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Showing content with the highest reputation on 2017-10-03 in all areas
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3 points
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@rjhwinner03: every single game I know has been built on an engine. It would be weird to do it differently because it allows you to create a fast, low-level engine (that has f.e. highly optimized rendering) and create a game on top of it in a more convenient programming language. In case of 0 A.D., the programmer team wrote their own engine in C++ (called Pyrogenesis) and programmed a game on top of it in JavaScript. Pyrogenesis doesn't have such a nice GUI to create your game in though... (like UE4 and Unity) But honestly, if you didn't know about this stuff, I'd advise to improve your programming knowledge first because creating a game like this (from scratch) is a very complicated task and not really suitable for newcomers (and also not for intermediate programmers btw)2 points
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2 points
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Vox Populi - An Introduction This mod tries to address the main "weaknesses" of the current release: it aims to balance "op/up" units, it adjusts technologies and introduces some variety along the way As the name implies (Vox Populi = Voice of the People) , this mod is open to all suggestions of the 0 A.D. community and there is a high chance that if several "known" players agree on a suggestion, it could be added in here. Supported by a moderator and developer, the features of this mod - if found good - stand a great chance at entering the next release, perhaps even more so than some other balance mods. Anyway, I'm sure you all wouldn't like to read 349 paragraphs about why, what, where etc.. so I'll list the changes this mod brings (hopefully to 0 A.D. Alpha 23) NEW - Kushite civilization! (Differences from 22.1_KD) Replaced unfitting heroes with Nastasen and Arakamani Added Ptolemaic Trireme to be trainable - requires Nastasen hero Reduced Village Phase unit selection Righted the mix up of temples, now can separately build both Amun and Apedemak temples. - Amun temple is more expensive but offers unique technologies and a greater garrison number - at a cost. Mercenaries are promotable: made rank 2 and 3 actors for Clubmen -- placeholder, waiting for better others just keep actor but promote Vision Citizen-solider infantry base vision 50. (Maximum: 70) Citizen-Soldier cavalry base vision 55. (Maximum: 75) Champion infantry vision 75. Champion cavalry & Infantry heroes' vision 85. War elephants' vision & Cavalry heroes' vision 90. Elephant heroes' vision 95. All siege 90 vision except the Siege Tower's 100. Healers & Women base vision 25. (Maximum:45) Traders & Worker Elephants base vision 30. (Maximum: 50) Fishing ships base vision 10. (Maximum: 30) Merchant ships base vision 40. (Maximum: 50) Fire ships base vision 40. (Maximum: 50) Biremes and Triremes base vision 80. (Maximum: 90) Quinqueremes vision 100. Run speed adjusted to be reduced by same amount as Walk Speed. Players have long complained that such high vision is unrealistic and that it should be lowered. Attack Ranges & Movement Speed Archer units maximum attack range reduced by 4. Archer units gain +10 attack range per phase, slinger units +6. All units start with only 80% of original movement speed. Town Phase gives +10%, City Phase +14% Citizen Soldiers Cavalry rework Sword, spear and skirmisher cavalry have all been reworked. Based on tests so far: Sword Cavalry > Spear Cavalry > Skirmisher Cavalry > Sword Cavalry Ptolemaic camel units now inflict a 20% attack penalty on all cavalry (including allied) within a 40m range. Spear Cavalry 2s attack rate, attack reworked to suit the new values. Citizen-soldier archers' maximum movement speed increased to 10. NEW - Elite Seleucid Bronze Shield Pikemen now need 250XP to promote to Champion Silver Shield Pikemen Unit loot increases with rank. Elite units' stats improved slightly. Citizen-soldier cavalry capture rate decreased to 1, increase of only 10% hp per rank (instead of 20%). Logically, cavalry should have a lower capture rate than infantry. Champions All cavalry champions' capture attack reduced to 4. Archer champions' attack range decreased by 4. Skirmisher Chariot Champions now have 320HP and +2 pierce attack but require 2 population. Spear Cavalry Champions retain the 1.25x counter vs. other cavalry, likewise the 3 second attack rate. Gauls - Naked Fanatic pierce attack increased by 2. Heroes Carthaginians Hamilcar's 2nd aura: As you all probably have figured by now, Hamilcar is not a "useful" hero (giving only +15% speed compared to the attack bonuses of Marhabal & Hannibal) Thus, a new aura has been created (based on historical facts) which decreases enemy mercenary attack values by 20%. Persians Darius I's movement speed bonus aura increased from 10% to 15%. Romans Scipio's aura range increased from 10 meters to 30. Technologies