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Showing content with the highest reputation on 2018-07-30 in all areas

  1. Hi, I've been playing 0 AD for a while and if there is a thing that I like the most is the feeling. The @#$%ing and great feeling. What is that? Is the "music-environment-faction specs" as a whole. I mean, the feeling is specially good when I play as Celtics. The music, the nature, the forest, the animals, the sunlight effects, the feeling like you are playing like a real celtic town is really good. I really enjoy 0 AD for that, the maps are very detailed and you can feel the ancient environment in your game. For that I would like tell you few points I really like of the vanilla 0 AD: 1. Citizen-soldiers: I LOVE every soldier can work and every man contribute for the success of the town. Not like just soldiers in stand-by doing nothing more than just live. Please don't make case to delenda est mod... 2. Music: Love it. 3. Maps: Skirmish maps are awesome. Treasures, and more maps with some villages or mercenary camps will be yeah! If you allow me to say some things that I think could improve the feeling could be the following: 1. higher grass: Im not sure about how can this be made but I'd like to see grass textures more like real grass, I mean higher and let the wind move it. 2. changing light through the day: dawn, mid day and sunset lights all in a game would be nice. 3. Can we see more birds in the sky? 4. More animal life... that's why I love savannah maps... lot of animals. I mean in the ancient world... animals ruled and animals sounds... 5. A bit higher buildings... more realistic 6. roads, similar to EEII or just for the feeling... 7. bridges, like EEII too 8. More music and more detailed maps... more flowers, grass, water, animals, weather, sun, buildings, totems, ruins, altars, stones, roads, this is the ancient world, we must feel that era. No more for now, I love your work 0 AD team as soon as a can I'll contribute. Nice day.
    2 points
  2. Ágora 0AD (@Agora_0AD) has more videos uploaded of the champions cup.
    2 points
  3. When I added these settings I evaluated the high shadow settings on 1080 Ti for 4K monitor, it has 11GB. How many video memory it costs depends on 2 things: settings and a screen resolution. So if you have high settings on 4K monitor, it'd cost at least 4096 * 4096 * 4 * 4 * 4 = 1GB.
    2 points
  4. So I was looking into different mods and I found this implementation in a mod named Delanda Est (I'm posting here so others can know and play that one). They have implemented some burning pig to scare off the elephants too The mod was really good and I'd recommend everyone to have a try.
    2 points
  5. https://trac.wildfiregames.com/ticket/1899 https://trac.wildfiregames.com/ticket/4761 https://trac.wildfiregames.com/ticket/4582 From Trac with love. ~ Ticket Man
    2 points
  6. At the moment, 0 A.D. has extremely fast training times. As far as I saw, women take 8 seconds to train. This is extremely fast, faster than the train times of most economic units in Starcraft II, which averages at 11.66 seconds. Given the fact that Starcraft is a fast-paced game, this number makes the general vision that 0 A.D. seems to strive for of being in many respects an homage to games like Age of Kings with modernised gameplay problematic. Age of Kings had a much slower training time for villagers, which was roughly 25 seconds for training time. Granted, Age of Kings is generally considered slow-paced by most standards, and Age of Mythology had the number practically halved for most civilisations, having villager equivalent train times be around 14 seconds. Nonetheless, it seems appropriate to at the minimum increase the training times of women to at least 12 seconds. I would personally say that 15 seems like a rounder number to choose. Since Citizen foot-soldiers serve a similar role yet also have combat capabilities, their train time, currently set at 10 seconds for foot soldiers, should be increased. This number lies well ahead of the Starcraft II numbers of typical base infantry (Zealots, Marines, and Zerglings), which take an average of roughly 20 (27, 18, and 17 are their train times respectively.) seconds to train. I would personally advise trying to stick to the same number to at least match Starcraft's fast pace. Horsemen in 0 A.D. have the number bumped up to 15 seconds. Since they still have an economic role, I would also say that the number should be at least 25, maybe 30 in the case of cavalry archers to make it difficult to mass them. Infantry Champions lie around the a 20 second train time. This is pretty good, but I would say that, in order to match the numbers shown here, their time could probably be brought up to 25 seconds for good measure. I have not checked the times for cavalry champions or siege weapons, but I would advise taking a similar strategy for ascertaining what their training times should be. In general, I think that changes like this will significantly help in making the game, which feels like it should be more slow-paced, at least match other titles, especially since structures such as barracks and houses can be economic unit producing factories, leading to a ridiculous snowball effect. I would personally say that houses should not be able to train women, but that should probably be a separate topic on its own. Anyways, I'd like to hear other people's opinions on the matter since I would say this is a generally unexplored aspect of 0 A.D.
