Leaderboard
Popular Content
Showing content with the highest reputation on 2017-12-29 in all areas
-
It's done. and it's the last time I fix stuff myself. There were still mixed spaces and tabs everywhere, holes in Xml files, missing stuff, extra stuff for nothing, pointless changes to some of the templates. Also, you didn't check every single actor that exists, which revealed a lot of stuff missing, or not updated correctly. This is a good example where the patch is better for the community than nitpicking for hours. In summary took me four days to review and I just fixed it3 points
-
You have some cool stuff going on. I wish you all the best and hope you can finally release this someday.As for myself being more interested in the base building aspect of this game. I think I put in about 10 hours in this build and about 20 in the standard build alpha 22. Here is what I found in the 10th of December 2017 build: 1.Workers when they verify the closest drop site check the distance, not the actual walking distance. So you can have a storehouse at a bottom of the cliff, and a town center on the plateau and the worker chooses to go to the storehouse because it's theoretically closer. But the walking distance is maybe 6 times more than the the distance to the town center.This is easier to verify with trees, but also for hunting. Same is for moving to harvest another tree, picks the absolute closer one instead of taking the unpathable terrain and the walking distance in consideration. 2. Heroes can't enter siege engines even though the tool tips suggest otherwise. 3. It is hard to wall off a plateau, almost impossible sometimes to figure out. Also you can't connect walls to the edge of the map. 4. IF you took over a territory, why would the fields take so long to convert, even a longer time than the towers. 5. Minimap is very busy, it is great to see everything but it is too much. Wildlife especially clutters it. Maybe some filters are planned. 6. Animals in the first game bears had animations in the next games they glide around. I also have questions, is it planned to: 1.those farmed looking land patches spread around the maps, are they supposed to have more fertility 2. have renewable resources ( ex.after 15 minutes trees to grow back, wildlife to reappear) 3.automatically remove trees to build 4. have units dismount to be put to work, trained horses should stay put grazing eventually. 5. to have attack and move ( if it is in game I didn't find the option) 6. capture and enemy town and build up their buildings also. That' s it for now. I will keep an eye on this game. Edit 2. Seems I can't answer my own thread hence the edit. hope people see it. - @stanislas69regarding the animals yes I might looked at the bear from a bad angle where he seemed to move correctly in one game, the rest of the European animals seem to behave correctly ( deer, horse, boar, sheep, wolf ) @elexis - after I messed up with the bear I went and checked all my affirmations , the worker one stands, second one heroes can enter only in battering rams if they are not --cavalry heroes--, cavalry heroes have the same tooltip referring to entering buildings or siege engines ( theoretically all are siege engines the ballistas, the catapults or the battering rams) Also thanks for the answers.2 points
-
2 points
-
I have taken it upon myself to port some of the new civilizations from Delenda Est, specifically the Epirotes and Thebans, to a RotE style expansion pack mod adding new civilizations, 0 A.D. Empires Extended. If people are interested in trying it out, I will see about releasing it to these forums. I have finally attached the latest version of 0 A.D. Empires Extended. empires_extended.zip1 point
-
Hi, I am goi ng to publish an advertisment for this nice game on 34c3. This is how it looks currently: https://github.com/rugk/0ad-ad-34c3/blob/master/0ad-banner.svg If you have any suggestions or so, feel free post them here.1 point
-
Hi, I adapted http://www.glicko.net/glicko/glicko.pdf to apply to raitings bot. import math # Rating deviation extrema RDmax = 140 RDmin = 40 # Linear mapping GPthr = 100 # games played threshold m = float(GPthr) / (RDmin - RDmax) # slope # Simple Glicko without rating deviation aging def get_rating_adjustment2(rating, opponent_rating, games_played, opponent_games_played, result): r = rating rj = opponent_rating sj = (result + 1) / 2 # outcome # Linear mapping of games played to rating deviation # instead of RD = min(math.sqrt(RD_{old}^2 + c^2), 350) RD = RDmin if games_played > GPthr else m * games_played + RDmax RDj = RDmin if opponent_games_played > GPthr else m * opponent_games_played + RDmax # Rating delta q = math.log(10) / 400 gj = 1 / math.sqrt(1 + 3 * math.pow(q * RDj / math.pi, 2)) Ej = 1 / (1 + math.pow(10, gj * (rj - r) / 400)) d2 = 1 / (math.pow(q * gj, 2) * Ej * (1 - Ej)) value = 1 / RD / RD + 1 / d2 # RDnew = math.sqrt(1 / value) # not used for now return round(q * gj * (sj - Ej) / value) It has 3 parameters that control how much a player gains or loses depending on its experience. The rating