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The game should really rename the classes of ship to light, medium, and heavy, instead of bireme, trireme, and quinquireme, which are specifically Roman terms.3 points
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I also start visualizing the GUI ( Graphic User Interface ) to handle all Economy Activity, i start with the Consumer Panel: The Consumer Panel will have the duty to 1) show the Entity Happiness, 2) let the User decide if want to handle the entity economic activity Manually or with Ai, 3) track the products the entity carry showing icon, name, quantity, urgency and daily consume. — Consumer Panel — 1) Happiness Rating 2) Command Buttons a) Ai Consuming Manager b) Manual Consuming Manager 3)Product Stoked a) Icon b) Name c)Quantity d) Urgency Color e) Daily Consume Below you can see a prototype done in Photoshop, please let me know if you feel is intuitive or what to improve.3 points
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Maybe use the ones from the original AOM: Greeks, Egyptians, Norse for this demo, since the "design" is already there. Would we want to use all of the 0 A.D. factions, or make "generic" cultural factions like the original AOM? It would be fun to use the 0 A.D. specific factions (Athenians, Spartans, etc.) because the different cultural aspects can be explored in more detail.2 points
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Why that? Can't we just add units standing on the boat and using the oars? (Nice work as always)2 points
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I think yes only thing that is missing is god powers and embedded video for cutscenes.2 points
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Hi everyone, i tried to put all the things we say in all Diagrams posted before in one single Economy Model Representation, so i give everyone a simpler and unified view of the Model, is just miss the products produced by each entity, so where you read produce, there will be in the future the list of products produced. Please let me know your feedback Ps. The second file is a PDF to see the model in High Resolution Economy System (2).pdf2 points
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Hi everyone! We have decided to begin work on creating a mythological mod for 0 ad. The first version will include two factions, which two factions will be in the first release will be decided by a poll. This is a Council of Modders project, anyone is welcome to join or contribute. Here is a link to the discord channel, that we created for the mod https://discord.gg/AjZeHA6 https://github.com/0ADMods/A-Mythology-mod-f-or-0-A.D. that is the github link. We also have a moddb page https://www.moddb.com/mods/theopolmos Theopolémos (DEVS and contributors): Asterix (Base code, github merging, planning) Angen ((active) coder, planning) Stanilas (answered a lot my questions and helped all round) Alexandermb ((active) 3d work, github merging, planning, gameplay concept) Smiley ((active) coder, planning) Rolf Dew ((active) faction and gameplay concept and planning: forum stuff) Atilla Thorfinn the Shallow Minded (corrections, historical accuracy for units) Sundiata ((active) 2d work) TheScottishFiana ((active)planning and faction concept) Adeimantos ((active) coder) Codeman (2d and 3d work, planning and faction concept) Viyers (concept and planning) Wowgetoffyourcellphone (for favor resource) Council of Modders1 point
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==/// ECONOMY SYSTEM MODEL UPDATE \\\== Here is the Model of the Economy System so far, i will update this small section of the first message time to time ////////////////== END UPDATE SECTION == \\\\\\\\\\\\\ Hi everyone!! This is my second Topic in this forum and also the extension of a discussion started here that naturally evolved in a Mod Project. So here we are. First of all i have to tell that i am not native english, i am Italian, so please be patient with me for my grammar. All started from the idea to create a economy structure of the game more complex, i feel all the cities i build with so much effort during the game are just like ghost city, with not real live in it if not for the traders go up and down.... i wanted to have something overall more strategic, not focus on the military where the game is already quite strong, but on the civilian side. To give life to this cities i think is necessary develop their economy dimension, so for example add buildings like Shops , Academies, Products, Markets (Extending that one already in the game) etc.. and Entities like Dealers, Traders, Professors, Artists, Nobles, Citizens, Slaves etc. Starting from this very draft Idea i start developing is something more structured as follow below: (All the Code of the Mod is freely available in this dedicated GitHub for who is interested to partecipate on the development don t hesitate to contact me.) Goal Create a Economy System for 0Ad to give more Realism and add Strategy to the Game. 3 Main Concepts of the Economy System : 1 Economy Entities Dividing the Military Unit from the Civilian , we focus just in the latter for our Economy. Civilian Entity can Upgrade from Slave