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Showing content with the highest reputation on 2018-05-16 in Posts

  1. 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.7z
    4 points
  2. 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
  3. 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
  4. @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
  5. 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
  6. This hotkeys are implemented in A23 which will released today or the next few days.
    2 points
  7. @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 7.29
    2 points
  8. 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
  9. @wackyserious for advanced archers then ?
    2 points
  10. 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 endeavors
    2 points
  11. 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
  12. Jebel Barkal - Illustrated Walkthrough Jebel Barkal is the holy hill at the Kushite city Napata at the Nile river, see release announcement. The procedurally generated Napata city spawns attackers reoccuringly. This article presents some common strategies and tactics to become successful. Introduction 9 weeks of development, including 6 weeks of playtesting went into both this map. The guide is the result of the experience made while playteting and most of the screenshots come from these matches. Time to thank @Skhorn for the creation of the mountain template, @Sundiata for the consultation on the history and geography, and the playtesters: nani, Hannibal Barca, smiley, bb, temple, fpre, Dizaka, faction02, ValihrAnt,Uran238cz, s0loooy0, FeldFeld, causative, servo, borg-, mapkoc, CAGD_lulofun, ITRELLES1, gaius22, Dunedan, Imarok, santa, tgodtaylor, AlexanderKirck, s0600204, Emperior, d_stan, mord, Vladislav, Cesar, Vick, Retardado, Medrannozz, TYLER1, Angen. "Jebel Barkal" random map Procedural Cityscape Generation (The following screenshots were taken at the lowest quality, because my graphics card is cheap.) Attacker Waves The city starts attacks on players about all 5-7 minutes. Each of the buildings of the city spawns a different set of attackers. For instance the temples spawn only champions and the elephant stables only elephants. Players can chose a difficulty level at the gamestart. It will influence the total attackercount and city fortifications proportionally. However, since the city is randomized each matchstart, the resulting difficulty level can vary tremendously (most importantly the number of elephant stables on a normal map can be between 0 and 9). In Nomad mode, the first attack is delayed. Docks and Naval Warfare The nile river makes up less than 10% of the map area, yet it is vital to survive and thrive. Some players (most famously nani) start building docks in the first two minutes already. The dock gives you faster food income than fields. Additionally it continues to generate food income while your units on land are either fighting or garrisoned. The dock also adds as a dropsite that is far away from gaia as possible. So women have a good chance to gather there without being killed off. Even outside of the territory. Notice that players sometimes can only win by having some ships around while all enemies wiped out on land. So the river is important from the first to the last minute! Players compete for the final stand on the sea When gaia was too strong for all players, the winner is decided on the sea. So always keep an eye on your enemies ship activities. Don't keep the backside of your city unattended. Once the sea is indisputed, the shoreline can be wiped without great losses. Hunting Elephants, rhinos and boars are valuable huntable animals, because once attacked, they follow you back to your base where you can easily kill and hunt them. Use this trick to boost your economy in the first 5 minutes while already getting some units to defend. If you start out as Mauryans, use your Worker elephant and immediately start hunting in the desert. Wood The players that start in the desert start with much less wood than the players that start in the fertile banks of the nile river. To compensate, these players start with treasure that give them an huge boost. Deserted players can and should build a dock much sooner. The roads leading from and to Napata provide some desperately needed trees for deserted players. Metal/Stone In the fertile banks of the river, there are very few mines. Players have to get out into the desert. Since it can be more sustainable than fighting for mines in the desert, it is recommended to start trade near the nile soon (which incidentally is historically accurate too :-)). Few trees but abundance of mines north of the river. Treasures/Hill There are few treasures at the pyramids and many treasures on the hilltop. They are guarded by Kushite defenders however. Experienced players will find the best opportunity to hunt the treasure at the pyramids. After taking out the Kushite units on the hilltop, players have a chance to build a civic center on the hilltop which can be very easy to defend and provide a perfect place to remain the Last Man Standing. The city contains treasures too, but these are hard to reach due to the Walls and City Patrols. Not a cakewalk. The hill is easy to defend once conquered. A long wonder