deviation (RD) is like the standard deviation and states the certainty of a player's rating and determines how much a result influences rating. To fit current code, I modified the algorithm to linearly assign RD \in [RDmax, RDmin] according to games played \in [0, GPthr] and RDmin if games played > GPthr With RDmax = 140 so inexperienced players dont jump too much, RDmin = 40 so experienced players can still slowly increase rating, and arbitrarily setting maximum experience with GPthr = 100 games played, we can test with from random import choice, seed, randint r1,r2 = 2100, 1200 seed() for x in range(GPthr+10): print(r1, r2) res = choice([-1, 1]) #r1 += get_rating_adjustment(r1, randint(1100, 2100), GPthr+x, randint(0, GPthr), 1) r1 += get_rating_adjustment2(r1, r2, GPthr+x, 0+x, res) r2 += get_rating_adjustment2(r2, r1, 0+x, GPthr+x, -res) print(r1, r2) Test 1: expert player like borg vs new player, 110 games with 50-50% wins You can see how with Glicko the expert is not greatly affected but possible smurfs. Test 2: Average fully experienced player always winning vs all kinds of players The original rating was pretty certain but RDmin gives chance for improvement, quite slowly. Fics uses a variation of the algorithm: http://www.freechess.org/Help/HelpFiles/glicko.html1 point
-
There are going to be several things going on in regards to this 1. Hire-able Mercenaries Mercenaries that are hired with money are going to be based on a faction's culture. Each faction has a dedicated buildsing that attracts mercs that can be hired for Rupees (The Inn for the Hylians is an example). The list of the cultures and the mercenaries they can hire are: 2. Minor Factions Then there are Minor Factions or NPC factions as I usually call them. These are based on the current map, and are similar to NPC's in Age of Empires 3. They will take up a player slot, have their own AI and build a base and a small army. They only have several buildings and units, but you can capture them and train their units. Down the road I hope it's possible to trade with these minor factions and buy them out as opposed to conquering them. A list of the Minor factions showing up are: 3. Armos As demonstrated in this next release, most maps will have some form of Ruins that you can capture and it will produce Armos Statues. The type of ruins and Armos they can create are based on the region and climate:1 point
-
I attached the latest version of 0 A.D. Empires Extended to the original post as a zip file, we will see how it goes.1 point
-
I like your feedback, its very complete and isn't average noobie user. 1-yes but isn't implemented. 2-very controversial, I give some related topic. 3- suggested before but not discussed deeply. 4- suggested before but is heavily micromanagement, so can be nice for specific cases. 5-already in game using hotkey right click ctrl. 6- nope, the team change this. Regenerative resources1 point
-
Check https://trac.wildfiregames.com/wiki/HotKeys for rotating and attack move1 point
-
what you are looking for is the SVN version of the client. you will find all you need to download svn and build instructions here.1 point
-
How are you going to Implement Mercenaries btw? Are they all going to come from a single npc building on the map or are they going to divided into different groups, each with its own structure, and each of which are available only on certain maps/biomes/whatever. Example: Shrine of Shadows (or some other edgelord foreboding name): Trains and recruits Stalchildren, Gibdos, and Deadhands and maybe researches things that benefit these units and probably even the owner faction, but only if they are a shadow faction. Stalchildren: Large numbers, expendable, and small chance to come back after death on the spot after short delay. Gibdos: Durable and expendable meatshields, weak attack and slow. Can you please make them have an aura that weakens enemy units offense/defense or something? Deadhands: Very durable, slow, and slows down enemies in its radius, please give it an ability to cause hands spout from the ground elsewhere as a ranged area of effect and debilitate enemies. Keaton Cartel Hideout: Can be upgraded from hideout -> base -> blackmarket ( you could name it stronghold), provides recruitment for various Keaton units and can function like a market but with a benefit/detriment system. As in you set a resource you want and half of the resources your workers deposit and convert it to the desired resource but you only get half for what you spent or something. Maybe even an ability to distribute drugs that enhance the performance for your units at the cost of slowly losing health until you turn it off. Highwayman: Fast, Stealthy, skilled at parrying, can cause critical hits on occasion and be upgraded with small shields for better parrying and minor resistance to arrows. Stealth detectors and attacking can reveal them. Marksman: Fast, Stealthy, can shoot while stealthed, stealth detectors can reveal them. Saboteur: Fast, Stealthy, volatile concussions and be thrown at units and building, breaking