    2 points
  7. In Delenda Est, the train times are as follows. While longer than EA's train times, DE's don't exactly mirror your suggested values: Citizens/Villagers/Slaves: 15 seconds Infantry: 15 seconds Cavalry: 18 seconds Champion Infantry: 18 seconds Champion Cavalry: 20 seconds Mercenaries: 5 seconds (but are only trainable in limited numbers) War Elephants: 25 seconds And so on. Values like these definitely give the beginning of a match a more deliberative pacing. While in the late game they don't hamper frontline reinforcement much, since by then the player is likely to have multiple training centers.
    2 points
  8. Hi all, my name is Astrid,and I live in Bergen,Norway. I enjoy reenactments, {Yes I participate} medieval history, HEMA,martial arts {been practicing since 7}, the dark ages,and Vikings I been gaming since I was a child,and always loved RTS games {3 things to do in Norway as a girl if you hate the mall,skii,drink or game heh} I choose the third and add nature/history to substitute for the first two lol My rl name is Astrid and my nickname ? Well I have several nicknames given to me by friends/strangers from Rapunzel to Lady Godiva to Idun to Sif because I have straight golden blonde hair that sweeps my ankles. I don't really fancy being called these nicknames,and I wear my hair up as much as I could when going in public {mind my English lol} I prefer to be called Astrid over any nickname. My husband introduced me to OAD after he got sick of AOE,and wanted a game similar,and yes he is a player also heh This game is beautiful,and fun,and I am looking forward to the release. At the moment we are having a lot of fun,and it's wonderful how playable it is just being in alpha. If you forget about the words "missing features" you can really have a nice match going. I talked enough heh Great game !
    2 points
  9. Hello, I made a balance mod for online testing Its principal objective is to rehabilate champion units and balance civilizations between them. Here is the complete list of changes. Some are kind of extreme, the mod is very experimental. - sentry tower +4 pierce damage I may add a sentrynelle tech that adds an arrow for sentry tower only but is cheaper. - stone tower +4 pierce damage - all humans +10 crush armor (catapult nerf) - citizen soldier swordsman +1.5 melee damage - removed champion trainable at barrack tech for gauls and brits - iber stone tower -50 stone cost, but can garrison maximum 5 units - maur worker elephant train time reduced to 10 seconds - maur elephant archer now cost 150f 80w - rome military camp -5 pierce damage - Instead of mercenary skirmisher, ptols will train slingers p1 (not satisfied with this change but should help) - slinger accuracy nerf and -0.5 pierce damage - infantry skirmisher -1.5 pierce damage - loom now costs 100 food/wood but gives a 100% health bonus for women - ranged cavalry units damage (and accuracy) may be adjusted in the future to follow their infantry counterparts - I temporarily gave carthage a limit of 3 embassies until i can do something better - I will probably buff elephants and rams in the future. - Each hero is now trainable only one time through all game. (Thanks @(-_-) ) - Catapults area attack now 5 pierce damage. - Spearmen +1.5 walk speed - Spartan skirtai now cost 50 metal - Added hero changes by @Hannibal_Barca ( https://code.wildfiregames.com/D1400#change-6Pes5Jtrq5P9 ) very experimental champions buff : - All regular infantry champions : -25f/w cost and -3 seconds of train time - All regular cavalry champions : -50f/w cost and -8 seconds of train time - Sword infantry champion +1 hack damage - Black cloak train time now same as other sword champs Current version : 1.0.5 Changes through all versions: champions-civs-balance.zip or champions-civs-balance.zip To install, you can drag and drop the zip file to 0AD. champions-civs-balance.pyromod
    1 point
  10. Suppose each living unit had a 'food bar'. Suppose that food bar, when full, was at '24' (or '48' for mounted units). Imagine that each moment that the citizen is within the effective radius of a friendly 1) home, 2) drop-point or 3) caravan, that food bar would be maintained or raised (coming). Imagine that as that citizen leaves such a radius earlier mentioned, for each second the citizen is away from the food radius, the 'food' level drops by 1 point. Imagine further, than once the food level drops to 0 points, the unit 'starves'. For each second starving, the unit loses 1 hitpoint. Imagine that when the unit reaches 1 hitpoint, and is starving, the unit either reverts to Gaia or dies. Why is this significant? One of the main challenges in historic battles was feeding an army on the go. Battles could be won by attacking a supply chain. A castle could be defended largely by outlasting the stomachs of the attackers. I think it would bring a valuable and interesting twist to the game.
