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  1. You can use "Download for translation", then the file will be locked for a while - I think 48 hours or so. Once you upload your file again, it will unlock the template as well. So, do your day's work on a chosen template, then upload it again. Meanwhile, the rest of the translation team can continue working on the other templates. Make sure to coordinate with the team on terminology! The glossary function can help you there. Is there a reference dictionary available in your language that includes computing terms? Since you seem to be techy, you might profit from some offline glossary tools that I created for another FLOSS game - the checks can handle inflected languages with a bit of extra glossary work: Glossary Checks that are less stupid than the usual cringeworthy QA tools Use poterminology to fill target language in glossary For the second tool, you won't be able to upload the result to Transifex unless you have superpowers over there.
    3 points
  2. @Alexandermb I committed your animations today after fixing a few stuff here and there in the actors. Can you consider making anims for the siege_fireraiser, and the onager ?
    3 points
  3. Yeah, the Git repo should work with the current SVN/dev version of 0 A.D.
    3 points
  4. I committed the two on the left. Thanks for your work.
    2 points
  5. and I thought the entire time the question was getting Catalan added as a new language. It's indeed already there. So that what leper said.
    2 points
  6. Actual translation discussions (per language that is) mostly happen on transifex itself. And that is where you should coordinate with other translators (if there are any that are active). The source files are updated about twice a week, so if there are changes to them those will show up on transifex. If you decide to work offline for that whole time instead of regularly uploading then you will be confronted with having done pointless work that might not apply anymore. Upload your changes regularly if you prefer a proper local tool over transifex' ever changing interface, at one point I think they had a feature to "lock" a translation so others are notified that you are working on that currently, but that was more of a note to other that they shouldn't change that one resource only. So we cannot stop updating the source files, and you should not assume that they aren't going to be changed by other translators. The closer you stay to what is the current state in transifex, the easier working on the translation will be. Sharing the work is part of what this whole open source/free software thing is about, and doing so early as opposed to having one huge drop in the end helps when you might have to interact with others. That said this sounds like a very nice project, so welcome and have fun!
    2 points
  7. @stanislas69 what needs to be fixed on the croc ? or keep a reminder when i get time Blender file: Croc.7z
    1 point
  8. I thought I'd post about the accuracy changes in alpha 22, i.e. why skirmishers are so good. Here's a graph of the differences in average damage per second between a21 and a22 for the basic ranged units. Their accuracy depends on the target's footprint (larger things are easier to hit), so I made graphs for both infantry and cavalry targets. (The calculations are straightforward but I won't detail them here.) Javelin cavalry versus infantry at 20-28m now do about twice the damage they did in a21: 12-14 instead of 5-8 hp/s. Their base damage was reduced slightly (the dotted lines are above the solid lines from 0-10m), but that didn't make up for the big increase in accuracy. For a23, we'll definitely want to adjust the numbers. Another difference in a22 is that veteran ranged units aren't boosted as much as in a21. Here's a graph showing that, along with the Mauryan and Persian "Archery Tradition" technology. (Archers' accuracy was reduced slightly in a22, so the dotted lines are above the solid ones.) Promotion doesn't come with a decent increase in accuracy like it had in a21, and the archery tradition difference is really stark: against infantry at 80m, archers only do half the damage they used to. We'll want to adjust these numbers for a23 too. Here's a few more graphs. When fighting against other ships, ships are much more accurate than shown above, since their footprints are so large. The bolt shooter (ballista), catapult (onager), and quinquereme have splash damage, which I haven't taken into account here.
    1 point
  9. I had the chance to drop a word about this to people from Debian at the Capitole du Libre, who knew who to contact so that the maintainer for the package gets some help. I hope we can have the game in stretch and jessie backports soon, buster shouldn't be long now that sid has it.
    1 point
  10. @Alexandermb The onager has anims IIRC, but the fireraiser doesn't. It you could make a death anim for the later that'd be nice :D, and also the actors using them.
    1 point
  11. This sounds like the final of Gladiator Maximus restoring the republic after kill Comodus.
    1 point
  12. Hmm, should have been Principate or Dominate for this time period.
    1 point
  13. Yeah, I recently implemented the slave economy to all civs. There are Male Citizens and Female Citizens, who build economic and civic buildings, and who have a Slave Ownership aura which boosts: Male and Female Slaves, who are available to train after building a Market. So... Male Citizen - Trained at the Civic Center, builds economic and civic buildings, mediocre at gathering resources. Has Slave Ownership aura. Female Citizen - Trained at Houses after building 5/10 houses, builds economic and civic buildings, mediocre at gathering resources. Has Slave Ownership and Inspiration auras. Male Slave - Trained at the Storehouse after building a Market. Cannot build, but gathers resources very well, especially when within the Slave Ownership aura. Female Slave - Trained at the Farmstead after building a Market. Cannot build, but gathers resources very well, especially when within the Slave Ownership aura. I would like to combine the male and female variations into one unit each, Citizen and Slave, to make things simpler. This is basically the same functionality that Age of Kings had back in 1999 with its male and female villagers. I can do this visually with actor variations, but their selection sounds, specifically their voices will not be correct. I asked some WFG developers about allowing entities to have more than 1 gender and I was advised to submit a patch. lol, I guess it'll never happen then!
    1 point
  14. Oh thanks God... So I can still made my own slaves and mercenaries?
    1 point
  15. And there is again the power of choosing screen
    1 point
  16. New illyrian helmet. so now the list is complete, I just need to know what goes where. (crest is a prop) EDIT : Attached file. art.7z
    1 point
  17. Well if you do want to become a developer, you are invited to contribute to 0ad itself and gather experience with that. Have a look at https://trac.wildfiregames.com/wiki/GettingStartedProgrammers for some information. Also join our IRC channels if there are any question.
