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Showing content with the highest reputation on 2017-11-13 in all areas
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In 0ad there is a map global waterheight, so everything lower than that is water, higher is land. So you have to dig your river or heighten the land, and adjust the waterheight, till you have the river that you want.3 points
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Hello, I am Satoral! After many years of observing the development of 0AD without participation, I decided to register at this forum to discuss about several topics concerning the game and the engine with you. First and foremost, I would like to say that the time of my registration is no coincidence. As I am a long-term fan of The Undying Nephalim and his magnificent work, it was just a matter of time that I sign up here. The second reason is the hiatus of the development of Delenda Est and the following discussion about the vision and the future of 0AD. Before I share my ideas and suggestions with you, I would like to mention that 0AD is one of the very few open source games, which already possess AAA quality and my respect for all developers who worked on Pyrogenesis and 0AD is tremendous. As far as I know the biggest issue for the future of 0AD is the low popularity and the small number of developers. Considering the premise that if the popularity is increasing, the number of potential new developers is increasing as well, we should think about how to increase the popularity. My suggestions are an attempt to achieve this goal. My suggestion for the long-term perspective is to make 0AD more versatile for new types of gameplay, so it would be possible to implement these two types: 1. MOBA - The most popular multiplayer games in the current world of gaming. DotA was the most popular mod in the gaming industry and 100 million people are playing LoL per month according to an estimation of September 2016. As there is no MOBA which is open source, there would be the greatest potential. 2. Stealth-oriented RTS - Commandos and Desperados showed the great potential of these games, but they are terribly outdated and no one carried this genre in the present age. There are still modders for Commandos, but they are limited to the boundaries of their engine. In this case, 0AD could revive a whole genre. My suggestion for the medium-term perspective is addressed to the community. In my opinion, it is very important to focus on the quality of a few mods instead of making many mods. When I look into the modification section, I see countless abandoned mods with great ideas and most of them are not even playable in A22. The community should unite to make two or three mods which are presentable for the audience. Here are some exemplary ideas for such mods: 1. A continuation of Delenda Est - It combined interesting new factions with gameplay and balancing changes. In my opinion, Delenda Est was the best mod for 0AD so far and a perfect alternative for the vanilla game. 2. A mod which covers the 19th/20th/21st century - As I saw in the modification section, there were already attempts to realize modifications with this scenario. I am sure that a mod in the style of Sudden Strike or Blitzkrieg could attract a lot of new players. 3. A unified balancing mod - The whole community should work on a balancing mod and find a suitable consensus for this issue in a democratic way. A good competition of the best ideas and steady progress in the right direction would be profitable for everyone. My suggestion for the short-term perspective is to run a crowdfunding campaign. The collected money could be used to hire a programmer for certain tasks concerning the engine and the game. An update of the technical design documentation would be helpful as well to lower the difficulty for new developers to find an entry point. Finally, I would like to summarize my view on the current state of 0AD in a few words: In my opinion, 0AD is a very good game with a relatively polished engine, but despite that fact, it is too unspectacular to agglomerate more players. Fortunately, 0AD seems to be a decent basis and furthermore, there are many talented people in this forum, who are able to build on that foundation, therefore I am optimistic about the future of 0AD. I am looking forward to interesting discussions with you! PS: Excuse me for merging my introduction and my ideas for the future of 0AD in one thread, but I don't want to divide these, as my thoughts about these topics are more or less coherent. Feel free to move this thread in another section, if it is the wrong one.2 points
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2 points
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I guess, no at first sight ^^ That model was probably taken from something else which was put on that face over the ground. I'll add it to my todo list @Imarok2 points
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2 points
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Blast, it's looking like the Zora base building method is going to need new components despite my initial hopes. So... I'm trying to make it so the Zora buildings are all interconnected by aqueducts , and interspersed between aqueducts are empty pools that buildings are forced to be built upon. Making the Aqueduct system was easy enough; just copy the walls, replace all the wall segments with the aqueducts and the towers with the empty building slot pools. Problems however: 1) How do you make it so that walls (or in this case the aqueduct) Snap to the center of buildings other then a preexisting wall tower? I want is so the player is forced to build an Aqueduct from a preexisting Civic Center or building, but it seems to be limited to either the proper terrain or a pre-existing tower segment. 2) Similar to the goron building problem, is there any instruction on how to make it so workers can only build building on top of slots instead of terrain?2 points
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1 point
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@wowgetoffyourcellphone thank you so much for that video, it made me smile. My research is partially motivated by the same reasons Muhammed is talking about this history and organising tours. I'm happy to see young people interested, and that's one of the things I want to achieve here, with 0AD as well. We deserve to know our history... A history that has been hidden from us, and the world, for far too long. The lack of exposure to actual and credible African history completely distorts the narrative on Black history in general, as well as our own understanding of our ancestors. It's shameful, really...1 point
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Some appreciate a modicum of interfacery. I'm not a command-line junky myself.1 point
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Personally I think using git, svn, etc via the command line is the easiest; using an additional layer of dedicated gui software unnecessarily complicates things in my experience. Anyway, for more details on how to build the development version of 0 A.D. please see: https://trac.wildfiregames.com/wiki/BuildInstructions1 point
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1 point
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For you blenderheads on the forum blender 2.79 now has filmic colour management which does essentially what Lion's article is talking about in an open source environment. Enjoy the Choice1 point
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1 point
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I imagine it's something like what the mods for Rome:Total War 1 did for that engine. Added a texture or material that could give a pseudo reflection to whatever surface you wished to apply it to. In our case, metallic surfaces. Maybe what @wraitii tried to do for undying's sci-fi IP way back when.1 point
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1 point
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Heroes in this list should and will be used when we implement dismounting. Romans and Thebans are the remains of the time where the republican romans were part of part1 see @wowgetoffyourcellphone 's mod for their integration. Some units are easter eggs, I'll let you guess whos who.1 point
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It would be nice if it could be improved, however, it has certainly no priority. Undoubtedly there are many other more important things. Yeah, but if something is not directly used in the default distribution, it can still be worth including it anyway. Currently (A22) there are at least a dozen units which exist but are untrainable. A few more doesn't hurt. (Furthermore, maybe some of the Kushite visual actors could also be included in the svn (if they are finished and qualitatively at least as good as their counterparts of the existing factions); some of them are already being used in several mods, and quite a few players appear to like the Kushites. (Just a suggestion to ponder upon ))1 point
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the yellow made a nice resistance and didn't resign even in hard times, and that was great. My army was composed mostly by slingers because they don't require metal, stone is easy to gather and because they are effective against building. Another nice strategy with ptolemies would have been to expand with military colonies and train many rank 2 skrmish cavalry which perhaps would be effective even against camel archers. Sieges Towers are fun but perhaps too powerful against buildings ( matter of fact a % of their attack is crush damage ) and really easy to destroy of the damage they do against units. On the other hand they require many soldiers to work ( on a 150 max pop game, you can garrison max 11 siege towers). If orange would have trained a couple of rams, he could destroy all my towers ( this is also the reason why i used slingers. they are quite effective against sieges too ). One of the most common mistakes is to not retreat cavalry and heal them by garrisoning a temple or a civic center in order to get full health higher rank cavalry for future raids, and never get phase 3 because too busy raiding.1 point