    1 point
  11. Bom dia a todos, Sempre fui apaixonado pelo Age of empire e agora estou interessado em desenvolver um projeto de formação de um clube sulamericano no qual apoia a divulgação e interação entre jogadores, pois notei que esta pouco divulgado em nossa região, eu mesmo conheci atravez do Agora 0ad, parabens aos idealizadores do canal. Aguardo contato dos interessados em ajudar a desenvolver o projeto, qualquer ajuda e bem vinda colunista, comentarista etc... Contato: Diego Mr. Magoo - whatzapp 35 99921.3629 - diegoar0x@gmail.com ou ate mesmo por msg no forum... Abraço a todos...
    1 point
  12. Nsh that's the game. There are work in progress for it. Hopefully for A24.
    1 point
  13. Hello everyone, I would like to start by saying that I am not a developer and topics just like this one somehow come and go... However, I would like to ask the Wildfire Games experts to put here their ideas on what would be the next BIG steps (epic changes) for 0 A.D., disregarding at first the restrictions of time, money and people interested (volunteers). I know, for example, that the game lag involve many issues, including the pathfinder, but... let's try to describe things properly. What would be an epic change for 0 A.D., how long would this task require with a dedicated developer? How much would it would cost if we were talking about a paid work? - Convert 0 A.D. so that it uses Vulkan, does it make any sense? - Any structural change in Pyrogenesis? - Adjustments in Pathfinder? - What would allow the A.D. to take a notorious step forward in graphics? - Dinosaurs?!?!? Regards and congrats, because 0 A.D. is already an awesome game! Sturm
    1 point
  14. name just a few https://code.wildfiregames.com/D1486 and more to come, about Vulkan well... since we want to still support older hardware OpenGL and OpenGLS is a way to go for now @vladislavbelov would tell probably more
    1 point
  15. But i got to say the last few updates have really improved the game, i have not played for more then a year and the game feels so much smoother and looks a lot more finished Keep up the good work!
    1 point
  16. yes it is possible to edit in rmgen look at
    1 point
  17. @wowgetoffyourcellphone seems like your mod is getting more popular
    1 point
  18. The first screenshot shows an "out of memory" error in openGL. So it seems like you set the graphics settings too high for your graphics card (possibly very high shadows)
    1 point
  19. @stanislas69 The only way I know: donations. Hope that can help you. 0 AD... you guys deserve to be recognized in all forms as possible.
