Leaderboard
Popular Content
Showing content with the highest reputation on 2019-01-30 in all areas
-
3 points
-
2 points
-
Couple of things I would again suggest for goodness sake and for Gods sake.... - Allow all Civs to train archers. I don’t mind if Britons and Gauls won’t have at least Anglo Saxons, Byzantine and Norse have it and Mil AD works (though none have stables, archer and workshops yet). This is a game with walls and Romans imo used archers too! If the Civ becomes OP with the addition of this range units then make it very expensive so that MP players won’t train it. But help the common players especially the single player gamers. This would add so much flavor. - I or maybe some SP gamers or maybe a lot like to really just have fun and far from the more stressful highly competitive games. I would like to have at least a lively base. Anything from eyecandy, regeneration of things or anything that could make your base not a ghost base. - One good feature that for some reason and probably the worst imo the devs did was modify the “wololo”! A21 wololo was the best tbh and now it’s A23 and some captured units can only build some structures and can’t even build their houses which has more variations. If it contributes to error I could understand but this feature never had error/s on A21! DE @wowgetoffyourcellphonehad this capture feature already and idk if @Angen is still on his mod and have A21 wololo system. This can be toggled imo on options and if you want never be allowed on multiplayer at all since cheats are not allowed. Sorry if some are off-topic.... But for now your mod is by far working without or if any error occurs it’s very minimal in SP and I have the feeling that this is more fun and many gameplay or strategy is emerging. One last feature that could do the game a favor is not to allow deletion of units and structures multiplayer games only. Razing is better for use instead of deleting structures. But please allow for SP game since one game could last thousands of hours or could even be infinity. @Emperior I really like those ideas and had been dreaming of more realistic features. I agree also that when units are trained especially from military buildings it should emerge from the main entrance. This new feature is helping the path finding in some ways but it looks like the pros become more experts and faster than before. The level of playing field would widen and will favor still the fast clicker. The fact that the normal game pace/speed tbh IMO and in my average capability can’t catch up with the best.2 points
-
Hail! I'm The Great Gurken Khan, revered and feared all over the known - and unknown - lands of the Zeroadees! *cough* Aaand IRL I'm just a casual single player from Hamburg, Germany (GMT +2). I came across 0AD feeling nostalgic about AoE2 but not wanting to play along with MS' BS... 'Thank you!' to everyone who contributed to this game, and I at least plan to give oh so constructive feedback. And I'm like totally not a turtle in this game!2 points
-
I recently got interested in helping with 0 A.D. development, especially optimization. I was thinking how could we accelerate pathfinding and in consequence reduce lag. It already seems quite optimized, A* with JPS optimization. One of things that are still possible to do is to apply parallelism to pathfinding. Toady I've found this: https://www.aaai.org/ocs/index.php/AAAI/AAAI15/paper/download/9620/9366 By using method shown in the article we could not only run many pathfinding requests in parallel, but parallelize a single pathfinding request in a GPU-friendly way. We could use CUDA or OpenCL to implement it. Authors of the article have achieved 30x(EDIT: actually it's only x6 speedup. See my third post.) speedup of A* algorithm, which is quite considerable, however I am not sure how much would it speedup 0 A.D. pathfinding. I am not familiar with 0 A.D. code enough to start working on it, or even assess how much could it actually speedup 0 A.D. pathfinging. I have found few posts from 2012 about running multiple pathfinding queries in parallel(not parallelising single request), saying that this wouldn't be really useful for players without strong GPUs or multicore processors. https://wildfiregames.com/forum/index.php?/topic/16018-supreme-commander-2-pathfinding/&tab=comments#comment-239673 Well, today we have 2018(2019 soon), and even things as basic as desktop environments have multi core CPUs in their requirements, and most 3D RTS games have dedicated GPUs in their requirements. Sure it would be much more useful for player with NVIDIA GTX 1080 than for player with intel i3 integrated GPU, however I think that speedup for most of players could still be considerable. Maybe it will turn out too hard to implement, not as efficient as I assume here, not good for every player, etc... But maybe it will turn out that it really speeds up pathfinding , at least for players with dedicated GPUs.1 point