to Noble paying fee to special structure ( like Academy) or collecting a certain amount of experience ( calculated in money earned ). There are two kind of entity in our model: Passive: Earn Money from the resource gathering job Active: Earn Money producing and selling products We can say that Passive Entity are just Consumer, and Active are both Consumer and Producer. All the Economy Entities consume product and resources, can stock products , have own money saved in them personal wallet and most important they can spend or earn. In more details: Slave work for free and consume just some food the only owner is the State which account for the food and benefits of the resources gathered Citizen the can earn and spend; they consume food and also other commodities like textile or wine, they can buy food from the State or from Food vendors, and the other commodities from the shops or in the market, the own the money earned but also the State own them: all resources gathered go to State which pay them producing money from free Shops, Market, Circus are instead Structures which spend money to buy resources from State and resell them to Citizens offering different products from clothes exotic food entreatment etc..also they need to pay a tax for each transaction to State Nobles instead they can own Slave and earn a percent for all the Lifecycles of them economy once they upgrade in the different economy entity described above. They Spend money for very expensive commodities and they influence the civ evolution like giving some very good benefits to win the game( not sure yet which one ) In more details: State: Ownership: Own Spend : Money / Technology, Weapon, Diplomacy, Super Unit, Corruption etc.. Earn : Money/ VAT Tax, Monthly Tax, Resources, Villas, Castles Consume: None Produce: Money, Slaves, Market Building Dedicated Building: Civ Center Slave: Ownership: State, Nobles Spend : NO Money Earn : NO Money Consume: 1 Food[fish,fruit,grain,meat]/Day Dedicated Building: No Produce: Labor Citizen: Ownership: State, Own Spend : Money / Products and Resources Earn : Money/ Resource Gathered Consume: 2 Food [fish, fruit, grain, meat]/Day 2 Food [wine, sausage, bread, steak]/Day 1 Clothes/Week ( will be produced by some Shop or 1 Entertainment/Month Produce: Labor Dedicated Building: No Food Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Bread , Sausage Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Sausages,Breads,Wines, Steak Dedicated Building: 1 Level : Street Vendor, 2 Level: Locand, Bakery, Butcher Clothes Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Clothes Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Clothes Dedicated Building: 1 Level : Street Vendor, 2 Level: Clothes Shop Jewelry Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Jewelry Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Jewelry Dedicated Building: 1 Level : Street Vendor, 2 Level: Jewelry Shop Trader: Ownership: Own Spend : Money / Resources, Products Earn : Money / Resources, Products Traded Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Resources, Products Dedicated Building: 1 Level : Street Merchant, Artist: Ownership: Own Spend : Money / Resources, Products Earn : Money / Entreatment Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Entreatment Dedicated Building: 1 Level : Street Vendor, 2 Level: Entreatment Building(Arena) Noble: Ownership: Own Spend : Money / Resources, Products, Slaves Earn : Money / Tax from his former Slaves Consume: 20 Food [fish, fruit, grain, meat]/Day 20 Food [wine, sausage, bread, steak]/Day 10 Clothes/Week 10 Entertainment/Month 10 Jewelry Produce: Technology Dedicated Building: 1 Level : Villa, 2 Level: Castle 2) Money Of course all is about money, so the first thing i did is to create the Money Resource. The Player represent the State in my Economy System, perceive a Tax for every transaction done in its kingdom, ( ex. 20%) plus it can collect money selling resources to the producers and adding other fee after a certain amount of time. More glorious is his economy more money he can make. 3) Products So far i created 8 products that can be sold: - Food: bread, wine, steak, sausage - Clothes - Entertainment - Jewelry - Slave Each Product has a price that change based on the Supply and Demand, they are being calculated by a PriceManager Component, which will calculate the demand and offer every tot amount of time, to give realism of the Economy Model. What i Achieved so far ... As you can see on the image i took the template of Female Support i add to the template EntityFinance, EntityConsumer and EntityProducer. With EntityFinance Component they can earn money every resources gathered, they automatically pay the tax to the State, they can store all money in a Balance which has a maximum capacity , depending if are just citizen or nobles. or dealer etc.. With EntityConsumer Component i track the need of the entity, every time she work one algorithm calculate different variables to define is actual need. these variables are : - Product Daily Consuming, - Product Daily Availability, - Product Already in Stock - Product Prices Compared with his Own Balance. The need is so calculated as a value between 0 and 2 , if