stealth and causing death and panic, or can be silently planted on buildings and siege weapons for a timed explosion causes greater damage to the target and surrounding units/ buildings, friend and foe. Personal Unit Suggestions: Poacher: Longbow units with stealth, fast firing rate, longer range, and slight armor piercing. Can harvest meat. Do extra damage against various beast and cavalry units. Assassin: Fast, stealthy melee expert that can enter enemy buildings to kill the garrison. Chance to get killed by the garrison instead. Veterancy decreases that chance. Hylian Mercenary Den: Trains mercenary variants of Hyrule low tier infantry, these units are slightly cheaper and and faster to recruit but at the cost of not being as good as their non-loyal counterparts but maybe with abilities to make up for it. Hylian Sellsword: A lesser cheaper version of Kingdom Infantry, faster movement and maybe stealth. Hylian Arbalest: More powerful attack and increased range than the vanilla counterpart, compensated by slower firing speed, slower movement and less armored. Hylian Raider: Kingdom Cavalry with decreased stats in all areas except movement, which is improved. Maybe also fire a weak shortbow.1 point
-
1 point
-
How about instead of the Han Chinese having Barracks, Archery Range, Stable, and Workshop, they have Academies, which group units by weapon type, as such: Crossbow Academy Is a bit more expensive than the others, but the crossbowmen train faster and have low health. Good for massing. Crossbow Infantry Crossbow Cavalry Crossbow Siege, aka Shoushe, unlocked in City Phase with a Ballistics tech Sword Academy Sword Infantry Sword Cavalry Spear Academy Spear Infantry Spear Cavalry Archery Academy Optional Bow Infantry Bow Cavalry Siege Tower is built at the Fortress, or we figure out a way to make the Siege Tower buildable by units.1 point
-
1 point
-
I've got another small question, in Atlas when you increase the map size is it possible to base the size change on the center of the map? At the moment it only seems to stretch out the right side of the map1 point
-
Easy: Crossbow Academy A crossbow pointed upwards, kind of like an upside down anchor. Sword Academy 2 crossed swords Spear Academy 2 crossed spears1 point
-
@The Undying Nephalim can you try to add gui.scale = 2 to your user.cfg http://trac.wildfiregames.com/wiki/GameDataPaths and tell us if it's more acceptable to have those black horizontal and vertical lines on the buttons or more acceptable to not have the options in the user interface? (We have a bugfix for the font rendering if the scale isn't a multiple of 2)1 point
-
On topic. Making foundations is rather easy. Commands you need to know in blender: - Creating a simple triangle - Creating empties - Object renaming - Object rotation y a precise angle - Object rotation - Object displacement - Object parenting. Things you need to know in 0 A.D. - Creating actors - Using props The ground work was done when Enrique eventually committed my drop prop foundations. Boxes barrels delimitators brick brick piles planks tools all are available as props in the game. One needs to create a scene with at least a triangle and four empties rotated respectively by 0 90 180 270 degrees and called prop_delimitator_0X where x is the the number of the mesh. Then parent them to the triangle that has to be below ground. (to make an actor one needs at least one triangle) Then if the mesh needs more props just create as many empties and name according to the mesh that should replace them. Then create the actor. Take example on the other foundations and on the farm fields. For the texture use a small one but whichever you want cause it won't be seen anyway. Note : the min height and Max height allow props to adapt to the terrain. History note : Historically the game had it's props separated from the main building structs. If it's done correctly every struct could reuse the same props allowing for optimisations. Only drawback is Ambient occlusion. Big advantage graphical updates are way easier. Change one mesh update the whole game. Decals for foundations are easy to make. Take a plane and scale it to the size you want then export it. Don't forget to apply the scale (Ctrl + a ) Off topic Yeah it seems the artistic department allowed for more outside contributions and still keeping things moving from the inside. (There is still a lot of unused stuff on the forums) I hope you'll all like the new alpha. And that it won't be too hard on your Pcs. On topic Destructions are harder to make though we could have different sizes for that black thing that pops up when building are destroyed and then add props on top of it when they are done. One thing that could be done by anybody is for each of those foundation actors creating a simple grid for instance 2x6 and then placing the props points marked as cross on them. If you have a programmer friend that has nothing to do I guess a little program could be written that places empties at the given positions and then generate a dae file. (too bad I don't have time)1 point