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Showing content with the highest reputation on 2018-05-16 in all areas
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Hello everyone i've made this mod for made a little change on the visual perspective between combat and city for myself with little changes but maybe someone could enjoy it too or have an use of it on their own projects, this is just an addition of what the UnitAi already has in the "COMBAT">"APPROACHING" line replacing the default animation variant with the "combat" one defined in the end of some infantry actor files What it does? well the infantry usually use this animations for walking and figthing: This mod replace the animations when in combat with their respective ready variant already ingame when approaching for attack, or when the Ctrl + RM hotkey is used i haven't played all factions yet so maybe one or another guy could have a wrong cape or something else, Enjoy. Files:Combat.7z4 points
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4 points
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Yeah, my thought was that there should be an "action range" in addition to a vision range. Currently, all units berserk against anything that comes within vision range. This makes army control (needlessly) difficult. So, selecting stances would decouple this behavior from vision range: Aggressive: Attack any enemy unit/building within 95% of vision range. Defensive (default): Only attack enemy units/buildings within 50% of vision range. Standground: Only attack enemy units/buildings within 5-10% of vision range. Other stances, like Passive and Avoid, are defaults for specific units (Avoid for Female Citizens, for instance) or attached to abilities (Passive for some kind of Scouting command) and not much relevant to what I'm talking about.3 points
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We actually did try placing the minimap at the top right (and other places). It looked alright and didn't really get in the way of the selection rectangle (at least for right-handed users, it might be an issue for left-handed users though). However, it did obstruct the view. The bottom center panel we have now somewhat resembles an airplane cockpit with gauges which allows for a more open field of view. Not saying it's the best option, but it's surprisingly hard to get a consensus on a GUI layout. I wasn't thrilled with the bottom center panel at the time (preferred it on the left), but I've gotten used to it.3 points
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@wolflance Might I request your help ? You have done an awesome review of the mod so far, however it's really hard for me at least to keep track of all the things that need to be fixed changed in the forums if they are all over the place (Most of yours are in the same place, though split in multiple posts) This is why I created a series of issues there https://github.com/0ADMods/terra_magna/issues If you create an account you will be able to add more, complete the existing ones. Anything you want in the mod to be fixed you can create an issue for. It can be anything from spear heads to the shape of the roofs. If you could do that I'd really appreciate it.2 points
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Not used to the animation business, but shouldn't that be added to the main game? (If so, please upload a patch on Phabricator)2 points
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This hotkeys are implemented in A23 which will released today or the next few days.2 points
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@Lion.Kanzen OMG, I laughed so hard anytime he tried pronouncing anything... That was hilarious! Really nice introduction video though, and the man has a good voice and accent for narration. @Skhorn check this guy out showcasing Napata around min 7.292 points
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I personally enjoy turtling against an overwhelming enemy oftentimes because of the epic last stand kind of feel, but I am starting to think that turtling is kind of OP in most situations (aka when you are getting attacked by a normal army, not 100 very hard ais). I think what makes it so OP is that it is practically impossible to capture town centers unless you have a monstrous amount of soldiers if there are soldiers garrisoned in there. Which means that if you get everyone to hide inside of the town center, then your enemy's push going to be defeated unless they either have a laggily big army or siege engines (which might get killed by the arrows before they can unpack), good luck getting any capture points on a town center with units in it to regenerate capture points really fast and shoot arrows everywhere killing your units before they can even get close to capturing it. This may be because I do not use a lot of siege engines, but even then the above example is *without walls*. I suggest some kind of better siege mechanic, where the player can turtle but their units could get starved out like in real ancient sieges. A way to fix this could be adding in where units consume food (which I think would be good for much more then fixing this, as it just makes sense and means you need to have good farming infrastructure to keep your army fed), and do like delenda est does where farms can be constructed outside of your city borders with a debuff to gathering from them if they are built inside.2 points
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Hello @Imperator Ferrum Princeps I and welcome to the forums. I'm a member of the council of modders, 0adMods on github, Fallen Empire studios another mod under the council of modders, and uh well the main development team of 0 A.D. We already have a few mods going on: - Aristeia - Terra Magna - MilleniumAD - Ponies Ascendant. There are also independant modders here responsible for: - Delenda Est - 0abc mod - Monkey Wrench - and probably some more There are also quite a few dead mods here too. Recently the game has made it easier for modders to share mods using the moddb api, with a thing called modio If you need getting started let me know. I can help you with anything art related , or lead you to someone that knows more than me if that's related to programming. How many of you are there exactly ? How much time do you have ? Modding is quite time consuming and it's better to be organized if you wanna be productive. Good luck with your future endeavors2 points