-
I started working on a feature that allows sheep to gain more food over time, and make animal's food decay over time, when being left out (rotting) I was wondering if that's something you guys would like to see in the game which would have a positive impact, or if you think that's better for a mod. @borg- @wowgetoffyourcellphone @Nescio @Hannibal_Barca https://code.wildfiregames.com/D17181 point
-
Hello again. Made a little mod to add hotkeys for buildings. Press Space + Key to select the desired building from the panel. Hotkeys are meant to be ordered and not set per specific building. Holding pressed Space will show what key each building has in the panel (each key can be changed in user.cfg) Pyromod file here: buildings_shortcuts.pyromod Cheers and happy playing? xd *Compatible with fgod, autociv and maybe others1 point
-
Can we not just make them Hellenistic and give them some ethnic aesthetic instead? Here's what I threw together from @wackyserious and the crew from the Millennium AD team's work. Possibly for the Arab Javelineer (Seleucids). The Nabaetaean Camel Archer can use the Elite Umayyad textures and props. At least starting out. We have any good references for Arab/Nabataean units for the antique era?1 point
-
I find this interesting and imagine that it is what I remember from Settlers 3 (there are videos online for the young people). It worked with a lot of units on a Pentium II 400 MHz. Units would automatically step aside if another unit was coming too close (quite realistic). Hope to see this in 0 A.D.1 point
-
Just post the source https://developers.google.com/open-source/gsoc/faq#do_organizations_receive_any_money_for_participating_in_gsoc https://summerofcode.withgoogle.com/terms/org https://summerofcode.withgoogle.com/rules/1 point
-
1 point
-
At least one is willing and able I'm willing but not able So I will do my best to help the others.1 point
-
We are discussing this internally and hoping to make it before the deadline...1 point
-
Thanks feneur for you reply. I surely don't know who could be the chosen mentors and how much time each one would have but I'd like to bring to your attention that many organizations actually states in their SoC projects pages that the mentors will not have much time and actually enforces it as an eligibility criterion to students applying, that the student would be able to adapt to this. Furthermore, many organizations actually selects their students from their active contributors who may not qualify as mentors. Such students would even require less time to mentor. I know this would not actually make a huge impact but I just thought to share.1 point
-
Btw Iberia scout cavalry has bug. It doesn’t gather and carry the full amount. Or is this a feature? I have to re command them to get full capacity. Ops sorry maybe mis clicked.1 point
-
@wowgetoffyourcellphone The units look nice (Ummayads?), but the helmets make them look very medieval (especially that nasal guard). Nabataeans were also pretty Hellenized. I'm sure historical accuracy wasn't at the top of the list for these reenactors at Petra, but the helmet "looks" more authentic: Jewish headgear (probably very similar to their neighbours: The only depictions I've ever seen of actual Nabatean camels dating to our time-frame, 1c BC -1c AD: Bedouins in Antiquity could even have some locks or pleated hair.. King Tiglath-Pileser III, King of Babylon, and of Assyria, executing a Bedouin Bob Marley (apparently he didn't take the killing of his sheriff lightly): The struggle is ancient y'all... https://www.youtube.com/watch?v=GXosJKsKetw&frags=pl%2Cwn And a little bonus, Petra, the Heart of the Desert:1 point
-
İt is possible to make a resource not tradeable, barterable or tributable, please check the a mythology mod for 0 ad github, Angen actually did that for our mod recently1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
@Alexandermb is a beast artist no doubt, it's just something that jumped out at me when I watched the pig walk around in the game.1 point
-
