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Showing content with the highest reputation on 2017-11-28 in all areas

  1. 3 points
  2. Btw I guess you should add the public mod as dependency in your mod.json.
    2 points
  3. 2 points
  4. He should just wait some hours
    1 point
  5. There is a link to vs2013 download in the builddescription
    1 point
  6. Why is that allowed? Closing host when losing? commands.txt metadata.json
    1 point
  7. Also, skorzeny, make sure you don't create multiple accounts. And multiple forum accounts?
    1 point
  8. I guess those symbols are only forbidden in germany when they are used in a specific context
    1 point
  9. Propaganda. The real battle was obviously a confusing mass of soldiers fighting out of formation.
    1 point
  10. A war with Romans, surprise! Yep, was exactly looking for an interaction with Ptolemians due to the geographic proximity. The greek interaction is also interesting. Thanks for all your documentation!
    1 point
  11. The issue is that one can pack a civic center, move into the enemy territory, unpack it and thereby steal territory influence? Well. binaries/data/mods/public/simulation/components/Upgrade.js has the upgrade code. I think it should be possible to test if the current location of the entity is within enemy territory and if so, just abort. (Still does't advertize this restriction in the GUI). But territory influence stealing would also be possible by unpacking in gaia territory near the enemy, then unpacking a second civic center in the gained territory then.
    1 point
  12. Yes, reducing the occurrences of the problem by an order of magnitude because most players likely won't find the magic oneliner.
    1 point
  13. I think detecting only leaving by just hosting on wfg servers will improve the situation much and won't cost us that much server power.
    1 point
  14. Hello, as elexis said we don't support VS 2015 but that will change in the upcoming days! Can you stick around in order to make sure your issue is fixed when the support is released?
    1 point
  15. But there hopefully will be 2015 support soon (only some months ;))
    1 point
  16. When anyone talks about something decimal in the simulation, which for reasons of being shorter and people being lazy and everyone knowing better (at least I hope the last one is true), they mean fixed point. That's the reason why we have cross-platform (or actually same-platform in some cases) multiplayer and a reproducible simulation which is quite important. As for float getting messed up, well only if you decide that you like NaNs, apart from that the remaining issues are some platform specific functions, actually used internal precision for floating point operations, and rounding modes, most of which one can work around, which is partially done by JS itself and implementations adhering to it, or us taking some care to fix the other parts (the first paragraph is about the C++ part of the simulation, though for what we use floats in the JS simulation they should be considered equivalent to fixed point). So yes, internally (simulation that is, though I think the rounding is only done in the GUI, as opposed to the simulation side that provides those values to it) health is a floating point value.
    1 point
  17. Tyrannotaurus, Tauropods, Bovid-Rex, Bos Taurusaurus, Bos Giraffidae-Rex, Camelopardalisaurus... I'm going to be quiet now.
    1 point
  18. Dinosaurs have feathers nowadays; here is your cow:
    1 point
  19. I have an idea something similar to AoE 3 where revolutions become into other countries, like Englishs into a US Americans. The faction can have this proof of concept can be Seleucids into another Sub faction. Like Pontus, or Pergamon.
    1 point
  20. Nice how is it going ? Have you looked on glassdoor ? I'm getting my hopes up but I applied for Ubisoft as programmer and it's going alright so far to become my finals year internship.
    1 point
  21. We're already dealing with a laundry list of 37 buildings. I am doing work for the base game, let me be clear. Any benefit to modders is coincidental aside from Terra Magna, but don't mistake that for contempt, you've all proven to be quite snappy when it comes to experimenting and implementing alternative features. I'm only modelling these between job applications. If things fall off it means good things for me, and I don't want to dump a huge list of tasks on the art department.
    1 point
  22. LordGood making it shine bright Lacedaemon!
    1 point
  23. Due to the space in the nickname the one from the screenshot most probably joined via IP. There was a borg(3000) account in the lobby recently registered by someone who won 4 rated games against the same account in 4 minutes, got banned, then registered two more accounts and played 4 more rated games in 2 minutes, then got banned again, then created a new account and asked me to unban him because he played against his friend. But that person likely doesn't speak spanish and the nr one in the leaderboard has many admirers. Since there is no data attached, we can only speculate, there were some speaking spanish in that game from the screenshot. Reminds me that I wanted to write that missile defense shield module.