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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
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Such a list is work in progress, and depends on the updating of the design document.1 point
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I think it needs to be decided a bit more before being posted about.1 point
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So I've looked about the forum, and the roadmap at trac.wildfiregames.com. What I haven't (beyond a very old thread in project governance that had no discussion) is a list of things wfg wants finished before moving out of alpha stage. I think perhaps that would be a good thing to make public, especially since its rather playable in it's current state.1 point
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There would still be space to arrange a number of buttons around the minimap. It could be done in any number of ways without totally obscuring that corner. For example: I'm not saying this is the best looking option, but more talented people can figure out the aesthetics. Just wanted to illustrate a map in the lower left corner that gives you much less of a sense of having a huge blind spot there (whilst increasing the map in size at the same time).1 point
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Xenophon. Athenian aristocrat, mercenary general, and writer. He's possibly the most important source for what we actually know about Greek and Persian warfare. See also https://en.wikipedia.org/wiki/Xenophon#List_of_works1 point
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Yeah, I understand it's not definite. However, I think a certain stance should mean the same for all units, otherwise it's confusing. Also, attack distance as a percentage of vision range might sound interesting but is flawed in principle: different units have different attack and vision ranges. E.g. if you don't want melee units to be passively killed by default by ranged units, the longest ranged attack range should be less than half of the shortest vision range, which would probably be not a good idea.1 point
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My post wasn't meant to be a definitive proposal. The behavior of ranged units would need to be adjusted as well of course.1 point
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I think the layout is key. Then the aesthetics can be built around that. It would be nice to assign aesthetics on a civ-by-civ basis.1 point
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Yeah that is right. To be honest I don't think they would have been able to make a game without it.1 point
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Ah, maybe that's just the perspective of the previous screenshot? Certainly there's no knot here. If resource/time permits you can add texture for the grip too, but this is largely inconsequential. Reference from a Han Dynasty mod for mount and blade. Please ignore the five ornate blades on the left. EDIT: Ah, now I see why you thought the blades are too broad after I post that photo...1 point
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I personnaly wouldn't mind having something like what @Shiyn proposed ^^ I think it looks gorgeous though it might be considered not historically accurate to depict the period.1 point
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Yes. There has been some consideration. There has be no definitive answers though. I personally consider delenda est as a bleeding edge public mod with more civs. I usually pick stuff that has been fixed/improved there.1 point
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Completely true, the GUI greatly affects everyone so a perfect solution might be impossible. I'm not even sure how I want it to be myself Nonetheless, if the GUI is to be redesigned, it does not hurt at to have a critical look at the position of the mini-map as well, even if it stays unchanged. To clarify, I'm not especially arguing for any specific mini-map position; I can see points against every option; but I do believe looking at the GUI of a wide number of games can be helpful.1 point
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Interesting. fyi, I'm keeping the DE mod up to date, I'm just not going to do any alpha releases until Beta. What kind of additions/changes for realism are you planning on making? What other civs are you thinking of adding?1 point
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https://waywardstrategist.com/2015/05/04/lets-talk-rts-user-interface-part-1-interview-with-dave-pottinger/ Some extra sources.1 point
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I wait for @Nescio reply but is the peace of these game, where you need quickly put your attention in minimap and jump in the action. many of them competitive. Nescio example is interesting both are Strategy genres (Citybuilders , turn based) the other RTS, but I add non-RTS. because are more competitive like Battlefield4 (FPShoteer) or the last, or Total War Arena, have component similar in Battlefield and other stressing competitive scenarios.1 point
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The current GUI has empty space on the left and right (assuming a wider resolution than 1024x768), so it works left-handed or right-handed.1 point
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Interesting. I agree the median person would move the cursor from the top left to bottom right. The position of the mini-map does not block large selections, though: The position of the mini-map might be especially problematic because it can be viewed and used in different ways. I'm not entirely sure about my own preference either, which is why I've been trying out different positions myself; there are multiple conflicting aspects of it: it blocks your playing area view (therefore I want it to be small) it gives an overview of the whole game map (therefore I want it to be large) it is something to look at (therefore I want it at the left) it is something to click on (therefore I want it at the right) Ideally every player would be able to customize the position under the game options or perhaps even drag it around and resize it. Realistically that would be very hard to implement (and redesigning the GUI is already frustrating enough). Perhaps we should organize a poll to get a vague idea at the prefered position of the minimap (top left corner, centre-left, centre, centre-right, right corner; bottom left corner, centre-left, centre, centre-right, right corner).1 point
