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  1. Some animations for the rabbit Rabbit.7z (Blender file included in the zip) @stanislas69 in case is committable.
    2 points
  2. 2 points
  3. About building over trees, this is viable if you take DE's route and have straggler trees and tree groves. Groves would not be buildable/destructible, while stragglers would be. This would make building walls easier for player and AI methinks. Groves also have the advantage of possibly doing cool ambush/garrisoning things, like allowing barbarian/guerilla civs the ability to garrison soldiers "inside" groves for ambuscade.
    2 points
  4. ok, I'll concede that point I remember seeing the remains of the Roman fortifications around Masada. It's indeed a viable tactic, just a little annoying, but legit.
    2 points
  5. Hmm, almost everything you've said I can agree with except this one. Forward-building is a viable real-world tactic. See how the Romans would invest a town: https://www.wikiwand.com/en/Investment_(military) I agree with these principle problems brought up in this thread: 1. Building masses of farms around the CC.A dumb AOE holdover. Farmlands, people. 2. Dozens of Barracks, etc. Just another dumb AOE holdover. 3. Dozens of corrals = lulz. Just tie their number to the number of Farmsteads. This essentially doubles their price and construction micro. And, IMHO corrals should work a lot differently than they do now. I've already talked about this. It's nearly useless trying to convince anybody of anything. 4. Using CCs as the primary dropsite. Move the starting resources away from the CC! We've been screaming this for months or years now. I'm not too jazzed about: 1. Resource storage. This was also in the game Command & Conquer and some of its sequels. It could be interesting or an unnecessary detail. Perhaps abstract it a bit to where you drop resources off at a storehouse and farmstead per usual, and then when it "fills up" to max amount you get the resources automatically dumped into the player's treasury. If the storehouse or farmstead gets destroyed by the enemy, they get whatever has been stored up in the dropsite as loot. I don't agree with: 1. Preventing players from constructing buildings just because there are enemy units within vision range. If "action range" was implemented, then I could mayyyyyybe using action range as the construction constriction. But vision range is way too much. The public mod has insanely large vision ranges and would be a frustration for players.
    2 points
  6. @wowgetoffyourcellphone I wish @Micket was still modelling animals, with @Alexandermb's skills we could have a much bigger variety of animals.
    2 points
  7. IIRC there is a loot trickle but it is generalised for all units when they attack/destroy buildings so you would need to do search for the variables involved before you could modify the code to your requirements so I have a feeling that it will not be trivial task. Enjoy the Choice
    2 points
  8. So far, the differences I've seen presented revolves around: 1. Proprietary vs. Open Source 2. Loyal Fanbase vs. A Community of the RTS Genre
    2 points
  9. I'm adding in a few last minute things and I want Gerudo units to gain a slow trickle of Rupees when they are attacking enemy workers and storehouses.
    2 points
  10. If their anims are similar to rabbits @Alexandermb or myself can probably add some to the game as well. Sounds like ticket material Interesting. In the current situation though I was mainly improving the current models, not adding new stuff. I wish I had that much time on my hands. Maybe in february.
    2 points
  11. Unfortunately there are no hares yet, although they lived all over Eurasia (and still do). Rabbits were historically limited to the Iberian peninsula and did not emerge beyond the Pyrenees until Late Antiquity and the Early Medieval Period. (Also, rabbits were considered pests, not food, as were mice and rats; hares, on the other hand, were considered food and were hunted and eaten.) 0 A.D., as with many other things, flatly contradicts historic reality and includes rabbits in India maps.
    2 points
  12. Fixed. (Aristeia and Millennium AD also updated.)
    2 points
  13. 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!
    1 point
  14. I agree with that since the value is too hard to handle and has high snowball effect, perhaps something more linear would suit good aswell. Totally agree with this, not taking into account civilizations with military colonies counting as civic center which would have bigger advantage. thats really true, you'd need all wood technologies and there are better ways to invest wood into like armor techonologies ( at this point number differences would be less relevant ). Also, as said, a big territory is not easy to defend since a smart opponent could simply stick around and capture your barracks.
