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  1. The Big Question A. How would you call the population limit of a specific player that can be extended during a game? B. How would you call the population limit of any player that cannot be extended during a game? Rules: The answer for A and B must be different. Feel free to provide multiple answers. Generally, the fewer and shorter the words, the better. Extra points if your choice for A cannot be misunderstood for B, your choice for B cannot misunderstood for A, and none of your choices can be misunderstood for a different concept (e.g. the sum of the A or B limits of all players during a game, or the maximum B limit of 0 A.D. itself). Explain! Explain! I’ve recently started working on an English Style Guide for 0 A.D. The goal is to provide developers with guidelines to follow when writting user-facing texts, so that game texts gain consistency providing a slightly better experience for players and a significantly better experience for translators. So I am reviewing translator reports about English strings, and trying to build the English Style Guide as I improve the affected English strings. I believe some of the core principles of English style guides for software are: Use unambiguous words to refer to a concept. Always the same words to refer to the same concept. Never use the same words to refer to two different concepts. And there is one clear case where the current texts of 0 A.D. break all of these rules: the population limit. (Thanks to @GunChleoc for bringing it up on Transifex) See, 0 A.D. does not have a single population limit. We have two different population limits: A. The population limit of a specific player during a game, that can be extended by building houses, researching technologies, and so on. B. The population limit of any player during a specific game, the one that no player can surpass regardless of houses built, technologies researched, and so on. And the terminology that we use in 0 A.D. to refer to them is often ambiguous, with different words used in different parts of the game, and with the same words use to refer to both types of population limit in different parts of the game. Used words include: population limit, population cap, maximum population, maximum population limit. So I wish your feedback in finding the right terminology to handle these concepts in the game texts. I propose to keep this topic open until someone proposes a clear winner or, if there is no clear winner some time from now, to create a poll to choose one. I would rather not rush the choice, but I wish to have this settled by the time I finish dealing with the rest of the issues raised by translators on Transifex (in maybe a few months). Advice Be creative. Check what other similar games use. Have a thesaurus at hand.
    3 points
  2. @Sundiata Looks more regal now KUSH ROYAL INFANTRY
    3 points
  3. I've made this spears and javelins for replace the current old ones. Old spear: References
    2 points
  4. @Sundiata @wowgetoffyourcellphone @stanislas69 I will be adding this to the mod HERO OF THE KUSH
    2 points
  5. all playerData are reloaded from simulation every turn (as they could changed), so modifying inside petra won't have the desired effect and should not be done. If you want to disable something, you must: - either set the disabled templates directly in the simulation - or create your own list of disabled inside the ai, and change the gameState.isTemplateDisabled function to do an OR of your own list and gameState.playerData.disabledTemplates instead of only using gameState.playerData.disabledTemplates Concerning the corral itself, you may force its construction by setting the HQ.needCorral = true during HQ initialisation. Nonetheless, in the case you described, i think the simplest fix is to test on the field existence, that is replace in baseManager.js gameState.isTemplateDisabled(gameState.applyCiv("structures/{civ}_field")) by gameState.isTemplateDisabled(gameState.applyCiv("structures/{civ}_field")) && gameState.getTemplate(gameState.applyCiv("structures/{civ}_field")) But once again, that problem is already fixed in a23 and i'm afraid the work you are doing will have a very short life-time: hopefully a23 will be released before two months from now, and the mod will certainly switch to it soon after that, and everything will have to be redone. I already said that, but better say it again: it would be much more useful (in the interest of that mod, but also for 0ad and petra) to switch to a23 now so that it is ready to be released with a23 when this happens and that all ai adaptation that may be needed are commited directly in svn.
    2 points
  6. It is not only verbose, it's also precise and clear, whereas “maximum population” is ambiguous, as it could mean A or B. Besides, people will probably abbreviate them to pop? / limit? / max? anyway To summarize how I view it: “population bonus” is what some structures grant “population cost” is what units typically have “population” is the sum of the population costs of all a player's actors “population limit” is the sum of the population bonuses of all a player's actors “maximum population limit” is the setting, defined before a game is started; nevertheless it can be changed by in-game technologies (e.g. Mauryan civilization bonus) and auras (e.g. Wonder)
    2 points
  7. IMO "Population Limit" for A and "Maximum Population Limit" for B work well.
    2 points
  8. @wackyserious That one is good to go can you commit and update the actors or do I need to add you first ? If so please give me your github username, either here or in pm Can you make a variation, where the belt is the player color and the skirt stays white ?
