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Showing content with the highest reputation on 2018-01-18 in all areas
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@wowgetoffyourcellphone Javelins are likely going to be the hardest to hear. Halberd and knight noises are awful but I was more thinking of the pikes and slings.3 points
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Kush in Popular Art Oh boy, I've been looking forward to this post for a looong time... As the title suggests, this post showcases contemporary artworks on the subject of Kush. It can be seen as a large addendum to The Kingdom of Kush in Popular Culture. Not every image is 100% historically accurate (art rarely is), which is why I thought it was important to wrestle through the previous large reference posts, so that the historicity of these artworks can be more easily assessed (and understand how to improve on these concepts). It goes without saying that I focused on those pieces that actually have some value in terms of potential inspiration. @stanislas69, @wackyserious, @LordGood, @wowgetoffyourcellphone, this post might be of interest to you. Kush in Popular Art:2 points
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Probably something similar to the cavalry and infantry promotion anims.2 points
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@Itms, @feneur, it seems quite bad to not have that on our own pages. If archive.org decides to stop their service, history would be lost :-S We need to do something, maybe especially in the lights of the upcoming release.2 points
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Before you guys fully hijack the topic: There was a time when I get a little bit irritated when people mock 0 A.D. as a "Forever Alpha" game. But given the trend that Rome 2 Total War started, no-one should mock the game for being an Honest Alpha.2 points
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If you are adding some own stuff and don't follow what petra expects, you can also replace that line if (template.hasClass("Storehouse") && this.metadata.base) by if (template.hasClass("Storehouse") && this.metadata && this.metadata.base) So that petra works even if you don't fill the metadata it expects (in fact i should add that protection in the svn version).2 points
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I think that Pyrogenesis can't do "platoons" or "banner armies" (fixed batch training with a concrete mix of units). It would be cool to support it (the ability to train fixed numbers of units, and a mix of them) Having or not having guns is not a "engine feature", just an art thing. Guns could be added, the only support that would be needed should be adding "muzzle flashes", as Stanislas said, and maybe smoke trails: a particle emitter when a unit is attacking, and a straight one tied to the projectile (the second one I think that could be done now) The game have a lot of features.... you just need to understand them well. Wall converting to a door individually is not a feature, it is the possibility to a entity to upgrade to another. With this upgrade component, units can be changed to a another one (spearman to a hero, packed building in a wagon to a proper building, but also archer going to a melee archer mode) I think that the gameplay features that the engine are capable are scattered all around the wiki, and not every one is listed. Also keep in mind that the game is being developed, so a lot of info could be outdated. Just play the game and try to understand what the game can do, and how it could be changed, like the upgrade component.2 points
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That should be the easiest thing to implement with regards to the pathfinder and simultaneously the most important setting. Mountains for instance should also not be buildable. Even if we fix that garrison bug that allow players to reach unreachable regions, players can still set a foundation on a mountain and units will never reach it. Might even improve performance with less tiles being marked passable.1 point
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Thebes, Syracusae, and Epirus (Pyrrhus! Illyrian skirmishers, Macedonian pikemen, Tarentine cavalry, Egyptian elephants, and Molossian war dogs) are relatively easy to add in any mod by just re-using Greek actors. However, that is not in line with 0 A.D.'s intention of high quality and differentiation. Yes, the Athenian, Macedonian, and Spartan currently look the same, but I'm aware that's being gradually worked on. No, the Parthian Empire (Arsacids) definitely belongs in the first part. It peaked around c. 150 B.C. and most of its later history consists of internal strife between various dynasts dying to be king. Around 120 B.C. the Han sent an embassy to Parthia to negotiate an alliance vs the Xiongnu (which was uneffective because of the communication logistics). A Parthian embassy famously met with Sulla around 95 B.C. (the ambassador was executed shortly afterwards). Because of our Roman-bias the Parthians are nowadays best known for crushingly defeating the much larger Roman army at the Carrhae in 54 B.C. (the victorious general was later executed). The Parthian Empire was already in decline before 1 B.C. The Sassanians and Zenobia's Palmyra do belong in the post-1 A.D. timeframe (as do the Britons). Agreed, let's be proud of it! That early? I believe you're way too optimistic.1 point
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Ah yes, xirtual reality. The next step in gaming Sounds like some newfangled pronoun1 point
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I am still angry about Rome 2 TW. Still. We waited 10 years for a great sequel to Rome1. The mods for Rome 1 showed just how incredible a sequel could be if Creative Assembly just opened their eyes. The @#$%ed up combat mechanics of Rome 2, the insane amount of glitches, the insanely misleading pre-release footage and screenshots, a release that was clearly 6 months too early. argh1 point