Hmm, animators need to study the walk of animals and not just go by memory or imagination. The feet of animals go a lot closer to the center line than many of the animal animations currently in the game. The pigs in the game, for instance, walk like they are about to poopoo on themselves, with an unnaturally wide stance. hehe You can see the hoof falls are very close to the center line from the front. Legs go underneath the animal, not splayed outward like a crocodile.1 point
-
@wackyserious First shields with base wooden texture handle as prop too:Celtic_Shields.7z 9 Shield shapes so far: And a new boss: Update: Added reinforced variant for shield_c Added a secondary manipula: Added another base texture: for shield_i Added another boss thought isn't very much visible from afar: @Genava55 see if i theres any other shape/size that can be added.1 point
-
1. Did any of vanilla or borg team thought about adding tiredness of troops? When it comes to troops I doubt army in reality would be able to fight non stop until the death like a zombies. 2. It would be nice to see troops building tents / camps while resting and small sets of fire to keep them warm. Ofcourse while they are doing that ur food goes minus . 3. Barracks what I hate about them is that.... somehow they jump out of barracks from any direction instead of simply walking out of barracks using front entrance / back entrance (if there is any) 4. Everyone is hyped for soldiers doing eco in our matches. That's great idea but I never seen a soldier in full armor gathering wood, did you? ..... Probobably u could see but whatever.. Troops while on eco should have their armor , weapons with them. Lets say they would need to get slaves or at least go in to barracks and grab their stuff. Someone raiding? Be careful, leave some troops to protect ur eco. Spear vs raiders work great isnt it @borg-? 5. Season winter, summer etc would be amazing addition to the maps/game itself on the same map. About eles and cav fighting I already explained whats my issue with these to Borg and few others so pointless to explain once more. (more like I don't want to repeat myself once more lol) Some ideas may seem crazy but I think definitively some of them would add realitic gameplay.1 point
-
Here is the bovine family tree: siblings: aurochs (Bos taurus primigenius): Europe European cattle (Bos taurus taurus): Europe and Near East Sanga cattle (Bos taurus africanus): Africa zebu (Bos taurus indicus): India first cousins: gaur (Bos gaurus) and mithun (Bos frontalis): India and Southeast Asia wild yak (Bos mutus) and domestic yak (Bos grunniens): Tibet bantheng: Bali cattle (Bos javanicus domesticus): Java and Bali Javan banteng (Bos javanicus javanicus): Java and Bali Borneo banteng (Bos javanicus lowi): Borneo Burma banteng (Bos javanicus birmanicus): Southeast Asia kouprey (Bos sauveli): Southeast Asia second cousins: Bubalus: wild water buffalo (Bubalus arnee arnee): India and Southeast Asia domestic river buffalo (Bubalus arnee bubalis): India domestic swamp buffalo (Bubalus arnee carabanesis): Southeast Asia lowland anoa (Bubalus depressicornis): Sulawesi mountain anoa (Bubalus quarlesi): Sulawesi tamaraw (Bubalus mindorensis): Mindoro African buffalo (Syncerus caffer): Africa bison (Bison bison): North America wisent (Bison bonasus): Central Europe saola (Pseudoryx nghetinhensis): Vietnam and Laos third cousins: nilgai (Boselaphus tragocamelus): India chousingha (Tetracerus quadricornis): India As you may have notice I highly appreciate biodiversity. Ideally they would all be created and included in A241 point
-
Question: Who worked on the UI for this? Mainly the hero selection at the beginning? Would love to do something like that for Delenda Est.1 point
-
1 point
-
Ho boy, So as an actual Hun Historian let's clear up a few things: 1. The Xiongnu and the Huns were the same people. The word has a Yeniseian and Old Turkic mixed origin as it relates to both the ruling dynasty of the Xiongnu (a Yeniseian people) and the Old Turkic name for the Ongi River in Mongolia. We don't know what it means other than that it was a dynastic name. Xiongnu is pronounced "Hongna" and was transmitted over the Himalayas or via sea trade to India and transliterated into Sanskrit, before coming up from India into Sogdian, and then spreading into Bactrian Greek as Ounna, where it became Ounnoi in Roman Greek (Romeika), and then Hunni in Latin. 