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Showing content with the highest reputation on 2018-05-10 in all areas

  1. Re-bake of the statues (Left ram screenshot has the Before of the lion):
    5 points
  2. Hi folks, I'm from Germany but living also in Cyprus. My nickname is the name of a swedish chancellor of the time of the 30years war in Germany. I love this forum and all the people from around the world, every age (I'm 55), meeting here and changing their expertise and loving this fantastic game. It's made for generations...
    4 points
  3. The 1950 in my forum name is my birth year so I'm a bit older than both of you.Living the retired life here in Ottawa,Canada been involved in several Foss projects for about 12 years now. Enjoy the Choice
    3 points
  4. 3 points
  5. @wackyserious should i commit?
    3 points
  6. 3 points
  7. Re-bake of coolus helmet:
    2 points
  8. Re - bake of the agen type helmet
    2 points
  9. Hello I'm from germany. I got the nickname Optimus after a misspelling from my teacher, Primen. And I really like the old Mass Effect trilogy
    2 points
  10. I like metallic elements but .... I like the idea of Justinian shield with Chi Rho.
    2 points
  11. This would be a cool option. Build a postern or a gate. Gates have more "bandwidth" and let large units and large numbers of units through, but have a danger of letting enemies in too. Posterns have lower bandwith but don't let enemies through.
    2 points
  12. And the small wall. Too small to add a big gate for an elephant to go through but neither it shouldn't be allowed to if is the secondary wall and not obligatory to use it:
    2 points
  13. Version from 28.03.2020: (Lobby Warning fix and unselect on gamelist updates fix) fgod.exp.280320201820.pyromod Version from 12.02.2020: (Player/Observer List InGame overlay fix) fgod.exp.1581540040.pyromod Version from 6.12.2019: fgod23experimental.pyromod (Player statistics overlay fix work for me) New Experimental Version. New features. fgod23_experimentalv2.pyromod (Player statistics overlay doesn't work for me) Older Experimental version fgod_experimental.pyromod Newest Version 1.6.22: https://github.com/fraizy22/fgodmod/raw/master/fgod_v1.6.22.pyromod Main Features: Fixes 0 A. D. v0.0.23 lobby lag, Fixes gamesetup crash (especially on Mac), new features for lobby and additional behaviour (also for lobby dialog), in-game name change (multiplayer-name in general options page), in-game/gamesetup ping nick sound notification from lobby (sound and marker on menu button), replace offline in-game (when lobby authentification on host if disabled), unit experience status bar in-game, pause overlay clickable/actable units/entities, game reconnect on connection lost/kicked, replays/civilization structure tree and civ info/options/last summary from lobby more buttons (hideable), auto-away after time in lobby, highlight colors for buddies, buddy games in lobby, highlight color for user player and user player games, number of players games (and onlines/open games) in lobby, hide profile panel for longer player list in lobby, player / games deselectable (escape key) in lobby, improved nick recognition for pinging in lobby, improved player/game sorting in lists in lobby (and especially remembering sorting), in lobby dialog select game the player is in, more darkend background on overlay windows/dialogs, remember last opened options page, auto-complete tab in chat cycles through all possible names and terms, observer all player statistics in top panel, team statistics in top panel, fight activity ratio in summary, tribute resources show stocks in tooltip for easier resources sharing in team, name colors in chat text in-game, mouse wheel support for changing tabs on summary/options/ gamesetup/credits. and finally mod compatibility to normal 0 A. D. users. So happy testing and multiplayer game hosting to everyone! Easy Install: You now only need fgod.pyromod file (from page https://github.com/fraizy22/fgodmod) https://github.com/fraizy22/fgodmod/raw/master/fgod.pyromod Download & Start it with 0 A. D., To Start it with 0 A. D. do: - Windows/Linux: Right Click On File -> Open With -> Other Application -> Search 0 A. D. -> Open - Mac: Select file in File Manager -> Top Bar Hit File -> Get Info -> Click Open With