    1 point
  20. Thx Servo, I appreciate your input a lot, and some of your input I already implemented. Stamina now is now mostly only fighting stamina, so walking don't result in slow HP reduction. And no Unit will die anymore on any kind f stamina, they got reduced only up to 25 HP reached. One error I also always get is when the AI tries to research a Pair_technology like the Eco tech from fortress, but maybe it is a bug in vanilla/Petra. And maybe the pikeman were produced as batch of 8 + Untis then they get automaticly their natural best formation attached. On the newest version also Units with good health have higher attack (15%), Units with low health have lower attack. And flanking or backstabing give attacking bonus as well. Pomotion for Soldier to Hero is now faster. And indeed i used feldfeld idea and (-_-) implementation so Heroes cannot be retrained twice. Also a nice new gimmik is visible garrison, like on persian rams. The archer garrisoned on rams can fire while the ram is moving, so tank battles are now possible in 0 A.D. Roads are now for more civs available, officers of command and auxiliary troops only for some. And Advanced and Elite ranged Units have now also +20% attack like the melee Units in vanilla already have. The newest version can be downloaded here until Itms will sign it for mod.io direct download. @Servo balancing-mod.zip
    1 point
  21. I played your balancing mod and by far the most interesting and more strategic to play. I got lost for awhile until I noticed the different resources needed to either train or build structures. Many players or even forumers dislike 3 resources per unit but with this, your mod as well Nescio and DE mods are much much more strategic. Spamming of units are really minimized tremendously. I think you can add or utilize some of feldfeld mod ideas, f.e. Hero can’t be retrained when it died. It works nice and the AI is also responding. There was an error which I will try to post sometime. Also some pikemen (low rank) are behaving like In syntagma formation even if they were not. Main thing is spamming is minimized and could develop more gameplay especially on MP games. I tried millennium AD and they are nice too but incomplete still. Their mechanics is nice except that unit resources cost is same as vanilla. Whereas yours have different metal requirements for each units(more realistic) and structures as well. Stamina is really nice too but it should not deteriorate up to zero and the unit/s die. There should be a mechanics or tech so they just become less efficient or less powerful (as in wounded). But their HP should be stable to a certain percentage but not 100%.
    1 point
  22. Any update on publishing the game on https://0ad.mod.io/ ?
    1 point
  23. Oi @Mr. Magoo, fico feliz em saber que vc conheceu o 0 A.D. através do canal Qual é a ideia do projeto? Posso colaborar no que for possível. Uma ideia que tenho para quando o canal crescer mais é organizar alguns campeonatos como o que está acontecendo agora organizado pela @PrincessChristmas.
    1 point
  24. Welcome to the forums and nice to see you we have few mods as mentioned by Stan also look here
    1 point
  25. I guess one thing that hasn't been explored in this topic is potentially differentiating the train times of ranged units to melee. In Age of Kings, archers took 35 seconds to train to the militia's 25. While the exact numbers don't need to be the same. In the case of Delenda Est, maybe ranged infantry could have training times of 18 seconds. If we are referring to the training times I have proposed, ranged infantry citizen soldiers could have a training time of 25 seconds to the melee citizen soldier's 20. Obviously this would be helpful in making it harder to mass ranged infantry, but does it seem appropriate?
    1 point
  26. Hello and welcome to the forums thanks for giving us your opinion. How will you contribute ?
    1 point
  27. There is a way to watch all these replays without any mods. You need for each game to go to commands.txt, go to the mods list ( ctrl+f "mods" if needed) and delete everything that isn't 0ad public. Then you will maybe need to delete replayCache.json in your replay list for the game to detect these changes. After that, launch the game and you should be able to see the replay. It would be nice if players themselves clean the mod list before posting the replays, it would save other people from doing that (or from getting mods) and then no need to delete replayCache. That's what i did with mine, before posting them.
    1 point
  28. Welcome to the forums @Astrid Hope you enjoy the game if you don't know we have a medieval mod that's available with a Norse faction
    1 point
  29. indeed the game needs more environment features. rare resources, mini faction units, villages with territorial tribes, treasure guardians, some invasion from outside of map in some maps like city builders or stronghold game. bandits, a lot of bandits... mysteries from cults or religions.(technologies) more environment. discover relics, treasures, older religions, monuments,etc... this box inspires me. Discover the world secrets?
    1 point
  30. nono, that's in DE. Can't have that. j/k
    1 point
  31. Your comment on the horsemen training times do indeed make more sense given the fact that raising/training horses as cavalry mounts takes at least several years of investment a horse raising tech may also be in order depending on civ specialities. Enjoy the Choice
    1 point
  32. I honestly disagree (hi there). I don't think the heads need to have 300+ vertices or even 144. The current head could use some new UV mapping and some adjustments to the geometry, but the newer ones make the dude's head look strangely fat, IMHO. I think something halfway between the current head and proposed head would be more ideal, both in geometric shape, number of vertices (if absolutely necessary), and UV mapping.
