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Showing content with the highest reputation on 2018-11-17 in all areas

  1. Teutonic Order Faction Update. Walls are about 90% finished, as the gate animations are still under development. The gate door will fit 2-3 units wide, making for a choke point if used this way. gate size reference, https://www.dreamstime.com/stock-photo-gate-malbork-castle-medieval-teutonic-order-crusaders-poland-image72248634
    4 points
  2. Oookkkk... (still not through the code...it's quite a read ) Roads: AFAICT you first paint textures, then you paint roads taking the textures painted into account. This means you are overpainting existing textures. What about defining areas instead of textures you can than take into account for the paths to be placed, then you place paths (again as abstract regions, maybe an inner one for the part textured and a second, larger one for not placing terrain entities - and not containing the tiles of the inner path [if you want to you could also add a 3rd - again not containing any of the inner areas - that can contain entities and maybe avoiding start and end point by slightly more than it's own width to generate something like @elexis had in mind]) and then you paint the textures (with all the other map generation stuff in between ofc.). That way your approach will still work (weighted path search) but you don't have to overpaint textures and you can avoid entities close to the path and @elexis can have alleys (if you avoid forests or other entity rich areas because this is likely what is wanted). And I'd say try 5 tiles unobstructed path width (or 3 tiles from centre). Domestic animals at start locations: You can just place them after line 194 like "berry bushes" or "starting trees". Did I miss something? (And what issues does which newer placement method cause?) Large areas covered in water and ramps that can't be build on: Making the water deeper and the ramps flatter would do IMO. I don't get the entire main landscape procedure yet but maybe non-linear scaling (e.g. with square root) of the heightmap ("before" mountains are added - yea, it's in one go but in different sections) could change this without having to change much else? (on the other hand there should be an exponent scale factor for higher and lower terrain anyway IIRC) I can live with it as is but really think at least deeper water would be nice - and more realistic BTW (If the water level is set before the main landscape procedure one could also change those areas separately ) Roads avoiding water: Yea, no big deal. Still strange looking to me and AFAICT easy to avoid in placers.js line 513. Textures: Not looked into, yet. To tired ^^ Well, I hope you can make something out of this rather chaotic set of suggestions. Keep it burning @Pyrophorus EDIT: After a closer look you do most of the suggested stuff in "roads" already. Additional Area types (e.g. road_clearance and road_border) and changing the texture placement might be enough.
    3 points
  3. This mod contains experimental gameplay features which might not be perfect yet. Also I am aware of some bugs (but if you find any, please report them). NEVER MIX (ENABLE) THIS MOD WITH ANOTHER MODS AND PATCHES WHICH ARE NOT VITAL FOR GAME. I WILL NOT SOLVE CONFLICTS FROM THEM. github repository https://github.com/SlavomirSlovenkai/0ad-gameplay-mode For more changes reade here: https://wildfiregames.com/forum/index.php?/topic/24764-battalion-test-mode/&do=findComment&comment=367259 Features: Phasing is cost free and automatic. Phase requirements Town phase 5x House 1x Market 1x Farmstead 25x Citizen City phase 15x House 1x Blacksmith 1x Market 1x Temple 40x Citizen General You need 1 Farmstead for every 4 Fields to build. Fields has to be build at minimum distance 80 from Civ centre. Soldiers can not gather and can build only military/defense buildings. Cavalry can still hunt. New unit Hunter available in village phase from civic centre. It is melee unit with nice slaughter attack and weak melee, so you can hunt animals even you do not have access to cavalry. New support unit Male. Can build special and military/defense buildings, also storehouse and corral. Only Female can build House, Farmstead, Field, Temple, Market. Melee infantry is trained in barracks, ranged infantry in range barracks, cavalry in stables. Stances got rework. Technologies