Column -> Click the Dropdown -> Other -> Search 0 A. D. -> Open When 0 A. D. opens -> select Green fgod in List -> hit Enable -> hit Save Configuration -> hit Start Mods. The Mod will start and default settings will be setted. Have Fun! Older Install Descriptions: Drag & Drop this file over 0ad start icon and It will start the mod. Or run "0ad fgod.pyromod" from terminal within your download folder. Enable fgod mod in mod selection (settings) hit save and start mods. Mac OS install Video/Tutorial: If that not works download manual the archive https://github.com/fraizy22/fgodmod/archive/master.zip (from https://github.com/fraizy22/fgodmod) or git clone https://github.com/fraizy22/fgodmod fgod Unzip the files mod.json and the other into new folder under 0ad/mods/fgod to path: linux into ~/.local/share/0ad/mods/fgod windows typically: ~\Documents\My Games\0ad\mods\fgod mac: ~/Library/Application\ Support/0ad/mods/fgod or read OS gamepaths: https://trac.wildfiregames.com/wiki/GameDataPaths after start game go main menu under settings -> mod selection -> enable fgod, hit save & start mods Screenshots: Lobby (Profile Panel on click player demand, player/game selection clearable escape, Number of player/games, auto away after time inactive, ...): More Buttons hideable below Chat (Start Replays from Lobby, keep in lobby, show summaries, start replays from in replays and games): Darken Fades (Window dialogs darker background), Gamename remember: Team Presets in Gamesetup: Replace button observer in top-panel (when player offline and lobby authentification disabled), colored names in text chat context: Pause overlay units/entities/buildings everything still clickable/orderable for queueing. Top panel summed resources/pop from all players (tooltip shows also team sum and ofc all players): More Options in lobby Options: Easy Update/Download And Feedback In Forums: Fight Activity Ratio in Summary (Military Points / Economy Points): Also Next and Previous Buttons in Summary When Opened From Replay Menu For Replay cycling:
    1 point
  14. Have had a look at https://trac.wildfiregames.com/wiki/GameDataPaths see the .local/share/0ad/mods that's where mods go under Linux see if you have cache file at .cache/0ad BTW the "dot" as the first character defines the folder as being hidden just toggle the "show hidden files" option in your file browser's view menu. Enjoy the Choice
    1 point
  15. Also, the coif mesh issue in the nape area for swordsmen. Upon your commit, we have the following shields Parma (infantry_javelinist / cavalry_javelinist / champion_cavalry_spearman) Lenticular - Round (infantry_swordsman / cavalry_spearman) Lenticular - Oval Oval - Plain Oval - Curved (infantry_spearman) Kite - Small (champion_cavalry_swordsman)
    1 point
  16. I just gave the latest release candidate a whirl, and there were quite a number of untranslated strings in it. I did spot checks on Transifex, and the strings are not there. I took screenshots. I'll split this into several posts in order not to have too many images in one post. Mod Selector
    1 point
  17. If you can read the phonetical stuff you should be fine. I can't remember if Gauls/britons have their own voices.
    1 point
  18. Wait, it seems like Transifex stopped updating Civilizations and Buildings a long time ago... Explains the Kush issue. See Source Updated at https://www.transifex.com/wildfire-games/0ad/content/
    1 point
  19. Haha @Oxenstierna I thought I was the older than anyone here and you beat me with a couple of years. Glad to have more elders here who don’t BS and with better manners than most young players.
    1 point
  20. Loadgame and Host game -> forgot to update messages.json, bad, wondering why there are other translated strings in there, likely stem from other GUI pages Lobby "test" -> message sent by server, cant be translated modmod.js: toggleModButton.caption = listObjectName == "modsDisabledList" ? "Enable" : "Disable"; (not mine) Looks like a24 fixes to me
    1 point
  21. This, the center is the most complicated
    1 point
  22. I know dynamic layout is hard... text might have a vertical scrollbar too, to keep the rest of the layout where it is? Scrollbars should be the easiest solution here I think. Definitely for A24, I expect that you have more important bugs to fix.
