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Showing content with the highest reputation on 2018-04-06 in all areas

  1. Here are examples of Moche warriors: it seems accurate, considering the current knowledge we have of them: And here is a warrior priest (Lord of Sipan, named after the place where his rich tomb was found): Another illustrations: A depiction of a human sacrifice:
    2 points
  2. Considering how commonplace the name "Locale" is, being forced to specify the namespace is certainly a good thing, even though it breaks stuff. We usually don't write "using namespace foo;", especially in headers, so I think the better fix is what elexis proposes.
    2 points
  3. Crusader Kings II is free for a few days! Of course that is just a way to trick you into buying the massive amount of DLC, so maybe I should not help them
    2 points
  4. Uhm, but svn isn't packaged by them and we want users to be able to build with all current icu versions, nay? Given that adding the "using namespace icu;" line to icu.h doesn't compile on my end with icu 55.0, I think we' might have to use the "icu::" namespace explicitly everywhere. Apparently there's some alternative https://codereview.chromium.org/171012/show. This patch changes Locale to icu::Locale and compiles here, but I guess there are more types that need the same change, like DateFormat. Can someone test? @bb_ didn't you use arch too? Also leaving a ping for @Itms locale.patch
    2 points
  5. Factions, - Timeframe Game play Content Historical accuracy. Moding Single Player content Game modes.
    2 points
  6. Why don't start adding features to avoid that horribly title "AoE Clone" but at last that title now is for Empires Apart. Secondary attack. Dock give some territorial bonus New building that's no depend of territory but can be easily to rush. Minifaction design or layout Capture units More variety and counters Mercenary system. Slave system New minimap features Diplomacy features like trade units between players. New relic types More nomad styles like scattered unit over the map. More mission maps Add objectives
    1 point
  7. Something i never seen before is a mix of genre between "Civ City Rome" or "Imperium Civitas" and "Warcraft" and i'm not saying factions or fantasy but the gameplay, a whole economic city building game with full combat unit command features, always the economic city builder game has an auto AI wich you only click a button and they go and attack the enemy alone and you can't target who to attack, or they are like Grand Ages Medieval if you have a big city you only have a few selection for build and a tab of buildings to "auto build" and the armies are a huge batallion but they aren't a batallion you made, they are already pre designed so whats the fun to the pc to play for you? the principal idea of a batallion economic city building game is to recruit unit per unit and if you desire to make a batallion you take a lot of units of them 15+ and make a batallion for better defense (Maybe moral?) and if you don't wanna use it anymore you can only desband by dropping the formation and done. Other gameplay feature i could imagine is that every faction start with a basic infantry "levy" unit lets take for an example the Spartan faction, you start with a guy with basic clothes and sandals with only a sword as weapon, then after you build barracks you could decide if you want to upgrade the unit into Hoplite or to Better rank swordsman, perfect then you have a Hoplite. If the Hoplite has enough rank/experience and your city has a blacksmith then you can upgrade the Hoplite into Champion Hoplite (Or their respective champion spearman) and if you build a archery range you can upgrade the levy into Javelinist or any ranged related infantry, and the same goes for Stable units.
    1 point
  8. Exactly... I know I'm a dreamer, but, A lot of these weird RTS conventions are inherited from a time of certain technical limitations of the PC's of the 90's, that don't necessarily apply anymore anno 2018. Taking inspiration from other genres, isn't only possible, I believe its desirable. Just a little bit more city-building, a dash of economy management and a sprinkling of battle simulator... Mmmm...
    1 point
  9. Depends on the effort, the ideas are on the table. Using formation component could work by making the batallion a formation entity and making the selection function of the game when you double click 1 class of unit works for the formation, but instead of selecting 1 unit in a formation you select the whole group by just 1 click, the auras of DE wow's made for close enough soldiers works too, and for the banner as said in the injured animations topic i could make a guy holding a banner as a formation animation.
