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Showing content with the highest reputation on 2018-06-29 in all areas
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Today a trac user called "Mike William" replaced the contents of the wiki start page with spam. I restored the contents but I can't delete the attached file (special permission required?). Please correct! Thanks5 points
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4 points
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Probably better to delete the bad commits, otherwise that content will be there forever as an old revision. No idea if this is possible for the wiki though (it is for tickets).3 points
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3 points
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"Local superiority" was a term I was using to differentiate from game victory. What I mean is, the player's units have defeated all enemy units within vision range after a "battle" has been detected by the game. Then they cheer for 3-5 seconds. The cheering in this instance isn't invulnerable; if they are attacked then they respond. They wouldn't be cheering at all if they could be attacked though, as that would mean there are still enemy units within range. I am not 100% sure about all edge cases, but it seems to work out just fine in Age of Empires III without any issues.2 points
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Maps should be unique content -> 0ad. AI is simulation code, so it ought to be in the non-0ad mod. Identity classes are part of the Identity simulation component, so it's not inherently wrong to parse them from the AI simulation. But the identity classes can become more abstract and speak of general properties (Ranged Mechanical) rather than specific names (SiegeTower) for instance. template names should go for sure.2 points
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The Kingdom of Kush: A Random Visual Reference Update You might have noticed that I'm taking a break from the Kushites, but that doesn't mean the research has ended. After the re-release of alpha 23, I'll post a list of some further suggestions to get this faction from 95% to 100%. In the meantime, have a look at some new finds, and a handful of higher quality versions of images shared before:2 points
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Yeah hopefully the re-release is not far enough. This release put some strain on the team and I think some people are taking a step back to cool off and some others are just busy with real life. Thanks I agree. The 13 civs assets should be moved to such a folder and the rest ( the code, fauna, flora) could stay in the public mod. Maybe could be part of the engine split @Itms @elexis2 points
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I would really suggest that you guys fill out the square footprint for the CCs of each civ. Byza's got it right, while the others are meh. I understand muh realizm, but you don't have to fill out the front with structure, you can fill it out with a fence or rails or props or a well or all of the above to help them look similar to the other CCs in the game (I know not all CCs look alike, but even those that don't fit the layout still fill up a the whole footprint. Just a suggestion to help the civs integrate better with the look of the game. Plus, a CC that fills out a whole square footprint looks more substantial and important.2 points
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I spent last 2 of my evening on the implementing of the addition light system in the pyrogenesis to find implementing bottlenecks for new objects. And I found some places, but that's not the topic. How additional lighting system looks: Fully dynamic lighting. And all light sources can be attached as props (i.e. to bones): "May the Light be with you..." But what restrictions do we have? We have 2 main: The lights can't throw shadows, because performance (we can implement it, but only few powerful videocards can handle it). There can't be many light sources in one place (at least for low videocards and since we don't support deferred rendering). Because shaders have own restrictions, particularly uniform sizes. But probably it's not the real problem. So I have a question: do we need additional light sources in near releases? Would it be real useful? P.S. I found strange normal values for some model, it should be investigated (probably the shader problem).1 point