the value of need of a product is major of 1 , the product is inserted inside a list of FirstChoiceProduct, which define the entity needed product in every given the moment Of course this component track all the product consumed and stocked by the entity With EntityProducer Component instead define the capabilities to produce products to resell later. all Products produced are in a catalogue that other entity can see , so far i developed just to let the entity purchase what she wants, still need to be developed to producing product etc.. To make the entity moving to buy product if needed i implemented a new order in unitAI Component, i called it "Shopping", which let the entity once she working checking if she has need, if there are producer with available product around and in case if go to them, buy the product, stock them and go back to work . Also For the Visual Part and GUI, i added the 8 product category for Entity Consumer in the left panel so to have a track of what the entity has in stock(you can see the tooltip) and the balance of money of the entity is showed on top of the head of the 3d woman and also in the central panel, where there is a more specific description with tot amount ant max capacity. Money resources are instead tracked in the top together with all other resources. Also i added one new animation once the entity approach the seller, is just a start but at least she do something like paying cash.( Is the third picture, i used another woman as a producer cause i don t have now 3d model of vendor to use) All the Code of the Mod is freely available in this dedicated GitHub for who is interested to partecipate on the development don t hesitate to contact me. Please give me Ideas and Feedback1 point
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I can't remember what units counter what so I made an interactive graph: https://7yl4r.github.io/0ad-unit-net/index.html It would be nice to highlight outgoing edges on click, filter by Civilization, shape nodes by tech phase, etc..., but I should probably sleep instead. I got this data from the wiki because I didn't see any similar visuals. Screenshot below:1 point
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For the Ptolemies we could use a mix of Egyptian and Hellenistic mythology. Serapis, Isis and ??? could be the Major Gods. The story line could be semi-historical. So, imagine the Greco-Persian Wars, Punic Wars, or Syrian Wars with god powers and myth monsters.1 point
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In game cut scenes could be done with cinema manager, the same thing we use to record our videos with. Playing videos however is not possible yet and requires stuff like FFMPEG which has some licensing issues I believe. For example Audacity is always bundling it separately.1 point
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I agree, it would be more interesting to use the appropriate 0 ad factions, perhaps as you said, Spartans, Athenians and maybe the potolemies. If possible one can even use the Norse faction from millnium ad if permission is given. I personally think that we can use those factions as a base and tweak them if it neccasary. Although the mythological units would have to be made from scratch unfortunately.1 point
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That doesn't even make sense to have those 3 stats with hard counters. Only 1 stat is needed.1 point
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At first sight i already liked the changes in this mod. Now i found the time to actually test it, if not enough yet, so i will give more feedback another day. Finally there are counters for unit types which means massing one unit is a thing of the past. Most important change since i play 0ad. I will have to play more games but i already feel the differences in army composition. I feel like this patch also allows to play more skillfull when building up your town. With the cc only spawning women, the -metal cost upgrade in smtihy etc you will have to build up more foresighted than u do in current game. also if this is but a minor change (which at first didnt appeal to me) i think this increases gameplay Looking forward to more games in this mod, Greetings schweinepriester1 point
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Will try to comeback to 0 ad and play some multiplayer match next week when I will have internet again. Because this topic have been talked a lot, won't write suggestions, but @borg- have you considered to change hack/pierce/crush to melee/ranged/siege attack? Maybe it's easier to design and balance this way1 point