    1 point
  18. The White crown is for Upper Egypt (and Nubia), and the red crown is for Lower Egypt. Interestingly the earliest depictions of the white crown come from Nubia, during the pre-dynastic/early dynastic A-group, like the Qustul incense burner dated to c. 3200 -3000 BC, and continue to be used all the way through to the Late Meroitic period. Well, the crown is a typically Meroitic Kushite mash up of elements. The crown seems to be some kind of an elaborate variation on the double feathered crown of Amun (falcon feathers), with horizontal ram's horns, a central solar disk, flanked by uraei wearing the white crown (left) and the red crown (right). It bears similarities to elaborate versions of the double feathered Atef crown and/or Anedjiti crown with horizontal ram's horns, which can both feature double uraei (no vulture), with solar disks. The feathers in those crowns are double ostrich feathers (curving outward on the top), instead of falcon feathers (straight). The emblem is entirely referenced from a Meroitic period carving of Amun on the Lion Temple of Apedemak in Naqa and coloured according to other approximate parallels. @wowgetoffyourcellphone #3458 if I'm not mistaken. The problem is discussed there. @elexis Perhaps the skybox can somehow be triggered once the camera reaches the angle that the horizon becomes visible? No need for a skybox above that angle (i think?), and the ground will remain black where the map ends when seen from above?
    1 point
  19. @Nescio You know what, I think I see what you mean... I think it's because the other emblems have a greater sense of depth, and at least 9 of them are spherical... I made some adjustments. Is it better like this? Old vs New. How the new one looks next to the others The human form of Amun is usually depicted blue. The Ram headed Amun is usually green (with red eyes), black or an odd type of brown. Eh.. Your right about Osiris usually being depicted as green but red skin for males and yellow for females, although common, is by no means universal. It depends strongly on the period and place where the depiction is made. Iconography isn't as static as it's sometimes insinuated (over thousands of years of history things change/evolve/adapt). A variety of colours can be used, and in Southern Egypt female deities can be depicted as dark as their male counterparts.
    1 point
  20. i think 'pebbles' underestimates the size of sling stones, or the weight of leaden bullets. If I'm not mistaken Xenophon recorded how Persian slingers would regularly hurl stones the size of a man's fist, and slingers were a staple of Celtic siege warfare on both sides. If the argument was to nerf their ability against buildings and siege sure, that can be done easily enough with multipliers. also in that scenario, 300 Persian slingers would be throwing as much rock as a 6 talent caliber Roman ballista, so keep that in mind lol also keep in mind that 6 talent roman ballistae dont exist and that we don't have Persian slingers so more like 15kg of stone or lead at the small end of things. Still 32lbs. Thats about cannonball mass still
    1 point
  21. Ironically, DE has already done this for ages now. Projectile range decreased. Archers more vulnerable to faster moving melee units like cavalry. Projectile speed decreased. You can actually see the projectiles now. lol Possibile to use micro and dodge incoming projectiles. The projectiles have a nicer looking arch to their flight. Vision ranges decreased. Maps feel larger. Another significant benefit is that units are more manageable. Unit movement speeds decreased. Units are more manageable. Maps feel larger. Archer firing rate decreased. Now they don't look ridiculous.
    1 point
  22. I would say the problem was more that they were good vs buildings and good vs units, so you could survive with an army of pure slingers. One way to fix that is to make them weaker vs buildings like in a22. But another way to fix that is to make them weaker vs units, so that a pure slinger army could be more easily countered. I think this second option might lead to more interesting gameplay. (Edit: Maybe slingers could do circular splash damage? Maybe javelin could do linear splash damage? Just offering some ideas.) (Just to do the math here, looking at the stats in a21: A fortress has 40 pierce and 6 crush armor. A ram does 150 crush damage with repeat time 1.5s, which is 53.1 hp/s against a fortress. A slinger does 9.5 pierce and 2 crush damage with repeat time 1s, which is 1.2 hp/s. So one ram is worth 44 slingers. It seems the only change in a22 was slingers' crush damage being cut in half, which brings their rate down to 0.67 hp/s. So now one ram is worth 79 slingers.) Archers shoot faster than skirms and slingers, so they can be better against moving targets. Here are the projectile speeds (m/s): a21 a22 unit 120 75 archer 60 62.5 slinger 56 62.5 skirm 75 75 cav archer 50 62.5 jav cav Archers shoot slower than in a21, along with being less accurate (and promotions having less of an effect). Numerically it seems archers are slightly worse this alpha, unless I've made a mistake. I don't use them often so I can't say my own feeling. (There were some changes with the prepare time of melee units, maybe that could make ranged units seem better.)
    1 point
  23. The problem with slingers was that they nuked buildings really easily. We didn't want people that can throw tiny rocks to destroy fortresses quicker than siege engines. We can't fix that with accuracy, because a CC or fortress has a huge footprint. Slingers vs other units were not intended to be changed much by that commit. I did see a lot more cavalry rushes in a22, which is a thing I do like. People have complained a lot about turtling and rushes being useless in the past. So take care in case of proposing balancing changes. It'd be great to have a replay that undoubtedly proves skirmisher accuracy to be a bug and not a feature. It ought to be discussed and tested in svn lobby games (admittedly that can be done more easily if people have Phabricator access and in a21 we actually had these balancing testgames based on that with Grugnas, borg- and few willing guests).
    1 point
  24. Loosing yourselves in 0 A.D.'s graphics...
    1 point
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