    1 point
  10. Yes please 0 Ad left behind long time ago AoE, i never get bored of 0 AD but i do from AoE 2 (and thats the best of the serie). +1 +1 Some civ structures have two floors it could be a start having a first floor and develop the 2nd floor at the town phase and all kind of rich decoration in the city phase. For houses i can only imagine the structure construction materials for wood buildings and for empires like persia size and numbers of floors. +1 +1 Black and White 2 have this feature, the terrain shows green/yellow/red colour when placing a farm that shows the fertil zone for better farming. +1 Maybe but it will be better if mines are divided into caves/deposit's instead of rocks scattered around the map, and better specific zones for mining unable to build a proper economic city (farming land). More resources more complexity even better, i didn't have any complain with the high number of resources of Empire Earth series even when some resources become useless in advanced era (literally useless).
    1 point
  11. Yes, please! This would also allow phasing out phases If I recall correctly, something like the following was present in Rise of Nations. Settlements started out as a town and have both a (large) territory radius and a (smaller) city radius. Markets and civic structures could only be build within the city radius, whereas defensive, military, and gathering structures could be placed anywhere in your territory. Once a certain number of different structures (e.g. 5) was present within the inner radius, an individual town would automatically upgrade to a city, which has increased health, attack, territory influence, and a larger city radius. When the number of different structures within a city radius was doubled (e.g. 10), the city was automatically improved to a metropolis, again with increased health, attack, territory influence, and a larger settlement radius. Furthermore, some structures also affected city stats, e.g. temple increases capture points by 50%. Also, there were many wonders, each with different bonuses, but they were civilization-independent; each wonder could be constructed only once per map/campaign.
    1 point
  12. Found some more icu types and replaced them. Please can someone with icu 6.1 try to compile using this patch and see if it succeeds (without adding a "using namespace icu;" anyhwere) and if it doesn't post the compile log? locale.patch
    1 point
  13. Rome HBO Sorry if isn't so new, but it was for me seen recently but it fits 0 AD period including Cleopatra.
    1 point
  14. That would be ideal, 0ad lobby hosting all the rated games but servers are needed and programming and decisions (what happens if someone drops connection), etc.
    1 point
  15. The package maintainer for the distro downloads the release candidate, not svn. https://git.archlinux.org/svntogit/community.git/tree/trunk/PKGBUILD?h=packages/0ad He already fixes this with the following compiler flag # http://site.icu-project.org/download/61#TOC-Migration-Issues CXXFLAGS+=' -DU_USING_ICU_NAMESPACE=1' I guess for svn you can change all locales for icu::locale or maybe you can use conditional includes #if icu ver(major or minor) > xx ... #endif I don't know the syntax
    1 point
  16. Mapkoc , can we change the system ? with a bot host a game ranked and 2 random opponent
    1 point
  17. It should, that's the error before importing the namespace. His error is unrelated to 0ad
    1 point
  18. Hi, yeah happened to me too. Aparently is some bug on gcc's side. As a very nasty hack you can replace the #include_next for a plain #include, you have to do that like 4 times, just run make each time to get the file and line. Hopefully it will go away with next update.
    1 point
  19. Spawning elephants from the Wonder done in rP21644.
    1 point
  20. Hi ! Some ideas about OAD design (excuse me if off-topic): - Food. I think units should eat, or in other words, consume continuously some food (and maybe wood and metal when mechanical). This would limit rather naturally soldiers number, because one should produce regularly enough food to sustain them, idle or not (and some, like cavs and heroes should eat more than ordinary soldiers of course). Even if population limit is removed, available terrain for fields is limited. If food is missing, units starve or fly to enemy. This would force players to maintain a serious productive background, not only during the development phase. - Population Population grow could be automatic: regularly, some new citizen units, female and male, are added in the houses (ratio of existing houses and/or women, I don't know). Then they can be set by the player directly to some productive occupation, or sent to buildings to become soldiers, healers and so on (it would be really training then and not creating people from nothing). This would lead to exponential population grow. Yes. And the player should quickly face the problem to find room to settle them, enroll them in the army, set them to emigrate or even sell them as slaves. Just my two cents...
    1 point
  21. Had to make a map as my map making addiction wouldn't go away today, and here are the results. Please let me know what you think. The map is made for 2vs2 in mind. Map Location: Euboea Greece. Download for whom may want to play the map.
    1 point
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