    1 point
  15. I actually really like the batch training benefit as it rewards those who save up and think big. I think all training times just need to be increased for a more realistic gameplay. People will actually care about the well-being of their soldiers rather than treating them like disposable consumption articles. It would also make it much more difficult to defend your base if you don't have a defensive army at your disposal. As mentioned this would probably increase barrack-spam, which is why tying the amount of barracks to the amount of CC's is totally logical. That's the point. The better player wins. Why would the slow guy win? Or why would the guy suffering from crippling invasions win? If you play better, you win harder... Once you've reach critical mass, only an enemy alliance should be able to take you on. No, that's the point, why would the loosing player (A) have an advantages over the winning player? Which is the case now, because controlling huge territory really isn't a good strategy right now. If you loose you loose, not constantly hiding in little corners trying to creep back in to the game when the enemy already controls 90% of the map... That's counterintuitive and inorganic. Scale-advantages suggest it should become cheaper to build barracks if you've already built 10 of them (expertise/experience and such), economy 101.
    1 point
  16. I am not against infinite barracks spam because a rock solid eco is needed for this [that's not really true though] and there are many counter tactics ( also something will probably change with the introduction of new buildings since barracks untis production queue will be splitted among different buildings ). You can still sneak with a bunch of horses and capture + destroy barracks as counter tactic ( it would require 100 men to garrison into 10 barracks in order to protect them all). To be honest, I think civilian houses are the only type of building I think should be "spammed/spammable". There needs to be a credible ratio between houses and barracks. 1 house, 1 barrack is just silly. It's like people having more corrals than houses. Surely, the introduction of stables and archery ranges will mitigate this issue somewhat, but I'm not convinced it will eliminate it. 3 barracks, or 3 "military recruitment structures" per CC (after the introduction of stables/ranges) is totally reasonable. If you have 2 CC's, you can build 6 "recruitment structures", if you have 3 CC's, you can build 9 recruitment structures, and so on. But now you'd have to expand before building more recruitment facilities, which is very credible, organic, and just good gameplay. It gives you an actual reason to expand. Then expansion isn't just about gaining more territory er denying the enemy resources anymore, but also a necessity to expand your recruiting abilities. It's logical you'd have to actually do something to be able spam anything. Towers and castles are limited too, so it's not a big deal. It only affects those people who take advantage of inorganic game-mechanics, by making things more organic.
    1 point
  17. With this diff it would be very easy to do so for all maps. The further resources are moved away from the base, the more they can become exposed. If their location is still randomized, one player might have the resources behind the CC in a safespot, the other one on the front. So it might add to some possible imbalances. Same goes for not grouping stone and metal mines anymore. Ranges and stables add something to the early gameplay, the opponent is rewarded with the information which units the enemy will train depending on the scouted buildings. The effect is more pronounced in AoE2 rather than 0 A.D., since the population growth is so quick that one can quickly afford all buildings (Perhaps we should simply lower the batch training benefit). Another good effect would be freeing up some space in the blacksmith if we would move the techs to the different barracks types. A negative effect of using ranges and stables would be more clicks and more space needed to build a city.
    1 point
  18. Yeah, I don't really see the need for archery ranges either. In my 0abc mod I've distributed units as following: centres: females, one melee and one ranged infantry citizen, all heroes barracks: melee and ranged infantry (citizen and mercenary) cavalry stables: melee and ranged cavalry (citizen and mercenary) elephant stables: worker, melee, and ranged elephants (citizen, mercenary, and champion) hall (limited to one, plus one for each centre): champion units fortress: --- (purely defensive) siege workshop: siege weapons dock and crannog: fishing boats, merchant ships, barges, fireships shipyard and harbour: galleys Of course, different people have different preferences, which is why it's great we can have different mods Your suggestion to have three different blacksmiths seems a bit of an overkill, though.
    1 point
  19. I am not sure that it is really relevant as long as there are soecific units class buildings ( standing at latest structures commits ). Instead of 10 barracks training 10 infantry then 10 cavalry, you will have 5 barrack training 2 batch infantry and 5 stables traning 2 batch cavalry which needs more time. Still I am of the opinion ( i'd go in this direction in my mod in a23 ) that a Ranged or Stable structure would be kinda meaningless from the gameplay pov since 2 separate buildings ( ranged and barracks or stables and barracks ) would already do the job. Training 1 or 2 units per building is kinda frustrating and perhaps confusional. Imagine mauryan building barracks in order to train spearmen only or ranged strcture for archers only.. I am of the opinion that Barracks and Stables would suit the most, plus splitting the blacksmith in 2 or even 3 separate buildings will also greatly increase the number technologies researchable: Blacksmith = melee units techs Ranged Blacksmith = ranged units techs optional: Armorsmith = defense techs the idea would be to have Cavalry and infantry would share the same Weapon techs but diffferent Armor techs ( weapons and armors are crafted with more fine techniques and technologies ) while class specific techs could be researched into production buildings ( stables and barracks ) as result of soldier skills training.