    1 point
  23. It's the common problem for GUI, because we don't have dynamic layout yet (without JS). But I hope, we'll have some basic things for A24.
    1 point
  24. Join Game Host Game "Registering with server..." goes by too fast in order to take a screenshot
    1 point
  25. For a while... after I will make one better.like I'm thinking maybe you can help me make the jewelry.
    1 point
  26. 1 point
  27. The bolt shooter had a bug in A22 which is fixed in A23. They also get nerfed.
    1 point
  28. I'm not sure with the date of the eagle. Open structure with other kind of arcs similar Mixing central building, but texture wall must be lighter and roof similar to Seleucid tiles The front, "la fachada" must be like this. but taller columns. Other ideas is use those arcs with column.
    1 point
  29. Done committed, on another small lines mention the norse ships i can imagine some of the players have been waiting for viking ships to show up
    1 point
  30. What about the faction emblem? Are we going to stick to this placeholder that I've made using Alexandermb's base shield textures?
    1 point
  31. So ModDB release title would be, Xýlo 21 - Special Release
    1 point
  32. I think amendments could be done for this special release. Same with how the official game drops their naming method in order to facilitate the special release.
    1 point
  33. Most casualties actually occurred when one side routed. Also, there are some interesting times when hoplites were decimated by ranged units: Iphicrates routing an entire Spartan mora outside Corinth. The Athenians decimating and capturing an entire Spartan hoplite phalanx on Sphacteria. The Athenians getting routed by a Persian counterattack after burning Sardis. Though, I admit these were exceptions and not the norm.
    1 point
  34. Sure, but as you said, pikemen were used to pin down the enemy's infantry formation for the cavalry to strike a hammer blow to the enemy's flank or rear. The only way to simulate this with the game's current mechanics is to give pikemen high armor and low attack, so that the enemy soldiers are "wasting time" trying to kill the high armor pikeman long enough for some other unit to come kill the enemy soldier or the pikeman wins by pure attrition.
    1 point
  35. Historically, heavy (melee) infantry formations dominated the battlefield and decided the outcome. Light (ranged) infantry was there for harassing the enemy; although they frequently outnumbered other troops, their numbers did not always “count”. Cavalry was almost always less than 10% of an army; they were often light in function, organized in squadrons on the flanks, and served for reconnaisance, protecting against enemy cavalry, and especially for chasing down fleeing enemies. Bigae (light two-horse chariots) more or less had the same function as cavalry, unlike quadrigae (heavy four-horse chariots), which were located in front of the heavy infantry formation and served to disrupt the enemy's; they were replaced with elephantry. An interesting characteristic of Hellenistic warfare was that, because of the rather standard army deployment: “in battles between combined arms forces, similar troop types tended to find themselves fighting one another – cavalry against cavalry, light infantry against light infantry, elephants against elephants, and so on.” (CHGRW 404)
    1 point
  36. Eh, that's an opinion, not a fact. The other way is to decide roles for every unit and then balance. The problem right now is that no thought [AS FAR AS I CAN TELL] is being put into unit roles.
    1 point
  37. > You do not create a counter system to balance OP units, you balance them all then make sure each got their role. There is the property that every unit has a counter which should rule out a single unit being able to become OP, such as the examples you mentioned. Also for the OP history part, you forgot Ptolemian Camel rush until Alpha 19, Mauryan Yoddas downing buildings like sword cav did, champions having had values like 70 attack, invisible bolt shooters with massive crush damage, ships that fired up to 43 arrows. I don't really think that skirmishers + spearmen are the only choice in alpha 22, nor how the relative cost would improve it. I'm just waiting for the day where the opponent might be scared by you if you built the hard counter to his massed units that can wipe out his entire army, even if outnumbered.
