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0 A.D. Development Report - Autumn 2017 Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present this monthly development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, we urge you to post your application in our forums or just grab a task from our list of open tickets and get right to it. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Head to our forums and join our active community! 2017 Indie of the Year Awards We made it to the final 100! Now we need your vote once more! Support the team and community by voting your-favourite-historical-real-time-strategy-game in-the-making to the top! The list of planned features is dwindling, and with the extra attention a prize brings, new contributors flock to our forums. Programming Itms, our project lead, worked on the build system with the update to premake5 and added VS 2015 support. Now he is showing SpiderMonkey some love... All on top of managing and directing the efforts of the team! mimo , our AI programmer, cleaned a lot of legacy code, as the first AI prototype was added many many alpha versions ago. He also removed the old tutorial AI and improved mod support. elexis has refactored the majority of the random map generator code, making it easier than ever before to create of new random map script, implemented tab controls for the options page and reviewed many patches by external contributors. The engine code become more fail-safe (by marking simulation states as read-only), simple (only one way to access JSON data globally) and versatile (implementing it in JavaScript instead of C++). bb has been busy coding the prerequisites for secondary attacks. Imagine your legionarii throwing their pila before drawing their gladii (just dropping some Latin like it's hot). He also worked on combining victory conditions (so one can play regicide + wonder victory for instance) and has been cleaning up templates for readability (among his work on the template viewer). He is also working on an updated user interface for the game setup, with more space for the options, so more can be added in the future. Vladislav has written some validation scripts and has had some experiments with Atlas and cinematics. fatherbushido has mostly worked on the attack component, both his own code and reviews of features like the destruction damage ( for instance fire ships exploding upon destruction) by others. wraitii has finished some of the pre-requirements of the unit motion rewrite (more fluid movements of units) and rebased the single player campaign patch, laying the groundwork for campaigns to be added in the future. Imarok has worked on the mouse wheel batch size (a feature that allows the player to specify the number of units to train by scrolling the mousewheel) and an anti-impersonation lobby patch, which further secures multiplayer lobby authentication. s0600204 and FeXoR have finished the patch that would make the random map generator wall-placer civ-agnostic. leper has been auditing patches by other programmers, which is a crucial yet tedious task. As usual, community members played a key role in our open source development process! Sandarac has implemented an attack range visualization that lets you preview the attack capabilities before placing the buildings. fpre contributed a number of enrichments to the multiplayer user interface. Last but not least, temple has helped tremendously with a lot of patches and reviews! His contributions on an issue with the pathfinder, which was the cause of additional lag, were crucial! Art & Sound LordGood and Stan have been working on new graphics for stables, workshops and archery ranges. Stan also committed a patch by Alexandermb which added animations for siege engines. Ever wondered how a zebu would fall lifeless to the ground? Programmers call this ZEBU DEATH ANIM, tells you something about them, right? Well, Stan has been struggling with his animation for quite some time. He has asked for a Field Study trip to South East Asia but our budget only stretches so far... after all: we're free-to-play. Stan also worked on the visual move order indicator. Omri Lahav, our ever talented composer-arranger-musician, has been working on another music track, and has acquired vocal recordings to enhance a current track! Head over to the 0 A.D. Bandcamp page and check out the 33 (so far!) original recordings for this project. Judge the zebu death animation for yourself!7 points
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Hi all, This is my first tutorial, for this test case, i will use Antioch references, like this one First at all, Lets create a heightmap, but that's out of the scope so we will use the one i did messing with the image above 2. Smooth & flat the land as you wish, the idea it's that the water height creates the area of the water that is surrounding the little island. But when you flat the land, pay attention to the island, it has to be flat enough. 3. The faction used on this map, is the Seleucids, so start placing some buildings around the island, mostly fitting the image as reference. Of course, the island will be walled, so don't forget the walls, plus paint some roads so you can guide the shape of the city Example 4. Finish it! Add some details! and Voila!! Hope you guys like my tutorial! Thanks for watching5 points
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Yeah, we must consider that some of the breeds in the wiki article above are a bit modern, some dating to the 1800's https://en.wikipedia.org/wiki/Dales_pony This one in particular has a discussion that dates back to the Roman era and mentions the local Celtic tribe that might have used the ponies.2 points
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If that is the actual size of a pony, then maybe our eyes aren't used in seeing one. Although it really looks strange, maybe that is what the Britonnic Celt cavalry actually looked like and we were just led away by the contemporary illustrations of Celtic cavalry in books depicting the Gallic heavy cavalry of Continental Europe.2 points
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Possible with https://code.wildfiregames.com/D281 iirc. Not possible, nor intended, with the upgrade code.2 points
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Changing options in the menu shouldn't allow to modify the gameplay and give a advantage: training the units by 2 are more efficient, specially in the beginning, right? (by the pro videos that I've seen). Also it's an option that easily gets oversighted, so I suggest that the numbers of units should be fixed, like before. Of course it's nice to have this feature for the engine, but not for the game.1 point
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1v1 Novelty (Seleucids) vs GayC (Brits) commands.txt metadata.json I had massive hunt advantage, Maybe call for balanced 1v1 maps??? 1v1 Novelty (Athenians) vs Chrstgtr (Brits) commands.txt metadata.json GG, Enjoy1 point