    1 point
  20. It's not a complaint. I fully understand the team is very small and has limited time. Also, I greatly admire the content created in the past few months. My point is merely that if the choice is between creating a siege workshop or a hare, it makes perfect sense to put give fauna a lower priority. Also, quality matters as well, and it's probably better to improve existing, frequently used actors than to create dozens of "temporary" placeholders.
    1 point
  21. Generally Wood is easy to gather and only romans/athenians can build walls out of own territory. Anyway in AoE was possible to build over an already chopped tree only ( isn't possible to move in the forest anyway ) 1 single tree could spoil the whole defense (it could let a hole between houses or walls) even if the player doesn't want to wall over his external forest which is the primary wood gain, thus counterproductive. Perhaps a build time malus could be applied whenever the player is trying to build on trees if you think that spamming on enemy territory forests would be bad. Building slower would make the task harder to accomplish and easier to detect by opponent. ( perhaps there could be a way to order workers to give priority to resources on placed foundation then gather them and build instead of delete them?? ) From uban pov that's wrong but there are only disadvantages into building farms far from cc. Anyway having a farmstead aura would be nice since a rectangular shaped aura would come in handy also in other applications ( like spiked wall damage over time to nearby units similar to the trample damage of Cunobeline in DE mod ). the bell's alarm is defined into Civic Center structure while having it as ability of women would let the player to select the interested women only and order them to garrison nearby structures ( it could be useful for soldiers garrisoning towers too ) anyway there is something going on by @temple. I am not against infinite barracks spam because a rock solid eco is needed for this and there are many counter tactics ( also something will probably change with the introduction of new buildings since barracks untis production queue will be splitted among different buildings ). You can still sneak with a bunch of horses and capture + destroy barracks as counter tactic ( it would require 100 men to garrison into 10 barracks in order to protect them all). Perhaps many players didn't realize it but the game is kinda frenetic since 10 sec for a soldier to train is quite low and usually using batches to train soldiers from fewer barracks helps to use the stockpiled resources and it is basically a battalion-like training system but building many barracks is always more efficient and it let you make a lot of pressure with a meat wall of soldiers since they can be replaced very fast, and this in parts kill the military strategy.
    1 point
  22. At least the first two are only present in the next alpha
    1 point
  23. Basically bonus to farmstead and penalty to civic center.
    1 point
  24. I actually think this is a decent, simple solution. Houses are indeed important, but also very weak, so it does make it more realistic, like you say. Have you checked out Delenda Est mechanics? farms can be built in neutral territory, and there's a gather rate penalty or something if you do build them inside your territory. The solution? Seems very logical that farmstead improves the performance of fields, no? I like this, why didn't I think of that, lol
    1 point
  25. Commited. I had to fix a bunch of stuff from anims to the skeleton itself because it had custom properties that completely destroyed the anim on export as the skeleton reverted back to the dear one. I changed the texture, and made two variation of the rabbit, one normal and one fatter.
    1 point
  26. Surely that's your own territory you are spoiling since you can't build buildings in enemy territory.
    1 point
  27. I was seeking contact with Terra Magna developers about that topic. Looks like there are 15 rmgen commits since june that need to be accounted for in the two random map scripts of that mod. For 14 thereof there are adaptations. The 15th looks like @s0600204 might want to show how useful D900 is to mods.
    1 point
  28. 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/SubmittingPatches
    1 point
  29. You should go to the diplomacy panel, and change your diplomatic stance to what you want. If your change it to what the ai asked you, that mean you accepted the ai proposition. Otherwise, it will be understood by the ai as a request for an alliance.
    1 point
  30. That's a good idea. A solution could be to use the modulo operator on the entity ID, with the quantity of different pitches. The resulting number then would be used to select the pitch for that entity. It would no longer be randomized, but it feel random in most cases, and it would automatically be bound to the entity ID.
    1 point
  31. Formations have not been fully implemented and the pathfinder(the code that figures out where and how to move units) still needs some work it is being worked on though. Enjoy the Choice
    1 point
  32. Shared Allied Vision tech should be auto-researched on this map, methinks.
    1 point
  33. A little shout-out to the devs. I didn't really think that the svn builds can actually be playable.
    1 point
  34. Nice ! Added to my commit list.
    1 point
  35. Fixed the wood plank maur_ram.7z
    1 point
  36. This can be harped from time to time, but in the end of the day Suggesting != Implementing. It's either "You can't." or "You won't.". That's why it's not happening yet.
    1 point
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