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Showing content with the highest reputation on 2018-05-27 in all areas
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5 points
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If you don't mind waiting a few more days we will upload a fixed versions saving you the hassle2 points
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I have seen guys invading just with an "army of rams", like 6 rams, and the opponent with something around 60 men cannot contain them... In age of empires it was quite easy to destroy a ram with cavalry or swordsmen.2 points
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Maybe add some corner stones for the entrance. Also the roof should end with stones according to the picture. Add a bench and a few props nature if you will and you'll be good to go.2 points
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Swordsmen and elephants take out rams quite efficiently. In an emergency, even women can be used with some degree of success. I agree that its a little ridiculous though, the speed at which unprotected rams take out structures even when a considerable army is attacking them. I understand that archers should have a hard time with them, but its currently not possible/realistic to take out rams with ranged units at all... At least make spearman more capable of dealing with them? Obviously spearmen should be a lot better at taking out a ram (by killing the operaters) than swordsmen, who wouldn't necessarily have the reach.. The current system isn't intuitive, especially not for new players...2 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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I'm afraid that'd require a lot more than just a shader. You'd have to specially copy the glowy bits into their own bloom buffer and then use a special extra bloom pass just for glows. At the moment there's no way to get an effect like that without modifying the engine itself, which would not be easy to say the least, and people wouldn't be able to run your mod using the vanilla engine like they could with any other mod. What you could do instead possibly though: A: Make the blue parts brighter colored. The glow effect only replaces the lit color with the raw surface color, so if you use a dark surface color that's all you get. B: Emulate the bloom using a sort of particle effect that follows the unit's face around. I don't know anything about pyrogenesis particles so I can't be much help there, and you might be able to do it using some other similar method without particles (ie similar to tree foliage, with glow enabled), but that's the basic gist.1 point
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@Alexandermb There was already one in the game, I was confused and thought it was a placeholder, sorry.1 point
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so its bigger than usual or just have bigger turrets compared to others? for have an idea.1 point
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This is the result of using that, it's not quite the effect I'm going for: Using photoshop, this is the effect I'm trying to go for that doesn't seem to work in 0AD: This can sort of be replicated by setting to the bloom to be really high, except even then it only works when there's light. I really want noticeable glow in the dark effects on the Gohma like this.1 point
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On the other hand, one of these days a guy blocked my rams just crowding his archers in front of the fortress. In that case that trample damage feature would be nice.1 point
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Apparently the shader already supports it, through the USE_SELF_LIGHT define. It uses the alpha channel of the specular texture, so it also requires that USE_SPECULAR_MAP be enabled, and AFAIK it's inverted so that 0 alpha = full glow and 1.0 alpha = no glow.1 point
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Top players in a22 and earlier very rarely used the second level of bell to garrison soldiers, because they could control the soldiers more effectively by selecting them (alt + drag the mouse to select only soldiers) and giving them orders. When the soldiers need to garrison, it's better to handle that manually (select the soldiers, hold down ctrl, right click on the building to garrison into). If you did that using the bell, many of the soldiers wouldn't even be able to garrison because the women would garrison first and take up all the space.1 point
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You could just copy the offending file before that commit in a mod though keep in mind you won't be able to play with other people on the lobby who do not have the mod.1 point
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Well I will need to look at a crashdump and fix the files according to what it says. In any case it shouldn't crash and that shouldn't happen anymore in A24 if we want to help modders.1 point
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Garamantes are Berber... Southern Berbers of the Sahara North Western Berbers include Numidians and Mauretanians, inhabiting the the Maghreb. Both interesting, but unit and building diversity would be a challenge... I wouldn't support merging the different Berber people because of a number of reasons, most important of which being that the Garamantes were a long-lived political entity, unique in most ways, and have a unique legacy as well. Their core territories were also 2000+ kilometers apart, which is a significant distance.1 point
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1. One animation per file. Each dad files should contain the rig and the mesh. Different meshes can use the same rig. 2. You can add any type of rigged objects to the game. For that you only have to make a custom skeleton XML file. If you need help with that I have made a tool to generate it from a Dae 3. I don't know about an animation max length but the max vertice count per mesh is 32768 4. Ao maps (the mesh will need a specific uv for those), normal map, parrallax map ( basically normal map with transparency for height) spec map and diffuse map are supported. 5. I'd normally answer this but it's late and I'm on my phone so it will have to wait tomorrow at least. There are plenty of threads scattered around the forums so I'm sure you'll figure out if you don't you'll have to wait for an answer. Welcome to the forums and feel free to ask any other questions you might have. Sorry for avoiding the question and happy modding. Looking forward to see your work.1 point
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Can I say this is alpha ? You know because I can Sorry you had such a bad experience with your first rated game. But since you got involved in dev you know there is room for improvement and better than that you can do something about it. You could make the game prettier so at least if your enemy is playing dirty it will look awesome1 point
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Let's do this. But first sleep. And mother's day and a lot of other stuff Like packaging and fixing bugs.1 point
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I think Dacian architectural references are okay for the Thracians in lieu of good references. As far as units go, I think the Dacian units would at least look distinct from Thracian units: Dacian units are partially influenced by Romans (some chainmail, etc.), Sarmatians (cavalry, head gear, etc.), Celts, and Germans. Dacians would have Roman-type siege weapons. Dacians would have an even more nerfed navy than the Thracians. Thracian units would have a somewhat Greek influence. Perhaps visually, Dacian units would have more long sleeves and long pants, while the Thracians would have short sleeves and pantless tunics. Just a general observation.1 point
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Exactly, those are just small fixes so i guess they aren't anymore added to the changelog as single updates right ? would be just fixes at every civilization like Anlgo Saxons/Byzantines/Carolingians/Norse tweaks if its needed, on the modd page or announcement would be good to have an small line with the links of the mod forum for reporting bugs if they found some while playing.1 point
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Now "raise alert" tells nearby women to garrison and "end alert" tells nearby women to ungarrison and return to work. (There's also a bell at the market that tells all trade carts to garrison or ungarrison.) There were bugs with the town bell in A22 and it seemed like the best way of fixing them for the moment was to simplify the behavior. But we'll see what people think. There's certainly ways it can be improved for A24. I'm pretty sure a mod could change the behavior back to what it was in A22.1 point
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