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First off, we're not members of WFG, so whatever they do is up to them and that's cool. But we do have a list of awesome things we'd like to see in the game, either in Empires Ascendant or possible with the engine for mods! My 17 year old son, Wow Jr. who plays Empires Ascendant and Delenda Est a lot (he also plays Age of Mythology, Age of Empires III, Rome 2: Total War, and Battle for Middle Earth II a lot too), has helped me with the list. In no particular order: When you achieve victory, the camera should snap to the location of the event that triggers the victory, so that you are not confused as to what occurred. Battle for Middle Earth II When achieving victory or achieving local superiority, your soldiers stand around and cheer. Battle for Middle Earth II (end-match at victory), Age of Empires III (when achieving local superiority) When achieving victory in general it needs to be more exciting or dramatic. Right now it's kind of dull. Maybe an inspirational audio quote from a civ or culture specific icon like Alexander the Great or Hannibal. Likewise, defeat should feel more dramatic too. Battle for Middle Earth II, Rome 2: Total War Soldiers in battalions. Battle for Middle Earth II, Rome 2: Total War Choices when phasing up or at the beginning of the match. Age of Mythology, Age of Empires III, Hyrule: Conquest Automatic phasing based on city size (population or number of buildings or both, don't matter). Clicking the "tech" which costs resources to phase up the city seems weird, when you could conceivably build 100 buildings in "Village" phase and have max pop and nothing happens. Building snapping to each other, making neat clumps and general neatness. Good for houses and farm fields especially. Age of Mythology, Age of Empires III Note, we don't mean a grid. The snapping alone is good enough in these games without a grid. Farmlands Delenda Est, but not as hacky as DE's implementation. Naval Battles need some love. They move weird. We understand they can't have 100% realistic movement like in Rome 2, but something a little better than now would be nice. Battle for Middle Earth II's ship movement was nice and fluid. Age of Empires III's ship movement wasn't horrrrrrible. Ships should probably just be shrunk in size and forget about the whole "garrison troops and siege weapons on the decks" idea unless you're really going to put a lot of effort into making that work. If you shrink them, then make them customizable to approximate the original intent of garrisoning archers and siege weapons and stuff. Ramming. Just a simple double-click charge attack. Speaking of which: Charging. Would be cool for melee units to have a charging ability, especially if the game has battalions. A simple double-right-click could initiate the charge. Can make it act like a rechargeable special ability and/or base its effect on distance. Add a "mass" stat that can determine the effect of the charge and how hard it pushes the target units around, if trampling effect occurs, etc. Rome 2: Total War, Battle for Middle Earth II Goat conversion. Age of Empires series Animal Fattening Age of Empires series Jr. especially misses this one for some reason. Fear and Morale Not like in Total War where your units become uncontrollable and run away, more like in Battle for Middle Earth II where units are afraid to attack certain targets or are slow to follow orders. I'd imagine sending a battalion of basic-ranked spear dudes to attack a bunch of squadrons of Armored War Elephants would instill a bit of trepidation. lol Run Amok for some units, like War Elephants and Chariots. They go Gaia and attack everyone around them, including once-allied troops. Gain +100% attack and speed, but start to lose health. Can be converted back to your side with Priests. Rome 2: Total War Priest Conversion ability. "Wololo." Age of Empires series. Jr. didn't know what "Wololo" was. lol Mercenary Camps and Villages like in Delenda Est. Just in general, things to make the map come alive more, or make map control more interesting. Merc. Camps are a good way to do this and are easily implemented. What do you guys think? We think all of these suggestions fit together just fine. Not too random. Jr. also thinks this UI is "beast."1 point
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I guess the invulnerability was forced for the promotion because units aren't in idle state while fighting and only promote while fighting. Only cheering if a unit is in IDLE state would certainly not worsen the players situation (maybe besides getting distracted for the duration of the cheering animation, but that's not so relevant). If superiority means having wiped out the enemy, what does local mean? (A unit could play that animation if there are no more enemies in sight and at least one enemy was killed. But that's behavior of individual entities, not a group.) (This question is also relevant to implement better automated camera movements in observermode)1 point
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Well I can see some people wanting to rewrite an AI from scratch but in general you'll probably just want to tweak a few files instead of rewriting the whole thing1 point
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Animal fattening could easily be done in a mod. It would require a bit of work and a few sanity checks, but still totally doable.1 point
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Hm. Without using some form of complexity reduction lights become very expensive very rapidly. 0ad's art heavily uses transparency so deferred rendering isn't an option. Forward+ could work but I'm pretty sure that requires openGL 3.x.1 point
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Clerical Script certainly existed already, but I am almost certain that Han period Clerical font didn't look like that (the flags reek of computer-generated font). Here's an example of a late Eastern Han clerical script. The character "Han (漢)" can be found at the top right. BTW, I recently found a cute but surprisingly accurate depiction of Han soldiers, courtesy of an artist known as Ginkgo story.1 point