NEW - Unique technologies for each civilization. (current goal is 1/civilization - incomplete, feel free to suggest) 2 new technologies at the Civic Centre, affecting both movement speed and health respectively. Artillery Instructors: Siege weapons cost 20% less wood This technology now costs: 500 food, 250 stone, 250 metal instead of the original 500 metal. Unlock Spies: All support units may now be bribed, not only traders. Mounts: Unlock village phase cavalry, researchable for 100F 100W 50M at the Corral. Mounts icon changed, now uses a portrait imported from Delenda Est. 2nd redundant tech replaced with an autoresearched one - at the cost of a warning message when using the Structure Tree Domestic animals base train time doubled, added new technology "Husbandry" for -15% train time and moved Stockbreeding to the Town Phase with maintained -25%. Blacksmith features new Specialization technologies Hero armor tech split up into mounted and infantry ones, now supersedes infantry and cavalry armor upgrades respectively. Stoa technology added as fitting the Royal Stoa's functions - Price Control: +15% market barter values. Wall Tower technologies added, first may shoot arrows then bolts. Carthage Colonisation technology (500W 500M) now affects Civic Structures (Civil Centre, Temples, Houses) by reducing their cost instead of -25% build time. Structures NEW - Stables Stables now available for all civs like for the persians currently. Unlock champion units technology moved to fortress as a consequence. All civilizations have received a new animal trainable from the Corral, this new addition is the Chicken, for all civilisations. Ships The Ptolemaic Juggernaut now costs only 5 population instead of the original 8. Siege Siege Towers' maximum arrow limit increased to 15. Some changes by @Grugnas were incorporated. Support Healers now cost 200 food. Trade Trade income was re-balanced based on suggestions by @Nescio Incorporated several features of the Pro Balance Mod (by @user1) https://wildfiregames.com/forum/index.php?/topic/22798-pro-balance-modconcept-please-test/ GUI Changes Panels now showing Vox Populi mod name with version. Lobby title says "Multiplayer Lobby (Using Vox Populi) - to avoid players forgetting they are using the mod and joining a vanilla game. Download Here!!! vox_populi_22.1.3.zip lightweight edition (for balance and testing purposes) vox_populi_22.1.2_lightweight.zip Installation Instructions: Extract this zip file into the mods folder. The correct folder depends on your operating system. Windows replace USERNAME with your windows login name. Vista or newer C:\Users\USERNAME\Documents\My Games\0ad\mods\ XP / 2000 C:\Documents and Settings\USERNAME\My Documents\My Games\0ad\mods\ OS X ~/Library/Application\ Support/0ad/mods/ Note: "~" is a shorthand for the current user directory. Linux ~/.local/share/0ad/mods/ Note: "~" is a shorthand for the current user directory. -------------------- Changelog 22.0.1 - base version 22.0.2 - Rabbits fixed, infantry archer champion speed increased to 13 to stay constant with citizen-soldier infantry archers. 22.0.3 - Trade nerf fix, vision rework based on suggestions by @elexis and @Grugnas 22.0.4 - Rabbits removed, cavalry rework, attack range and movement speed rework +++ 22.0.5 - Trade fix (based on suggestions by @Nescio), Skirmisher Champion Chariots rebalanced. 22.0.6 - 2 new CC techs, 2nd cavalry tech fix, new icons, new corral tech, increased training time for domestic animals, ++ 22.0.7 - Specialization technologies, hero armor technology rework, new stoa technology 22.0.8 - Wall Turret rework, new technologies first to unlock arrows then bolts. 22.0.9 - Unit loot increases with rank, cavalry only +10% hp/rank, some minor adjustments to elite bonus and spear champion cavalry. 22.1- Kushites added, seleucid pikemen can promote to champions 22.1.1 - Kushite hero rework, error fixes, reduced Village Phase unit selection 22.1.2 - Kushites: Temple rework and differentiation, mercenary fix 22.1.3 - Unique civ-specific technologies, hero abilities, stables added1 point
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You can upload your work to the forums, or, if it's too heavy, use a file hosting service like dropbox, framadrop, etc. For sounds Soundcloud works as well.1 point
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Ok, so I tought that I juste worked through every point of the list of Lion.Kanzen. And where to upload for critics and suggestions? I mean - is there some kind of dropbox folder or something? Sorry its my first time => I'm "on the road" these days. I continue work later in October.1 point
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1 point
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@stanislas69 I would like to do something akin to what they have been doing with the Starcraft 2 API (https://github.com/deepmind/pysc2) to where basically you can externally grab game state in an external program and run RL algorithms on it (somewhat like what Hannibal was doing earlier), but I feel it would be much less complex as a small Pyrogenesis based environment so it wouldn't be the full entire 0AD map. Only 2 civs, 1 map, strict mode, etc. Hopefully I will get a weekend free to Dockerize a container + post it up (https://www.github.com/0ad4ai)1 point