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Awesome. Good for Persian and Seleucid chariots.1 point
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The accuracy issue in a21 (units didn't hit often enough) was because a bugfix was committed before the release without considering balancing impact. Slingers being OP is rather a relic of the time when any unit could destroy buildings easily. Mauryan warriors and ptolemian cavalry archer rush... when was that, 3 years ago? It's mostly an issue that we don't have anyone in the team doing any balancing maintenace at all. It needs dedication. The few active people we have are either developers or artists. Would be nice to have someone we can trust to give commit access to, but one typically also needs to know basic programming in order not to make a mess out of the templates.1 point
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We typically have 5 to 10 die hard lobby fans playing svn games once svn is more interesting than alpha 22. This will happen very soon for a23. They find all the relevant bugs and then we release with some of them not properly fixed sometimes, which we should try to avoid.1 point
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I just said the Thebans, because I really want them, since they are the biggest hole in being able to do the Peloponnesian War, and to a lesser extent the Greek-Persian Wars, properly. Syracuse is definitely on the short list, along with Numidia, Pontus, and Parthia, for other civilizations to include in Empires Ascendant.1 point
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Thebans, Spartans, and Athenians are nice, but Syracuse was arguably the largest, most powerful, and influential of all Greek city states - despite being located on Sicily. They were the arch-enemies of Carthage for centuries (Rome was a late-comer, starting out as a minor Carthaginian ally), invented the quinquereme (penteres), and had Archimedes. Yes, Numidia, Pontus, Parthia, and Armenia are really needed to cover the 200-1 B.C. timeframe. However, work on those has not yet started, whereas the Han, Kushites, and Xiongnu are partially done, and would also be nice to have in the main distribution.1 point
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Moving the storehouse classlabel seems to have fixed it. The AI seems to be able to get to the city phase without any errors now.1 point
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We shouldn't forget about infantry skirmishers either. In the no-cav games we find out that archers usually don't stand a chance against them.1 point
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We're starting to be more careful with the estimates. We used to have such ETA for the final release! --- Day changed Sun Jan 29 2012 <...> 21:47 < Igorel> hi all 21:47 < Igorel> when will be the relise of 0 A.D. 21:47 < Igorel> ? 21:47 < Igorel> final realese? 21:48 < quantumstate> we don't know yet, possibly about a years time 21:48 < erik_feneur1> Probably some years into the future. 21:48 < quantumstate> I may be being too optimistic 21:49 < erik_feneur> I've learned not to be too optimistic. Jason said "perhaps within a year or two" when I joined in 2007 =) <...> 21:59 <@Philip`> It was "perhaps within a year or two" when I joined in 2004 :-)1 point
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I'll fix it thanks for the report. As for blanket it either needs a better texture or different UVMap.1 point
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Indeed it didn't help us. :/ But you are right, projectiles shouldn't just pass through walls and mountains. Catapults would still be able to shoot beyond walls, but only if they don't collide with it. There was a trac ticket for that as far as I know. The additional checks won't be good for performance however unless we maybe add some new kind of pathfinder grid.1 point
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I have received an answer from Transifex. It seems they know about the issue and they say that: And: So, if/when I get further info about the issue from the support of Transifex, I will write again here.1 point
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And here's some comments and my replies: If you only used the first alert level, then the garrisoned soldiers would stay garrisoned since they wouldn't be put under alert. To me, there's no reason (apart from healing) to have units garrisoned if the enemy's not around; I'd rather have those units working. But I understand your view too. Hopefully in this thread we can get a sense of what the community prefers. That may not be a good thing. I often will set a rally point for a building before it's destroyed, so that the units inside will run away to the desired location when the building is destroyed. If you ungarrison them before the building's captured or destroyed then they'll walk to the rally point. If you're only at the first alert level, then soldiers will move to the rally point while women will run and hide. That might be nice in some situations, but it seems like there are too many complications. (What happens if there's not enough garrison spots for everyone, do they try to garrison somewhere anyway, or just stand still? What happens if some units die on their way to a building, do other units continue on towards a building that's farther away, or do they turn around and try to garrison in this building that now has free spots, potentially running into the enemy and dying themselves? What happens if you manually change some of the garrison orders, because you care more about elite priests than expendable women, do other units continue with their orders or do they alter them now that the "reserved spot" numbers have changed?) So in this case I probably prefer dumb and predictable ("find the closest building that's not full") rather than smart and unpredictable.1 point
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Make them do this: One of my favorite gif ever. Alternate view: https://www.reddit.com/r/Simulated/comments/4lfjqb/the_first_thing_you_think_of_when_you_hear_the/1 point