    1 point
  33. 1 point
  34. Ágora 0AD (@Agora_0AD) has uploaded the Christmas vs ValihrAnt matches from the champions cup.
    1 point
  35. Ágora 0AD (@Agora_0AD) has another video uploaded of the champions cup.
    1 point
  36. Right click works if and only if leftclick works, left click works if and only if the button is not disabled, and its disabled iff. there aren't enough resources. So we'd need disabled_left and disabled_right or something like that.
    1 point
  37. The poly counts really does make a difference. Hopefully one day LOD's are a thing so I don't have to sacrifice my higher poly models for performance or vice versa.
    1 point
  38. The similiar balancing-mod has now streets, an improved promotion system for Units (Citizen Soldier can now promote up to heroes and beyond), a kind of battalion-production, buildablable catapults, figthting stamina and bonuses for flanking or backstabing an enemy unit etc. https://0ad.mod.io/balancing-mod balancing-mod.2.zip
    1 point
  39. I need to say here, thanks for A23! Increible work at Jebel Barkal ! I need more like that... The release video is one of the best seen for 0 A.D.
    1 point
  40. Seriously? More like 300,000 years ago, when homo sapiens branched off. Or are you one of those who believe the universe was created in 4004 B.C.?
    1 point
  41. Okay... that's not exactly true... There is no debate about the fact that "Aithiopia" primarily refers to the areas directly to the south of Egypt in Antiquity. Only later does it become more widely used, as the true extent of Sub-Saharan Africa started becoming apparent. Aethiops means something like burnt face, and refers to black people in general. The vast majority of black people in the Mediterranean of antiquity, however, would have been from Kush or its periphery, by simple virtue of geography and recorded history. Areas further south of Sudan only become more widely known to the Greeks after Alexander, but even then, direct contact between the Eritrean coast and the Greeks of Ptolemaic Egypt was mostly limited to the city of Adulis... Herodotus is not the only one who referred to Kush specifically as Aethiopia, even naming Meroë specifically as the "capital of the other Aethiopians"... Strabo narrates the Kushite-Roman war (in his Geography, Book XVII, 54), and specifically refers to the areas south of Egypt as Aethiopia, including "Aethiopian cities" like Pselchis (Dakka) and Nabata (Napata). How about the words of Emperor Augustus himself? He too, leaves no ambiguity about what he meant with "Ethiopia": "On my order and under my auspices two armies were led, at almost the same time, into Ethiopia and into Arabia which is called the "Happy," and very large forces of the enemy of both races were cut to pieces in battle and many towns were captured. Ethiopia was penetrated as far as the town of Nabata, which is next to Meroë" - Emperor Agustus - from the "Res Gestae Divi Augusti" (The Deeds of the Divine Augustus), the funerary inscription of the first Roman Emperor, giving a first-person record of his life and accomplishments, including the invasion of Kush. Even the Bible refers to "Candace, Queen of the Ethiopians" in the New Testament story of Philip and the Ethiopian Eunuch (Acts 8:26-40). Kandake was the Meroitic title for the queens of Kush, including the ruling queens of the 1st century AD... Notwithstanding that the Ancient Hebrew term "Cush", from the Old Testament is invariably translated as "Ethiopia" in the Greek version, for example: "King Tirhakah of Cush" became "King Tirhakah of Ethiopia". Obviously referring to the Kushite King Taharqa... The specific facial features of most Africans portrayed in Mediterranean art (including Greek and Roman), usually referred as "Ethiopians/aethiopians", clearly show people of Nilo-Saharan ancestry, as you would find among the Kushites, not people with Afro-Semitic Habesha features, as you would find among the Afro-Asiatic speakers of D'mt or Axum. Axum only becomes dominant in the horn of Africa from the 4th century AD, and they definitely had some Byzantine influence, but you shouldn't conflate the more narrow meaning of Aethiopia in Classical Antiquity, referring to the area directly south of Egypt, with the broader meaning of Aethiopia from late Antiquity and the early medieval period onwards, referring to black Africa as a whole. Only later still, does it become more specifically associated with the modern day country of Ethiopia, which in itself was primarily known as Abyssinia until 1935-ish.
    1 point
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