    2 points
  9. Do you think units die to quickly and would like to double their health? Halve their speed? Reduce structure capture points? Increase unit training time? Change the batch time multiplier? Make technologies slower to be researched? Tweak loot? Alter gather speed? All that can be done easily. This mod just contains a single file that multiplies such values globally by 1 (i.e. no net effect). You can use it to set them to values you prefer. It is also possible to replace "multiply" with "add" or insert other lines of code. All you have to do is download the zip (attached, 2 kB), extract it, put the folder in the `0ad/mods` directory, launch the game, select, enable, and save the mod, and click start mods. This tiny mod should be compatible with any mod or game version. global_multipliers.zip
    2 points
  10. It is, that's a mauryan axe. No. I just made it. I'm not as skilled as the guy @wowgetoffyourcellphone mentionned, but I did what I could. @wackyserious didn't assign them. Sounds doable.
    1 point
  11. Thank you. I did say it was nowhere near complete, and clearly one of the things needed to do is check which files are actually needed and which aren't. (Did it for the gui. Mostly. Not so much for the simulation templates.) Doesn't have to be public. Github offers private repositories. (As previously mentioned in this thread.) GitLab does as well (and apparently offers them for free, unlike GitHub which requires a monthly subscription). Also, I'm not sure how GitHub handles repositories that are set to private but have "collaborators" (to use their nomenclature) who don't pay a monthly subscription. git apply {patchfile} (If you're using the command line. There should be an option in most gui abstractions of git that does the trick.) Of course, if you're going to put the project on github/lab it would be easier for me to fork and create a branch. That way you can see the changes split into discrete commits instead of all squashed into one as it is in that file.
    1 point
  12. If A23 is coming out in 2-3 months then the next version won't be ready beforehand so I'll mostly likely switch to the new version if there's no other things I need to fix for the current release. How might this file work? I know, I know, I need to make a github
    1 point
  13. Doesn't have to be public. Github offers private repositories.
    1 point
  14. I'm wondering if there is a list of all the different alpha versions of this game, with a simple description of their features. Possibly there would be an earlier version I would like to try if it had a feature like charging for instance that later ones don't.
    1 point
  15. https://trac.wildfiregames.com/wiki/Changelogs
    1 point
  16. @wowgetoffyourcellphone already made a decent amount of textures for the Nubians, I will just add the ones for the Kushites
    1 point
  17. @wackyserious Tier 1 should ideally only have small beaded necklaces (single string of modest beads, can have colours, sorry, but ideally we need a smaller variant of beaded necklace :/ ). Tier 2 can have those larger painted beads and bronze bands for the legs Tier 3 can have whatever combination of things your heart desires except, I think the "Strap/sash with ethnic patterns", let's call it "the Nubian sash", should only be used for Nubian units, and perhaps Nuba units, but not the Napatan and Meroitic ones. It's kind of archaic, so it fits well with the more basic units. so, Nubian Sash for tier 2 & 3 of: kush_infantry_archer kush_infantry_spearman kush_infantry_clubman kush_infantry_merc
    1 point
  18. Do you have a version for those of us who are not on Windows? (Or just a changeset perhaps.) Nowhere near complete, but as a start: hyrule_A23-squashed.patch (Could also provide it as a branch if there were some (semi-)public accessible repo...)