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Salve conservis Camertem, I am the leader of a small multi game modding team tied to our main gaming clan that has decided to come to 0 AD. Our vision is to create an organized modding team that teaches newer players how to mod and then offers for them to join the ~~mongol horde~~ modding team when they finish learning. We have decided to make full use of the principles of division of labor and divide our modding team into "jobs" (texture artist, modeler, coder) and games (minecraft, 0 AD, minetest) as to ensure that each modder can focus on their side of the project and we can get more done at once. How it is planned to work: There is a player who is new to 0 AD who wants to learn how to mod, they are then asked if they want to join this team and learn how, they get given the invite link and brought to the discord and taught how to mod using guides and questions to more experienced modders, once they learn how to mod they become a full modder for the team, the team votes on what mod they want to make next, say they want to make a new walls mod that adds new reinforced palisades, the texture makers work on making great art for the mod, while the textures are being made the 3d modelers would work on making the 3d models and meshes, the sound artists would use programs to make good sounds and music for the mod, and the modders would code the mod itself, everyone would closely work together on github and be organized, everyone would have their job and help work on the same mod to ensure quality and speed, the mod will then be beta tested, then if it passes beta testing and is found to be bug-free the quality testers would test and rate the mod, if the mod passes it will be released on these forums and on our gaming clan forums, if it does not pass then the quality testers will share feedback on how to improve the mod, and the team will work on fixing the mod based on the feedback, then they will take it back to the quality testers, if it passes see above, if it does not then the cycle repeats until the mod reaches quality standards1 point
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I disagree completely with that. Why wouldn't you buy it after an extra year of development. At least the people following them would see they're serious about the game... Releasing early feels like a failed cash-grab/desperation. I agree with all the rest though They've basically made themselves to be the No Man's Sky of RTS...1 point
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Hmmm... I wouldn't know... Surely, they must have some skills we could cannibalize, no? We could definitely learn something from their publicity... They made it look like the next best thing in classic RTS, even though its not even 1/10th of 0AD... How does Empires Apart actually compare to AoE definitive edition? Curious about AoE IV, when is it coming out and what could we expect from it? I think once campaigns start being implemented, 0AD is going to be the undeniable king of the historical RTS games... (I already think it is, but some people are all about the campaigns) I think Wildfiregames is one of the most interesting development environments out there (not that I know so much about it), and the nature of this community comes with its own challenges, but it also seems to be the most potent! It's really fascinating to see so many volunteers working together, essentially on whatever suits them. This "who the shoe fit, let them wear it" approach has really brought so many wonderfully interesting levels of detail to the game. There is just so much here... The dynamic and constantly growing community also adds a lot. Its not a static team with dogmatic views, but is constantly adapting to new people, skills and resources. New possibilities are constantly being explored, tested and adapted... It's lovely to imagine who might come up with what next In a random response to the critiques of 0AD. It is indeed not a finished game, and this is not a secret. But to be fair, most issues like lag on large maps/high pop and pathfinding issues affect every other similar RTS, and 0AD has progressed enormously over the years. It's almost as if 15 years of development is finally bearing fruit , the sweetest fruits in the genre I can only dream of what Beta will be like, let alone a mythical official release of the finished game... I don't mind the perpetual development though. Its one of the biggest plus points of 0AD. It constantly gets updated (I hope forever), so none of us really know what the future may hold. If we look at the trajectory, its going to be the most AWESOME RTS ever! Yeah, and we'd probably have to delete this entire thread as well because, you know... Although I'm sure some of them would have already read it Dillema's...1 point
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^ - True dat. Now I'm tempted to suggest that an answer to the FAQ "Why not 0 A.D. on Steam?" is "Empires Apart. Nuff said." Though it's not really "early" by their standards. I remember that they actually delayed the release for about half a year. I'm actually surprised by the review's criticism: - Bad pathfinding - Missing animations - No Campaign - Horrible AI These problems are also present in 0 A.D. but is in a much much better form... in Open Source Alpha. Not to mention you guys are in a better situation feature-wise as well. I hope that Slitherine won't make excuses for supporting Empires Apart. Staying quiet, moving on to other projects, and forget it ever happened is the best they can do.1 point
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