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One of the main reasons it was removed is because the way that they gave damage bonuses for most units, aside from spearmen countering cavalry, was that it was generally unintuitive. Every unit was a hard counter, making it feel like a convoluted game of rock-paper-scissors than actual warfare. Since 0 A.D. is striving for eventually making warfare that rewards total war style micro and attempting to emulate history, the way that counters exist requires nuance. Given the fact that many features regarding formations have not been released, having a functional counter system based on history implemented is difficult. I see the reasons that one would introduce hard counters, given that they provide an intuitive model, but there are a few issues I have with many. For instance swordsmen countering spearmen is a peculiar one. In comparing spear to sword, there is a massive difference in reach, making the spearman in most situations have a substantial advantage to the swordsman. While I don't advocate for spearmen being able to beat swordsmen in one-on-one fights, the advantage that the swordsmen have could be simply based on swordsmen having faster movement, allowing them to catch or retreat from ranged units easier, which could be valuable in fights. On another note, I would question archers having a bonus against melee infantry. They should already be able to kite them effectively. That said, I would say that borg's counter system is a massive improvement to the initial counter system. As a question, since the civic centre can only produce women, is there any way to make military buildings if all starting military units are killed from early-game harassment?1 point
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@The Undying Nephalim So I downloaded the mod today to see if I could help you a bit. I ran a script of mine on it to find errors about missing stuff here is the complete list of broken stuff in there. See this file for more information broken stuff.txt Fixin it will be straightforward let me know If I can assist you. Your mod.json could be improved a bit. Here is a suggestion. The name should not contain any spaces nor special chars. The label however has no such restrictions { "name": "Hyrule", "version": "0.4.0", "label": "Hyrule Conquest 0.4", "url": "https://wildfiregames.com/forum/index.php?/topic/22638-hyrule-conquest/", "description": "A real time strategy game set withing the fantasy setting of Hyrule. Command one from over two dozen factions from the Zelda mythos.", "dependencies": ["0ad=0.0.23"], "type": "game" } I'm currently bundling the mod like we do for our releases to see how much I can reduce its size, it could make the download significantly smaller. It compresses every texture, models, animations.1 point
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Last update for comitting: Used Seleucus helmet crest as another crest variant for phrygian. Made Whole seleucus helmet props player color. increased variation mixing helmet props. replaced helmet actor properties with variants. Should the red & blue textures/actors be committed or leaved in this topic as a separated .zip file?. Blend file for the art repo since nothing else should be modified in the file:0.A.D Hellenic_Phrygian.blend1 point
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So, to assign these to the unit actors, I think each helmet should be listed and their provenance detailed, then they can be assigned accordingly. KnowwhatImean (unless there is already a thread like this that I missed)? Kind of like this: celt_helmet_agris: Western France, 350 BC. I suggest for the Gallic hero Brennus. His current Waterloo helmet should probably go to a Britons hero. celt_helmet_berru: Central Europe (Austria) Late Hallstatt (500 BC). Uncertain that this can be used. Bueller? Bueller? celt_helmet_ciumesti: Eastern Europe (Romania), Mid-La Tene. Elite unit? celt_helmet_ciumesti_raven: Eastern Europe (Romania), Mid-La Tene. Gallic hero Viridomarus. celt_helmet_classic_coolus: Southern France? Mid-Late La Tene? Gallic Champion Infantry? Can have some plumed variants? celt_helmet_coolus: France, Northern Italy. Late La Tene. Gallic Spear Infantry? celt_helmet_marne: Northeast France. Time period? Unit? celt_helmet_montefortino: Southern France, Northern Italy. Late La Tene. Unit? celt_helmet_peaked: Britain, early Empire. Perhaps rename to celt_helmet_meyrick to be more precise? Britons infantry? celt_helmet_port: France. Late La Tene. Gallic Champion Cavalry. celt_helmet_waterloo: River Thames, Southern Britain. Mid-Late La Tene. Briton Hero?1 point
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I want this a lot too as well, that is why I keep harassing @bb_ about #2577 and #2521 point
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To give reason for nobles and hight rank official to exist ,be expensive to build and richer and more powerful than any other entities excluded the king, i create a Taxation System, where not just the king but also hight official in different degree take away a part of the money hardly earned by the other entities. Not nobles or official can tax all the population unless the king and the sacerdote. Of course the King tax heavier. The Sacerdote instead ask a offer for God. For example a Landowner Noble can tax 50% of all transactions of the farmer he own, a judge instead can fine anyone on the city up to 20% of his asset, a General iinstead can tax just merchant for the safety in trading route. This is a hypothetical Taxation Diagram, still using the same entities structure i used in the last two diagrams. The Tax ability are defined in clusters so to understand who can tax who.1 point
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