victory duration ensures that players - or gaia for that matter have chance to break fortifications. Surviving the first wave Gaia attacks all 5-7 minutes and leaves a bit more time between waves in later stages of the game. Make sure to have at least 30 ranged units to defend your base then. Place your fields in the back of your base. Until the first wave started, keep your units in the back of the base. This way the gaia attackers might be deflected by your enemies encountered on the way. Don't expose your units to enemy fire unless it is really important, as here In Nomad mode, players end up with one piece of the fertile land each Walling After the first wave, quickly build a palisade, so that gaia units have no chance to reach your units. Pay special attention to elephants. Rebuild destroyed palisades as quickly as possible. Remember at which places gaia units managed to walk past your walls and fix all holes. The irrigation canals act as a natural barrier, so you only need to wall a small area. Multiple layers of walls provide additional security and obstacles. Do team walls. Mauryans benefit from their stone walls that only cost wood and Carthaginians have walls that are three times as strong. Irrigation canals provide a natural shield Cheap but effective - wooden walls Quickwalling - Fixing walls even during an attack The first line of defense fell Irrigation Canals can only be crossed at one point each Close the gate quickly! double palisade walls to defend an elephant rush A successful team wall Attacking The Opponent Unless you are playing with custom rules, remember that the goal is to defeat your enemy. So in general it is recommended to not invest resources on destroying Napata, but focus your attacks on the enemy players. If you wait for a Napata wave to end, you can be sure to have enough units remaining for an attack and your city is not left empty when an attack starts. Focus on the player opponents first Only invade the city when overwhelmingly outnumbering the enemies. This fortress was too close - an easy target for Elephants.
    1 point
  13. Hi, I wanted to talk about the behavior of the units. In the aggressive mode, the units are distracted by the buildings, I think that this should not be the case except for the siege machines. And also that his attack radius is too broad. This prevents maneuvering the battle.
    1 point
  14. I see where you're coming from but I don't think that's a flaw particular to my idea, since melee units can easily be pummeled at long range already if the enemy archer has a greater range than your soldier's vision.
    1 point
  15. I think it needs to be decided a bit more before being posted about.
    1 point
  16. 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
  17. wow proposal is the best.
    1 point
  18. 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
  19. When using rams or catapults, CCs or walls are no problem.
    1 point
  20. 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
  21. Because attack range is often close to vision range, this would imply ranged units will not attack enemies within range by default. Personally I think the distance at which units start attacking is not the most important; what matters more is how long they will pursue foes and how easy they can be distracted and turn to a different target.
    1 point
  22. 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
  23. Yeah that is right. To be honest I don't think they would have been able to make a game without it.
    1 point
  24. Nice reference thanks. I should really open github issues to keep track of those.
    1 point
  25. 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
  26. 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
  27. 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
  28. @Alexandermb Do you have a reference for this one @wackyserious Can you fix the short sleeved version ? (Archers) @wolflance Sorry I do not understand, what do you mean by knots ? If that's the texture that's wrong, maybe I messed up the effect I'll try to fix the helmet and the tower.
    1 point
  29. 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
  30. https://waywardstrategist.com/2015/05/04/lets-talk-rts-user-interface-part-1-interview-with-dave-pottinger/ Some extra sources.
    1 point
  31. 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
  32. 1 point
  33. Using the same height of the civil centre
    1 point
  34. 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 standards
    1 point
  35. (Only my computer had them)
    1 point
  36. My small modding team has begun a fork of this mod that aims more for hardcore realism and lots of fun content and civs. https://discord.gg/hpdWE4H https://github.com/Ferrumian-modding-team/rerum_aestimatione_magni
    1 point
  37. 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
  38. ^ - 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
  39. I kind of feel bad for these guys... I wanted to like it. I don't really understand what happened. It was a nice project with lots of potential but they shot themselves in the foot by releasing it so early... Looks like they could have really used another year of development... Maybe the budget ran out, and they just "needed" to start making sales?