    1 point
  24. I guess this is illegal and the culprit(s) should be given a warning that continuation of such behaviour might lead to unnecessary actions with unpleasant results.
    1 point
  25. Yeah. It's going to be really difficult to come up with a better name than that. I sometimes wonder how he (and other people who were around shaping the base of 0 A.D.'s design) would feel about the game as it is today, but (while I wasn't around to get to know him) I at the very least hope he would have been proud that there are still people working on the game at this point in time. The last word of that quote of his really has proven true, it's taken and will continue to take quite some perseverance to bring this project to a finish.
    1 point
  26. Of all the proposals in this thread, the one that strikes me as having the most potential is upgrading individual buildings, and making the upgrades of the civ center very significant, so that they have the feel of advancing to a new phase/age. One of the main reasons I like this proposal is that it increases strategic diversity. For the game to be strategically interesting, there should never be just one right answer. So we should not think of building upgrades as "leveling up" but rather as choosing a direction for research/development. This would provide for a kind of tech tree for buildings. Some examples to illustrate the possibilities: Civ center starts as "village center" and can be upgraded to "town center", then "city center". Barracks start as generic "barracks" which can train basic but poor units (spearman, archer, mounted scout), but once the player has at least one "town center", they can upgrade the "barracks" to either an "infantry barracks" or "archery barracks" or "cavalry barracks", each of which can only produce it's particular style of units, but the units are much better quality than units created at a generic "barracks". This is the generalist -> specialist progression. The player of course has the option to not upgrade a barracks, so as to retain the diversity of the original building, but will have to make do with poor units. Or he can upgrade all his barracks to infantry barracks if he wants to do an infantry-heavy strategy, or he can build several barracks and upgrade some to infantry barracks, some to archery barracks, some to cavalry barracks for a combined-arms approach. "Farmstead" can be a generalist structure that can serve as dropsite for hunting or gathering (but not farming), but once a player has a "town center", the farmstead can also be upgraded to either a "mill", which can only receive berries and farming, or a "corral", which can produce herds and receive meat of any kind. If the player wants both, they will need to make more than one farmstead and upgrade them individually to different things. Historically, the market can be thought of a crossroads where both goods and ideas are traded. "Marketplace" can only be built once a player has a "town center" and can do basic goods trading (as currently implemented). But once a player has at least one "city center", the "marketplace" can be upgraded to either an "emporium" (trade center which specializes economically, giving better exchange rates, available techs for traders, etc.) or to a "debate school" (which specializes in academic knowledge, giving research bonuses across the board, allowing cross-cultural advancements like the Carthaginian embassies, etc.). Building tech tree options can be mutually dependent. For example, the basic generalist "blacksmith" (which can do a little of everything) can be upgraded to a "forge workshop" (which allows even better armor, etc), but only if a player also has an upgraded barracks. If they only have an infantry barracks, the forge workshop will only be able to do infantry upgrades. If they also have an archery barracks, the forge workshop will also be able to do archer upgrades, etc. Or instead of upgrading to a forge workshop, the player can choose to upgrade the "blacksmith" to a "siege workshop" (which can build/upgrade siege weapons), but only if they have at least one "debate school" (the idea being that academic knowledge allows for the math and science knowledge necessary for building siege weapons). The phase/age idea can also be diversified by forking the upgrade tree of the civ center. For example, the "town center" can be upgraded to either a "city center" (which focuses economically and academically, allowing buildings like the debate school and giving increased productivity to villagers working within its radius of influence) or to a "citadel" (which focuses militarily, giving defensive bonuses to nearby villagers and soldiers, but not unlocking key economic/academic techs and buildings). Again, this would provide strategic choices for the player. They can go all military (but their military won't have great diversity and sophistication) or all economic (but with some military disadvantage), or probably develop one town center into a city center and develop forward town centers into citadels, thus benefiting from both sides of the tech tree but at increased cost in time and resources. Obviously all these ideas are just brainstorms and the names and details need great refinement. But the examples illustrate the diversity and interest-factor that could be added to the game. It also opens the door for a more interesting economy side to the game, which several people have noted is a bit lacking. Is this idea worth pursuing? If so, I might work on a basic tech tree proposal. Feedback?
    1 point
  27. I don't have multiple accounts. Just got banned. Why? Is there IP blocking. I am using VPN.
    0 points
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