    1 point
  19. Committed in https://trac.wildfiregames.com/changeset/20941
    1 point
  20. alpha 22 rmgen code was changed for alpha 23, but that can be changed quickly when we're done with that HeightArray.prototype.createAltitudes has some duplication, that should be unified with a for-loop (or array-function) (Math.random() * off) besides the unneeded parentheses, we usually use the random helper functions from random.js, it could be randFloat(0, off) TileObjectMap.prototype.paintMap receiving arguments is much better than before, but it still hardcodes meaning and limits what random map scripts can do. Is it true that this function does what paintTerrainBasedOnHeight does? then it could just be moved to each random map script. this fills an area with 'terrain' adding actors from 'actorList'. This sounds a lot like what the Terrain prototype in rmgen does. Take a look at how forests are created on most maps, for instance on mainland.js: const pForest1 = [tForestFloor2 + TERRAIN_SEPARATOR + oTree1, tForestFloor2 + TERRAIN_SEPARATOR + oTree2, tForestFloor2]; https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/maps/random/rmgen/gaia_entities.js This means that one of the array items is picked at random in each tile of the given area. Some of the items are only a ground texture, other tiles additionally contain a tree entity. If that Terrain is passed to a LayeredPainter, one can create forests where the outer 2-3 tiles are only forest-border-like ground texture and all the inner part this semi-randomized forest. This way stuff could be deleted from your library while gaining more features :-) The magic key to placing anything is the createArea and createAreas call. You should really look into the SVN code, it had been cleaned for the past 5 months. I suggest to read the few prototype names and descriptions linked here, to find the capabilities and limitations of rmgen. Basically there are createArea calls which create exactly one area at fixed coordinates passed to a non-centered placer, painted by a painter in areas that meet the given constraint. createAreas creates multiple areas with randomized coordinates. By being able to combine these things arbitrarily, one has a very powerful tool at hand to create entities. https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer_centered.js https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/maps/random/rmgen/placer_noncentered.js https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/maps/random/rmgen/painter.js https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/maps/random/rmgen/constraint.js What we really want is your core heightmap generation algorithm I believe. Maybe it could implement a Placer or Constraint and then the map could use createArea calls with fully arbitrary terrain modification and constraints. If it totally can't fit into that scheme, we might think about adding it to that heightmap library, which is about the diamond-square algorithm.
    1 point
  21. Definitely not, sorry if I was unclear, I was purely talking about the attire. Indeed small round shield is perfect for tier 1 and 2, I think. Then tier 3 get's the Egyptian style cowhide shield stanislass made (same one as the Apedemak's temple guard). Just remember it's attached to the shoulder... Meroitic Pikeman: tier 1: medium length loincloth, bare torso, small round shield tier 2: medium length loincloth, cloth armour for torso, small round shield (or Egyptian style cow-hide shield) tier 3: ankle-lenght loincloth/robe, quilted cotton vest, Egyptian style cow-hide shield, quilted cotton skullcap The small round shield could be a scaled down version of the current Ptolemaic placeholders used. Perhaps a simpler, different shield texture is in order?
    1 point
  22. Hi everyone (and happy new year !) Here come the code changes asked by @elexis Please note there is no new functionality and this library version works not with previous posted scripts. This is not an update !!! So, I created two new object definitions: one dedicated to the height map creation, another one for map decoration, each one can be used independently. There are no more simple functions in the library (except a private one), only members functions. Similarly, I removed all global variable uses in the function and replaced them with parameters. I think the code is now fully encapsulated, but it is not final yet: I have to set default parameters and rework fully the comments. Please tell me if this fits your requirements... Friendly, yamg.zip
    1 point
  23. @Nescio I agree with you that mods deserve a much wider public. This could be done by making it easier to install mods into the game. For example, by having mod manager which can download and install mods with a single click. However, I disagree with you about including all those civilizations into the main mod. Mods are a good way extend the main game or introduce completely new ideas. The [Pony Ascendant](http://www.moddb.com/mods/0-ad-ponies-ascendant) mod by LoordGood is a good example for such a mod.
    1 point
  24. Right, the Temple Guard techs could be attack/speed techs [fervor, faithfulness, etc.], while the Noble->Royal techs for the archer and cav could add armor.
    1 point
  25. Bruh, very noice. We really need a lion version of this asap. @stanislas69? @LordGood? I posted a great reference somewhere... My only critique of the texture is that the leopard skirt texture looks a bit stretched, but that's the UV's fault.