    1 point
  40. The bolt shooter had a bug in A22 which is fixed in A23. They also get nerfed.
    1 point
  41. I personally don't really agree with that. An unbalanced multiplayer game can last as little as 5 min, and even games with opponents with matching skill-levels rarely last more than 30 min (correct me if I'm wrong). The most fun MP games though, IMO can last anywhere from 30 min to an hour (even more), but much more than that becomes tedious if no-one has a clear upper hand. 0AD is a very beautiful game with a lot of details that easily go unnoticed, and the true depth and beauty of the game can never be appreciated in 10 min matches. If anything, a slightly bigger focus on city-building and economy would be ideal, so that 0AD won't be just another classic RTS, that's fun for a while, but becomes boring and repetitive after many plays. Overly streamlining, simplifying or speeding up the game would only be "beneficial" to obsessive MP-gaming, which is one of the things that actually killed classic-RTS in the first place (for most people at least). 0AD finally adds a little more depth, or at least the potential for adding more depth to a genre that has otherwise been considered to have become a relatively stale one. I don't think most people want the game to be more like Company of Heroes, Command&Conquer, Sins of a Solar Empire and Starcraft. I think most people just want to build an epic "little" historical kingdom with an epic "little" historical army, and fight epic "little" (not necessarily historical) battles of survival and conquest. Not send 4 guys over to the enemy at min 3, kill some of his women and claim victory... I would mostly agree with this, so would many others. I think the build radius from your first CC is ok as it is though, the main issue is that the precious resources are literally in front of the door. Because those cozy little square field are also built right next to the CC, there is very little risk involved in farming as well. If the fields were rectangular (larger), and farms were a pre-requisite for building them (maybe a penalty for farming in the town centre), you'd have to build them further out, and think more carefully about where to place them and how to defend them. A whole new level of strategy and tactics right there. Would also benefit raiding.. lol! But seriously though, we just need some regular villagers for economy only. The civilian aspect of the game is lacking, and it would offer an awesome opportunity to showcase more of civilization's culture. Maybe even selectively ranking villagers: peasant ⟶ artisan ⟶ aristocrat, with different specialities... Citizen soldiers should remain, but they should be more supplemental than being the main economy unit. I think most people would agree with this (?) Yes to all of that... It would be really nice to assign workers to worksites, rather than resources... e.g. build a lumber camp, assign workers to the lumber camp instead of the trees themselves. Now gather rates are tied specifically to the lumber camp, tree density within its radius, and the amount of workers assigned, instead of being determined by the distance each and every individual worker has to move between the resource and dropsite and how efficiently they move. This would remove the most annoying type of microing in my opinion, and allows players to focus on other more fun parts of the game including base building and military manoeuvres. There could be two options at the lumber camp: 1) clear forest, (large one-time income of wood leading to total deforestation within the lumber camp radius), 2) slow & steady trickle (forest management, forest regenerates at the same rate it's being gathered, bringing in a slow but constant trickle of wood). Also, keep it simple, by giving lumber camps a large radius. Build a mine (only one slot per ore), assign workers to the mine, resource rate of the mine is limited by how many workers are assigned. Alluvial deposits can provide a modest one-time income of stone or metal, not too far the original CC, but definitely further than mines are now. Larger deposits mined from pit or shaft mines outside of the starting territory could provide a permanent trickle of metal, once again, with an income rate determined by how many workers are assigned to the mine (and not by how efficiently or not workers move around the obstruction box of the stone or metal deposit). This would be a great incentive to expand. I'm not very technical, but this could mean that menial economy tasks could be represented by "simple" animation-loops tied to the work-site (especially for mines), and potentially help improve performance as paths don't need to be constantly calculated (?).
    1 point
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