lovely community. High quality content producers, like artists, modders and coders barely get any kind of feedback on their work. No reactions, compliments, constructive criticisms... Sometimes nothing at all. And sometimes it can even get snarky, like now (and we've probably all been guilty of that at some point). If someone spends hours on top of hours, even week after week, or even years working on a project, all for 2 likes and an "oh, that's nice", it makes people lose heart, as if their work wasn't even worth all that effort (while it really was). My point is that human resources are by far the most valuable resource of this game, and this shouldn't be treated so lightly. In the past few months, so much amazing stuff has been created not only for the Kushite faction or Delenda Est, but also for a Xiognu (mini?)-faction, the Thracians, the Norse, Anglo-Saxons, Hyrule Conquest and so many other things like experimental balancing mods and map-scripts, the order move indicator and a bunch of crazy code stuff I honestly don't understand, all with barely any reaction from the vast majority of people in this community. Why is everybody so silent? Stimulate development. Encourage artists. Showcase people's work. Help newbies acquire skills in the necessary fields by updating/simplifying the necessary wiki's/pages and improving user friendliness for non code-savy people. Welcome new people, ideas and content. Be patient with each other. Be patient with yourselves, and forgive one another's transgressions. Potatoes
    1 point
  13. Too late to discover this thread. My name is servo, I was born in the Philippines but currently residing in NY. This is one of my steam names in RoN. My nick comes from the specialized field I loved so much “hydraulics” (hydrostatic). I first came across servomechanism in college when I was studying EE which is about feedback and control system. But this nick is about the fastest and most precise valve ever invented and used in the fields of hydraulics. I was into hydraulics (work/study) for 15 years until pc gaming mess it up. Probably I’m the oldest player here in 0AD but used to play RoN with retirees so I think I’m not the oldest pc gamer.
    1 point
  14. (tl;dr in the end.) Hey! I just bring this discussion to the forum and to the players. That has been discussed before, the last time I recall, here. I think that a game that can be win with an only strategy is not fun. (who haves more ranged cav.) I know that everybody have is perfect game in mind, the devs can't please everybody. But, some of us love discussing this kind of things and give our opinion, so a little more of spam about game design won't hurt, if it's polite. Some arguments of the devs patch discussion: I think that you can still be a competitive player and and enjoy doing the right strategy and tactic, having fun. I don't think that competition and fun are a disjunctive, (although I know that a high competitive scene can kill the game, a good basis of that can be a good attraction to players). I restarted to play multiplayer this days, and I played a few, and seems that the cav skirmish rush it's very unbeatable. Correct me if I'm wrong because my biased low numbers of games, there's a way to counter that strategy? If yes, I would rethink all. A. Possible counters with the actual design 1) Towers seems that when cav skirmishers gain a critical mass, doesn't kill them because the spread of the arrows. Is there a way to make the arrows like the aoe2? They are fired independent? Also, they don't work well if you have to cover to much territory, because the mobility of the cav skirmishers. This is a good design IMO cause the early role (for me) of the cav skirmishers should attack weak points. Solution proposal 1: Fix the spread of the arrows of the towers, add a bonus of them against ranged cav. 2) Melee infantry should stay as it is, I think. 3) Ranged infantry gets killed by the superior HP of the cav. But, by the way, It's cost effective against them? I don't have the numbers. In Total War, ranged infantry counters ranged cav (big target, against small target, but maybe that doesn't stand historicity and it's just a gameplay decision) Solution proposal 2: Make cheaper ranged infantry, or more expensive the cav skirmishers (in resources or in population) or add a bonus of ranged infantry against ranged cav (or both) My opinion would be that the cost are fine. Maybe a population increase. Although in scheme I would give them a bonus, first I know that you don't like hard counters, and second, if ranged infantry is very useful against cav skirmishers (and every civ has them), would make them obsolete and people would just train back ranged infantry. Don't like this solution. B. Changing cav skirmishers (and cav archers) I think that harassing should be possible, even a way to victory, but has to be balanced to have a viable strategy to counter them. Nerfing the cav skirmishers stats shoudn't make them unusable the rest of the game. The patch proposes disabling the training of the unit in the CC. As other proposals, this change is a retardant of the ability to training them (having corrals, the need of a specific tech, an upgrade in the barracks, etc.). This will work only if enough breath is created to make others strategy viable. But having them on the barracks, delays with a good time and price the ability to make them, and makes you choose between making cav skirmishers and rush, or train c/s for wood booming (and defending). Also t delays the food booming of hunting or corrals. I'm strong in favour with this. You still have cav skirmishers in phase I to do that. And a explorer unit could be created, with the skirmisher skin, but without the javelins props (with a low limit, or without it) for training in the CC (and without gathering meat capacity?) I agree in the viability thing of the unit, as I said it before. I don't have an opinion on the accuracy, but maybe nerfing that makes them unviable. It depens on numbers. Also, an direct way of nerfing them, and for me it have a degree of realism (maybe I'm wrong), it's to make them unable of herding. I don't see mounted people taking food from sheeps. Although maybe hunting is the same (you need stealth skills), I think that have cav hunting have some fun and maybe it hasn't to be removed. C. Introducing a new counter (Cav swordmen) Having the cav skirmishers and their natural counter be able to train in the same time, it's just a necessity. Right now, by stats, isn't the cav swordmen the designed counter? (and one of the most available units for most civs?) Having the possibility of choose, maybe lead to a breath in the soft-counter system, giving more sense to train spearmen, and then swordmen or ranged infantry to counter the spears. But where they would train, the two in the CC? This proposal would be paired with the disabling of the training in the CC of the cav skirmishers. So a tl;dr of solutions or proposals: You can take them all, you can take one, or you can't take anyone at all: -Towers: 1) fix spread 2) add a counter bonus against ranged cav -Ranged infantry: 3) Change cost and/or population of cav skirmishers or ranged infantry to be cost effective against the first. 4) add a counter bonus against ranged cav -Ranged cav 5) Nerf them (but thinking about later viability) 6) Disable to training in the CC and be only trainable on barracks 6.1) And replace them with a explorer unit in the CC 7) Disable the ability to herd 7.1) Disable to ability to herd and to hunt -Cav swordmen 8) Be able to training them in barracks in phase I My opinion would be in favour in fixing towers with an added bonus against ranged cav, maybe increase pop of all cavalry, 6), disabling them in the CC, disabling the ability to herd, and maybe allow cav swordmen to be build in phase I (if there's enough effective counters, I wouldn't). I'm against nerf them. Remember that the changes and solution have to affect also the (Egyptian cav archers). Different solutions, different approaches. PD: I don't know if devs want to bring the Phabricator discussions here.. If not, I won't do it again.
    1 point
  15. I will propose a new thing... like AOE 3 siege damage. http://ageofempires.wikia.com/wiki/Siege_Damage
    1 point
  16. Corral Will have around 4 horses, with different idle animations, one of the 4 will be small
    1 point
  17. The only big issue is the texture as I can't find a proper way to overlay ambiant occlusion and curvature map and small details on it... EDIT: I think it works.
    1 point
  18. Yeah, good luck on this fecking game. I'll take a look in 5-6 years to see if you've finished it yet. Done wasting my time trying to improve this on this pice of chit. "Good bye and good riddance." There, said it for you.
    0 points
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