    1 point
  38. You do not create a counter system to balance OP units, you balance them all then make sure each got their role. You're right in stating that this fix merely minimizes the problem, I agree with that. But in the end the spamming of a unit doesn't necessarily mean that it in itself is OP, just that it is the most efficient in the task designated by the player. Why would skirmishers + fodder be good? Why reduce the Melee class to something inferior and just trained to get as many missiles stuck into them as possible? Sure, a counter could be invented against it, but it's already flawed at the core principle. But this isn't connected to the proposed feature, maximum that the skirmisher spam becomes harder to acquire and replentish
    1 point
  39. I'm not sure if this actually fixes or minimizes the problem, because if a unit is OP, then it is stronger in the same numbers. So it is also already in effect before the cost become apparent. There is the problem that some units can be in comparison much more better or economic and there is the second problem that massed units can become invincible at some point. That's mostly Lanchesters Law, no? skirmisher spam + melee as fodder sounds good, no? Add the counters where missing and it should work out in theory. It does in sc2 and aoe2, doesn't it?
    1 point
  40. 0 A.D. shows up in this entertaining list:
    1 point
  41. No, thank you. lol The fighting and sniping would be unbearable. Plus, a lot of the other modders already disagree with some of the main changes made in DE. Best to just have separate mods doing their own thing, and taking good ideas from each other when desired. While core game tries to make cool things possible. I think there should be various types of economic systems. A. AOE-style: Villagers build and gather, while Soldiers do nothing but fight. B. 0 A.D.-style: Citizen-soldiers and Females, exactly as the core game is now. C. Slave-based/DE style: You have Citizens, Slaves, and Soldiers. D. Any combo of above, perhaps have dedicated Citizen units, but also Citizen-Soldiers. Each culture can have any of the above, based on what makes sense historically. For instance, for Imperial Romans and Early Byzantines, you'd probably use an AOE-style system because the soldiers were all professionals, but add Slaves as a cheap gatherer. Spartans would use some hybrid system, with Female Citizens being your "Citizen" unit and Helots being the "Slave" unit, with your trash soldiers also being builders and Spartiate units being your dedicated fighters. Celtic civs could use some kind of peasantry system that takes ideas from all of the above. Iberians could use the classic 0 A.D. citizen-soldier paradigm.
    1 point
  42. It should probably be checked whether there are any restrictions placed on assets used in the Unity engine, and whether or not any such restrictions are compatible with the 0 A.D. license. And of course what your goals are. If you're just creating a project for yourself/a school project or similar there shouldn't be much to worry about, if something that is to be released for free probably not very much either. However, if it is going to be sold/combined with other assets some more caution is needed. Actually especially in the latter, as the CC-BY-SA license requires that the same license that is on the 0 A.D. assets applies to assets made with them, which might not work if you e.g. combine a 0 A.D. unit with a helmet found under another license. Exactly where to draw the line is a bit difficult though, so to make it easier for you it's best to either just use content that has a CC-BY-SA license (possibly combined with content you create yourself) or to only use content with other licenses.
    1 point
  43. Too late to discover this thread. My name is servo, I was born in the Philippines but currently residing in NY. This is one of my steam names in RoN. My nick comes from the specialized field I loved so much “hydraulics” (hydrostatic). I first came across servomechanism in college when I was studying EE which is about feedback and control system. But this nick is about the fastest and most precise valve ever invented and used in the fields of hydraulics. I was into hydraulics (work/study) for 15 years until pc gaming mess it up. Probably I’m the oldest player here in 0AD but used to play RoN with retirees so I think I’m not the oldest pc gamer.
    1 point
  44. Hi, I live in Ghana (where my father is from), GMT -0, but I grew up in Belgium, in the Flemish part (where my mother is from). Sundiata Keita was the founder of the Mali Empire, and I'm fascinated by African history and empires, so... That's where the name comes from... Oh, and my profile pic is one of the famous "Ife Bronzes", from medieval Nigeria...
    1 point
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