Every soldier is locked by technology (or more) For example: Spears -> Spearman Spears -> Pikes -> Pikeman Spears -> Hoplite (tech - as they have special formation) -> Hoplite (unit) Swords -> Swordman Javelin -> Javelin throwers Archery -> Archers Cavalry + Swords -> Sword riders (tech) -> Cavalry Swordsman Champions + Swords -> Champion swordsman (tech) -> Champion Swordsman ( unit) Cavalry + Champions -> Champion Cavalry + Swords -> Champion Cavalry Swordsman (unit) Every unit starts with no armour and no shields (some civilisations have shields from start). There are 2 available unit upgrades in the row ( every unit class has its own upgrades ). Each one adds some equipment to the unit, but they needs to be unlocked. For example: Swords + Shields -> Swordsman upgrade (tech - giving shields to swordsmen) Champions are trained fully equipped, but that equipment has to researched. Melee weapons, infantry melee units upgrades and melee infantry champions are researched in barracks. Ranged weapons, infantry ranged units upgrades and ranged infantry champions are researched in range barracks. All kinds of cavalry, their upgrades and champions are researched in stables. Cavalry and champion cavalry itself are researched in corrals. Champions are researched in civic centre. Siege weapons are researched and build in siege workshop. Training is done by garrisoning units into barracks/range/stables. While they are inside, they get experiences and rank up. Units with lower or no rank fights worse ( exception are champions and heroes). You can train them by fighting but they will probably die fast (especially when your enemy has better trained troops than you). As this takes some time, to train unit from nothing to basic rank takes 30 seconds, to advanced next 30 seconds (60 seconds), to elite next 30 seconds (1 minute and 30 seconds), to fully trained in total 2 minutes. You should care about your troops more and you will not want to throw them away and let them fall in battle for nothing. Damage types and armour: Fire -> Special units ( add-on damage, small compared to others, but no unit has strong protection against fire ) Pierce -> Spear, Pike Hack -> Sword Crush -> Slinger, Club, Mace Missile -> Archer, Javelin Range units have minimal range when they can use their weapons, if they cannot they use weak melee attack. Range unit according to spread: Slinger, -> Javelin -> Archer Melee units have MissChance, which is the most 0.5. It means that unit has 50% chance to miss target with attack. Spread and MissChance gets lower as unit levels through experiences. Champions and Heroes now have chance to deal critical damage, what means they can find weak spot and kill enemy with one single attack. Shields and armour Protection is divided between armour itself and shield (based on shield type and armour type unit is wearing). Bigger shield means higher protection than smaller one ( also shield from metal/iron means better protection than shield from wood - roman shields are exception ) Also Chain armour gives more protection than some basic kind of armour. Wearing helmets means extra protection. Attacking unit from back (melee or missile) removes protection given by shield. Rams are 100% missile proof, but weak against all kinds of melee attacks, also their attack rate is reduced. Capturing happens by garrisoning units into enemy building ( aka they brake doors and go in ). To deal with them defender has to garrison troops with better capture rate as enemy does. If attacker and defender are equals in capturing strength and defender owns more than 0.5 of the building or defender is stronger and owns whole building, troops of attacker slowly loose health. Exception are walls ( and maybe later another buildings ), where garrisoned units are visible and they fight against each other. Attacker has to use siege towers to ungarrison units on the wall. Rams and Siege towers requires minimum number of units to be garrisoned to be able to move. Rams requires minimum number of units to be garrisoned to be able to attack, When Gate is under 50% of health it is force opened even if was locked before and remains broken ( unable to close ) until its health is above 80%. Friendly fire is enabled. So you really want units upgrades to not miss their targets. Ammunition ranged units have certain count of arrows/stones/javelins to use. They