    1 point
  26. Population / population limit / maximum population limit for the three values seems perfectly understandable to me.
    1 point
  27. @wackyserious Dude... Wow... It is love that I'm feeling... These guys look sooo cool, and close to the reference I want to see one more thing though. I actually made the decorated sash. I'm sure I'm biased towards my own work, but i think it looks really great, and I'd love for you to incorporate it in your final version (historicity for the win!), I could also do it myself if you give me the updated png: old vs new One other thing you might want to change is let the necklace overlap the sash, instead of the sash overlapping the necklace. For the second one, I think wowgetoffyourcellphone is right. You followed my concept very well, but it does indeed look better if it comes down a little more: This one can be used as a cloth armour variation for most citizen soldiers I think Noble Archers (or Meroitic Royal Archers, or whatever) should get the scale corselet like the other champions.
    1 point
  28. In a private staff discussion, we had thought of "B. Population Cap"/"A. Housing limit" However, the issue was that using "Housing limit" would make us change the majority of strings related to population and we would end up with something that is not commonplace in RTS games. I feel like it's the B. word that especially needs an original idea.
    1 point
  29. If you have DE, there's a folder called art_files. All the PSDs are there.
    1 point
  30. Not sure, I'm waiting for Sundiata to classify them. But he asked for this variant.
    1 point
  31. @Sundiata @wowgetoffyourcellphone For review KUSH INFANTRY - Cloth Armor Variant
    1 point
  32. Yeah, Sundiata specified that it will used for heroes, it was just for testing
    1 point
  33. @Sundiata Doesn't look right when viewed from a distance KUSH INFANTRY - Scale Armor Could I add neck and arm accessories above the armor?
    1 point
  34. His profile shows 2 wins and 4 losses and his rating is low, 1042. Banning this kind of player is not of much use because he can create a new account and repeat behavior indefinitely. I haven't review replays yet. Maybe user1 can think of anything.
    1 point
  35. @wackyserious Is this love that I'm feeling? List of units that get this scale armour corselet (champions only): Napatan Temple Guard Apedemak's Temple Guard Meroitic Royal Cavalry Meroitc Royal Archer Full scale armour is for Nastasen and Arakamani (Heroes only): These are the references:
    1 point
  36. And here's a patch: http://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-02-patch Hopefully this solves all the AI issues.
    1 point
  37. @wackyserious, nope, not too narrow at all, but try this one, minor adjustment to the strap around the chest area:
    1 point
  38. user1, Hannibal_Barca and mapkoc. Everyone else busy playing, coding or not doing 0ad things.
    1 point
  39. @wackyserious, sorry, I messed up his neck, this one should be better: [edit] another minor mistake, the real final version:
    1 point
  40. @wackyserious, nice, much better! I was literally just working on an updated version myself Comparison: Could you check if it's any good? Possible variation?
    1 point
  41. @stanislas69 @wowgetoffyourcellphone @Sundiata Please review, thanks! KUSHITE INFANTRY
    1 point
  42. By the way, I think training times in general need to be increased, like 1 unit: 30 sec 5 units: 60 sec 10 units: 1:30 min 50 units: 3 min 100 units: 4:30 min Make people actually care about their soldiers. And please just add an eco-only unit/villagers (with 10 sec train time). I don't understand why this is so controversial?! It has nothing to do with anything. Just doesn't make any sense not to have them. It's weird... Yeah, sounds really nice. But one question, why are hard battalions so important for you? What's the benefit of the hard? Just seems like an annoying limitation for people who are used to microing individual units. I suggest you start out without battalions (unorganised hordes, like now). Then you research your battalion-tech and now have access to battalions and all their glorious benefits (you're army evolves). It would make you really appreciate battalions, and the ability to micro individual units wouldn't be hampered if you want to. I think the best way to get a battalion system accepted by the community is if you retain the same flexibility you have right now, with the addition of battalions. An integrated solution, rather than a complete overhaul. Fixing formations will also help battalion systems greatly.
    1 point
  43. The other day accidentally I write wrong a name and this appears , I like as artist and photographer I'm the skin looks amazing to draw and the back ground.
    1 point
  44. 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:
    1 point
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