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So then making a new set for Athenians? @LordGood, nevermind, seems that you already have said so before.1 point
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eh, just remove the second garrison prop in the actor, it'll clear that up. Thought I had both garrison empties there.1 point
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I think your issue is not knowing, what we mean with "terminal" Try that: http://m.wikihow.com/Open-a-Terminal-Window-in-Mac1 point
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Hello and welcome! Nice to see someone interested in the audio department. For music, you should ping @OmriLahav as mentioned above. For sound effects, you can contact @Pureon and myself. But in general the community will give you feedback, not only the core team. First of all, where in the game do you think the sound should go? The programming side of things will depend very much on that. That is also part of your creative liberty Finally, don't forget this as soon as you have some final product (or before):1 point
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1 point
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1 point
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If you were a citizen soldier like an Skirmisher and you found an enemy Mauryan Maiden... or found Boudicca.... in 0 A.D there are strong women.1 point
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Why should they be offended? While we wait for your response, I had a similar thought to yours: "Women are willing recruit themselves in a war for 50 slabs of meat?! And on top of that, you make them work to get you the same food you recruited them with... and more?!" If that happened to me in real life, I would definitely be offended.1 point
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I'm very happy that 0AD is progressing so nicely. One comment, take it for what you will: I played through the tutorial last night, and I can't remember the exact wording, but it was along these lines: "Females are weak and slow." Is that really how you want to start a game in the 21st Century? I realize the game doesn't take place in the 21st Century, but come on. You're pretty much insulting half of your potential audience in the first five minutes of the tutorial.1 point
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It's so nice to see some differentiation of the Greek architecture.1 point
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I think I might let the Macedonians keep the current set, I kind of want to play around with the idea of urbanizing the Athenian buildings1 point
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1 point
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can't have naked girlies, even if they are badly textured, imagine all those poor little innocent children?!1 point
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Sadly (or gladly because war has led to so much innovation) much of human history has been bloody murder and slaughter of fellow humans; thus, this is a game of ancient warfare... If people want to get offended then they can. Or perhaps they can choose to learn more and for lack of a better word, be less ignorant on the matter. I really view this game as a tool for education in a fun way and this can be part of the educational experience. There aren't any legal issues (as zoot pointed out), and if somebody is offended, then they don't have to play the game. Simple as that1 point
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That Right the People even offended them with misc. things female clothes in some units, and other little things in this game. The People can be tolerant with other Culture symbols. this a Open Project not commercial as ban a symbol only for a group of wrong people uses as Symbols their wrongness.1 point
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Walking around the British Museum I see many ancient objects with svastika symbols on them. It's a part of history, there is no issue.1 point
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IMO, 0 A.D. is a game, not a platform for telling people what they should think or feel. If a significant portion of the world population is offended by or even banned from using software displaying these symbols, a way to toggle it off is a small matter to add.1 point
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On my opinion, that would be going too far. I think that people have to learn the history of things and understand that this symbol took place in the world in a peaceful way, long before the atrocities of the nazism. Leaving the svastika exclusively to the nazis would throw away so much History...1 point