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That loaded the game, but I think my mod wasn't loaded. Maybe I have to install it somehow? If I enable it via mod settings UI and "start mods" it works fine. Pedra is my bot It means "stone" in portuguese, just as petra in latin. Appropriate since it's just a small modification of Petra.1 point
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Yes, we do, I'm aware of that. Suppose we would have the following mod structure tree: modmod + pyrogenesis/engine ++ public/gaia/shared stuff +++ EA (500-1 BC) +++ EB (1-500 AD) I'd imagine both EA and EB would want to use the same maps and AI, as would other unrelated mods (e.g. Hyrule Conquest) therefore it would make sense to put those in the new public mod. However, AI and maps also have civ-specific content, therefore the game would still require EA or EB or crash otherwise. A separation might be wise long term, but will be an enormous and troublesome task short term without immediate benefit.1 point
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I was hoping to be able to split the public mod into two mods. One mod has the 0 A.D. content that would be left out if there was 500 A.D. or a mod that comes with only original content: models, textures, music tracks, maps, translations, templates, fonts; that could be called empires_ascendant for sure. The other mod would be pyrogenesis simulation and shader code and the GUI pages. There are only few things that are hardcoded 0ad references in gui/ and simulation/ that can just be moved to some js, json or xml file.1 point
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Haha, well, yeah. lol Didn't want the list to get too long. lol. Also, didn't want the list to turn into a "Make EA into DE" thread. Sockets are definitely desired. Reducing number of stances and formations is already possible without new code. Honestly, the forum seems kind of dead lately, so I posted this thread to liven the place up. I think the "drama" things might be pretty easy, for instance, snapping the camera view to the victory trigger at the end (can turn this off in options if you want to, but honestly it makes sense to keep it on so you can be sure of what actually caused the victory or where that last darn villager was hiding), throwing an inspirational quote onto the screen when you win should be easy, though it would be nice to have font support so we can have nice big well-rendered text (the audio can come later: Would be awesome to hear Alexander's voice in Koine Greek extol the virtues of valor). The engine already has "battle detection" for the music, and it already even detects when the battle "ends" to stop the music. Is it hard to extend it to detect which player's units have command of that area when the battle has been detected as ended, and then trigger the (5 second) cheering state for those units? I don't know. Another suggestion is that the "core game" should start to be getting referred to as Empires Ascendant more often. I'd even change the /public/ mod folder to /empires_ascendant/. Who knows how many "official" mods WFG could release for pyrogenesis in the future and they can't all be called "public" or "core game" or whatever. But maybe that's a change for the future if/when any other official mods are released. Wouldn't hurt to future proof it now though. @fatherbushido Nahh. Maybe watering wells can be capturable map objects that boost health of your units by 5% or something. No need for new buildable buildings though, especially not for the purpose of building farms on farmlands, which can already be accomplished with existing structures. Except for a couple of new civ-specific special buildings (Yakhchals for Persians @LordGood), I think the Barracks-split buildings should probably be the last new buildings, unless y'all add Cult Statues or something interesting like that.1 point
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I forgot, here is the latest Announcement that was put here https://www.moddb.com/mods/0-ad-ponies-ascendant and it is lately gaining some popularity @stanislas69 and @Angen did an amazing job for fixing it up lately. Ponies Ascendant Announcement.rtf1 point
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it definitely will for Gohma (eg. eggs, glowing eyes ...) and other civs, which means it would be useful to be able to make settings for this in Atlas editor such as brightness or where to attach it ...1 point
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1 point
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Correction, it is the work of J. Cabrera. Quesada Sanz is someone that wrote several books illustrated with the work of Cabrera. Here a high resolution one, i found on the web: He did this one too, they are Senones warriors of the 4th century BC: This one is made by RU-MOR, another spanish artist: Thx for the answer.1 point
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@Palaiogos We will be doing monthly articles on mod db, for each nation I suppose. I am currently in the process of typing up the unique faction bonuses, buildings and unit tables for England/Great Britain.1 point