will get it back slowly. Some champion units (e. g. persian immortals) can switch to bows, throw javelins or spears. Every range unit has ability to disable range attack. Running on command draining energy. Energy is required for running and melee attacks. When melee unit has no energy fights worse ( melee units have some chance to miss ). Melee cavalry can Charge with double click on enemy unit. This drains energy as running. Charging is done to the position enemy is staying, so when he moves, target place is fixed. While units are charging they deal mount damage (no armour can save you from this damage) to every enemy unit they pass around and they deal extra damage when they reach target position. When they charge into formation turned towards them, they get anti-charge damage. Hero selection on the start of the game and auto spawn after that. No resurrection later. Formations They have attack and armour bonuses to overcome units fighting in no formation. Control Selecting one unit from formation means selecting whole formation. You can ROTATE one unit or whole formation with Shift + R and right click to position you want them to face towards. -------- ( Still working on changes )
    2 points
  4. Not really. We usually know most of it but there isn't someone that knows everything. We are not tracking our team members. So some people might go AWOL and that's fine. We have an Absence thread but not everyone think to use it, nor has the time to. We all have external life constraints. Yeah, I think most of the devs are aware of what's going on in general. Sure, it's possible someone that hasn't been as active is working quietly on something, but that's less common and not really a problem anyway. I know that before I officially joined, I savoured every bit of news released hoping that the project wouldn't be cancelled. Right after I joined (a decade ago) there was talk of ending the project do to lack of developers. (Talk about discouraging!) Extended discussion ultimately lead to the open source release. To ensure success as an open source project, Philip rewrote the entire (rather unmanageable) simulation from scratch which resulted in the nice component system we have now. He also added the original AI (as it wasn't really a playable game at that time). All of this took awhile because he was the only one really available to work on it. While development has ups and downs, we're in a better overall situation now than we were back then because we have a fully playable, open-source game, and more developers. Once this next release is complete with much of the GDPR stuff, I think more visible progress will start to be made. (The holiday season may interfere somewhat, but that's not really a bad thing. )
    2 points
  5. It doesn't have to be as complete or as elaborate as the January progress report. One or two sentences would suffice. For the team as a whole it's probably more time efficient to have a short official statement rather than half a dozen team members replying to different forum threads because people keep asking questions. If you don't inform the public, you're less likely to receive additional help. Surely at least someone knows what's going on? If not, that's quite worrisome. You're supposed to be a team. Of course, it's completely up to you to decide what to do. I'm merely an uninformed person who's worried by how things look from the outside.
    2 points
  6. @Loki1950 Where is my enjoy the choice in your post ? :p @Gurken Khan you can edit the first post of your thread to change the title
    2 points
  7. Teutonic Order Faction Update, Troops are almost finished, and moving on to structure development. Malbork Castle: Teutonic Civ Center https://en.wikipedia.org/wiki/Malbork_Castle
    2 points
  8. Hello 0.A.D. Community, I've been developing a mod for 0 A.D, and i'm wondering if anyone would be interested in seeing a mod which focuses on the time frame during the 13th - 14th century. This period would offer many forms of weapons, armors, and factions to choose from. The gameplay will be more focused on a faster gameplay, large scale battles, and castle/city development. Here is what i have worked on at the moment. Here are some pics from which i get my inspiration for the mod! https://www.pinterest.ca/pin/486388828480294447 Please let me know if this is a mod that you would like to see developed.