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Title inspired by rule 7 of terms of use: 7. Not attempt to artificially adjust any user of the service's rating or any of the statistics which impact it. (Examples of this are, but are not limited to: cheating in ranked games, reverse engineering the service, and taking advantage of other users of the service.) 8. Allow yourself to be removed from the service if at any time a moderator determines your behavior is not consistent with these rules. Some top players (camelius, Phyzic, Boudica, chrstgtr and MorTak that I know of) started resigning immediately rated 1v1s amongst themselves, gaining and losing more than 100 points. How does the community feel about this?1 point
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Still under development, set to be released somewhere in 2018. It seems to draw a lot of inspiration from one of my all time favourite games, Sierra Entertainment's Pharaoh. Lovely environments and living towns! http://www.hardancientlife.com1 point
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(I didn't get the question at all )1 point
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It´s called nuclear, nice troll elexis. About what boudica said, i give him the reason. Those games were very funny and especially interactive, not only between ppl who beated, more ppl were talking about them and giving their opinions.1 point
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Thank you for bringing this topic up, mapkoc. What hasn't so far been mentioned (edit: until five seconds ago) is the reason why we could see these adjustments take place. Several players started placing bets on winners to make spectating more entertaining. When the game with bets ended, the losing party would resign another rated game instantly to give points to the winner of the bet. Even though the current ELO system is not designed for this purpose, we could still argue that the ability to guess the outcome of a game can tell a lot about how the player understands the game concepts, making the rating point adjustment more or less justified. To make this better, I've been thinking about a possibility to add a separate system of betting points, including a dialog to offer and accept bets in-game. It seems that a system like that could increase the game engagement for spectators greatly and bring a different level of fun into the game. A cooperation with the rating system would perhaps be required, so the implementation might not be trivial. However, I suggest that we discuss if we could make a betting point system work.1 point
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I feel like that there should be a minimum time before the rating is taken into account like 10 mins. I think in League of Legends it's 20 mins. @elexis What ? lol1 point
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The mod needs to update the actors for the new carrying animations.1 point
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lol yeah. The game looks goofy as Hell, but to their credit they pack a lot of historicity into it. They did a lot of research it seems. Though, the architecture is complete fantasy. I agree. The 2D art for that game is incredible.1 point
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Indeed. https://en.wikipedia.org/wiki/History_of_the_horse_in_Britain1 point
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https://en.wikipedia.org/wiki/Mountain_and_moorland_pony_breeds A quick search about native breeds of British ponies led to this1 point
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When advertising is better than final product. see comments(Enjoy)1 point
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I've read some of the comments, aside from usual Youtube trolls, most of the people think that the sounds are copied from Age of Mythology (I cannot give proper opinion here since I haven't played the game title) Aside from that, other notable comments are: A comparison to Rise of Nations A comparison to Age of Mythology, in general A few people commenting that the Alpine map is too small and requesting bigger maps (I believe 0ad's random maps had these, and v. large some maps too) Someone asking where to download new maps Someone from Greece who thinks that the Greek voices sound strange1 point
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I've hated this "option" since it was put in. Interface stuff like this should be uniform for all players.1 point
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My friend, I solved this problem according to your method. Thank you very much for helping me solve this problem. Thank you.1 point
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It's nice that you show interest, but as every other mortal has to, you should start with this: https://trac.wildfiregames.com/wiki/GettingStartedProgrammers https://trac.wildfiregames.com/wiki/StarterTasks https://trac.wildfiregames.com/wiki/SubmittingPatches1 point
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I was lazy to report this, but yeah, the walls leave a gap between the towers when stretched, and the gates don't align properly to the wall. I was gonna mention it in a future post though1 point
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There is a tutorial for tilemaps: http://www.meandmark.com/tilingpart1.html (as PDF: http://www.meandmark.com/tiling.pdf).1 point
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Main Menu -> Tools & Options -> Atlas Map Editor1 point
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I just happened to come across with this information a few days ago while reading about the Achaemenids. I find this very interesting, along with the other supporting facts, I really hope that the Kushites will be approved and make it to Alpha 23. Though I do understand that adding another faction will add more maintenance to the game. I just hope that this will be included in A23, after all this coming release is special to the community and it deserves some nice contents. About the Achaemenids (I'm sorry, this one is not relevant to this post, I just don't know where to post this, I don't want to open a new task yet) Also, @Sundiata Your Kush textures are still with me and is going along with the minor improvements that I make to my texture source file. Forgive me if I cannot give some time to it at the moment. 256x2561 point
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The life cycle of A21 was over eight months, so if that's anything to go by, don't expect A23 before April then. Furthermore, time between releases seems to be increasing, so it's perfectly possible A22 will last even longer. The point is, the release date is not fixed, therefore we'd better avoid speculating on it. A22 has been released and therefore won't be changed any more. Adapting a mod to the development version is a lot of work, because A23 is constantly changing and anything can be altered at any time, potentially breaking mods overnight; nor do we know how A23 would ultimately look like. It's wiser to base a mod upon a stable release (e.g. A22) and only update it to the next version when it's released.1 point