    1 point
  9. Auto-garrison is extremely annoying when I just want my people to drop their resources off.
    1 point
  10. So, how about a better mod name than "game mod"?
    1 point
  11. Human Athens dock has error. Its empty. interestinglog.html mainlog.html
    1 point
  12. Promising mod especially for MP games. There are similarities with DE. Enemy AI is slow on food, they might not be that hard or interesting for heavy battles. Human has auto free hero? Relics so far is not playable on my skirmish Cycladic Archipelago (3 player) map: I set relic mode but relics did not appear. Also AI does not train women though they do a corral. Some errors too but hope the game continues with the error appearance and should not persist which result to blocking some part of the screen. interestinglog.html mainlog.html system_info.txt
    1 point
  13. You can write quite long comments in this forum. (Ask @Sundiata ;))
    1 point
  14. Alpha 17 and 18 took 5 months, Alpha 19 took 6 months. But comparing early to late releases is like comparing apples with potatoes: On the one hand: The more features there are, the more code has to be maintained, fixed, rewritten, improved. For example it took me 6 months to rewrite 65+ random maps during alpha 23 development. So many maps and bugs didn't exist back then. Secondly the capable motivated and available developers went down. Thirdly we put more emphasis on quality now than was done before from what I can tell (for example we try to balance the game so that it can be played competitively on the lobby, which wasn't the case until alpha 14-16 when the lobby was introduced and scythetwirler started trying to fix the balance. But the quality in other areas was neglected too. I recall alpha 18 was about to be released with an OOS, nowadays we would fix it). Another example are the trailers, which consumed up to 2-3 weeks. Very early releases often were only a new snapshot of the most recent state with sometimes only few and small addtions. In the last years we try to add at least 3-4 new impressive features that have distinct, memorable character to call it a release, so that people actually get excited about the release (rather than just installing something that doesn't differ from the predecessor). The 4th reason is also the reason why this should not be called alpha 24 but alpha 23b. There is literally not a single new feature unless you call privacy policies or connection encryption one. It's a classic maintenance release. An update to an existing product as the existing product had some serious defects. So if one wants to target 3-4 month release cycles, that will come with a serious quality or feature reduction unless there are some supermen coming. I think we should continue to keep the quality, use our time more economically / productively. People have kept piling hacks and workarounds. It seems we currently add more contributions the way they should end up in the final version of 0 A.D. and pyrogenesis. So the end of having to rewrite historic spaghetti code might come eventually. After that, we can provide the same quality and same new impressive features in a shorter timespan. I don't see how we can change the rest of the restrictions (in particular if we want to use the time most productively). Alpha 23 rerelease in particular had some weeks of timewaste unrelated to above argument as everyone fled the dirty GDPR work. That is more a problem of negligence.
    1 point
  15. 0ad had it before January 2010 :-)
    1 point
  16. If you are looking for some mercenaries, I found very cool siberian pictures: https://www.realmofhistory.com/2017/05/30/siberian-warrior-armor-reindeer-antlers/
    1 point
  17. I see. Now I'm wondering to what degree that decision is due to principle and how much to pragmatism...
    1 point
  18. Also, we could add Falconry as a tech. It will boost meat gathering rate for the nomadic factions.
    1 point
  19. No more comments regarding 'rubbish' or missing replays? :/ The game just crashed on me (yet again), but the crashlog didn't update... Anyhow. What I really, really very, very much dislike is when my units don't do what I tell them. I told my units like ~half an hour earlier they should go to the position marked with the circle; I don't know why those idiots have to dillydally around the enemy's CC to get killed. Those within the circle made it, but as one can clearly see it's not like the other units follow closely. I wished - and hereby propose - that a direct (move) order takes precedence over anything else. I don't want my healers to stop when I change their stance to 'standground' (the only stance I find useful for them), and I sure as hell don't want any units to turn around (and get killed) when I told them to go to a specific position.
    1 point
  20. It looks like the ~columns are protruding, but on the right side it pretty much seems all parallel, while on the left it doesn't; I couldn't really 'read' it. Yeah, I imagine it's not trivial; but a bad pathfinder can really screw up things in a lot of ways... These women can't walk on the water and thus not reach the island... While these women can't climb sufficiently to build on the mountain. Though, if I caught it correctly somewhere, the map maker could mark these terrains inaccessible? While I appreciate the thought of not standing around on my construction site, in this case it turned into an ~endless loop, because the woman wanted to get on the other side and kept walking on and off... I'd much rather she just walk across and get it over with than blocking the construction forever! Incidentally, that same game some allied horsie decided to just stand in that very gate and keep it open for anyone who wanted to pass... (I wish they wouldn't. But I don't know if you can teach them the significance of closed gates. ) To add another topic to my ramblings: Why is 200 the maximum of units I can 'box select'? (Is that what you call it?) With default settings the pop cap can go up to 380, so I don't think an army of 210 or 250 units is too far fetched. This limit of 200 seems arbitrary to me.
    1 point
  21. IMHO, wall models should all be adjusted to be standard lengths, widths, etc. Same for the palisade walls, which should be brought up to the lengths of the stone wall pieces.
    1 point
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