2. The Huns themselves are directly related. Huns can be identified by the Haplogroup Q-M242. Some of you here might know that's weird because Q-M242 is Native American DNA. It's also Yeniseian DNA, with the Kettic people having the highest concentration at 99%, and high concentrations east into Beringia, where the Yeniseians and the Dene people separated about 18,000 years ago. However, the majority of the Huns that entered Europe were not Yeniseian although most had some percentage of Yeniseian DNA and ancestry. They also no longer spoke Yeniseian (Xiongnu), but now spoke Oghuric Turkic, with many Yeniseian loanwords, and this was the language the Romans identified as Hunnic and the people the Romans called Hunnic. They were the same identity as Xiongnu, but with many changes since the days of Modun Chanyu in the 3rd century BC. 3. If you're considering Steppe Nomad factions, then they should be: Scythians (who are related to the Karluk people) Sarmatians/Alans (Also Indo-Iranian nomads like the Scythians) Xiongnu/Huns (The same people, effectively. The last of the Yeniseian nomads and the first of the Turkic-speaking nomads). 4. If you have questions I can probably answer any of them about the Huns and I know a lot about the Alans too (Scythian is a bit beyond my usual area but I know more than most). I haven't bothered to read all of this thread but feel free to ask.1 point
-
1 point
-
1 point
-
"Ridiculously complex" is a bit of an overstatement. None of the code is super easy but there's nothing too unexpected - except for unitMotion maybe. The pathfinder is actually 5 components: The obstruction manager handles collisions (for unitMotion - not the pathfinder proper) and rasterising static obstacles (like buildings and terrain) and keeping track of units. UnitMotion handles the actual movement logic. It's terribly written at the moment (buggy, unclear and inefficient at actually moving sanely…) and I have a patch (I think it's D13) fixing it. On top of that, we need to change the architecture to a Data-oriented design - I may or may not have a patch for this, can't recall, but I've definitely done it somewhere. The hierarchical pathfinder handles accessibility (and could be used to handle high-level pathfinding, but it's not really much faster). It creates big "regions" and connects them. That's where flood-fill comes in. I have a patch (D53 I think) that improves its performance. The "long-range pathfinder", AKA the A* JPS pathfinder, is pretty well optimised (aka making it much faster would take too much work). It can create a path from navcell A to navcell B using the rasterised map of the obstruction manager - so no unit avoidance here. The "short-range pathfinder", aka the vertex pathfinder, aka a graph pathfinder, is used to walk around units. It's triggered by unitMotion when getting stuck in some special circumstances. It creates on-demand an exact map of all units and A* on that. Nothing is threaded right now but two things are 'easily' threaded: the long and short paths computations. These are currently done between turns, and could be parallelised. Doing it _super_ safely would mean rewriting some stuff, doing it kinda dangerously is very easy and I have a patch for it on Phabricator somewhere. I also have (this one indeed very WIP) patch for unit-pushing, which removes most of the need for the short-range pathfinder (it's still useful to keep around for stuff such as finding your way around a resource). The short-range pathfinder might be optimised for the common-is case of several units close together since we could reuse the graphs across computations if those are in the same region - but it's not trivial to do correctly. The other patches are pretty much finished and ready to merge, they just need some review and some more testing.1 point
-
Thanks. I will post photos of the home once the closing is complete and I am given the keys. It has been a long time coming. My 2 kids will finally have their own rooms. Yard for a dog. Hardwood floors. Very nice.1 point
-
I playtested it and it is kind of cramped. I really need that map resizing patch. Also, the bamboo models I took from Terra Magna are a real framerate killer for some reason. Way more so than the Cretan Date Palms. @stanislas69 @Alexandermb There is a distinct lack of Chinese fauna in the game for sooooome reason.1 point
-
1 point
-
1 point
-
The 1950 in my forum name is my birth year so I'm a bit older than both of you.Living the retired life here in Ottawa,Canada been involved in several Foss projects for about 12 years now. Enjoy the Choice1 point
-
Actually, those would be Kerma period Kushites, or the Kingdom of Kerma, (but yes, they're colloquially, yet erroneously referred to as Nubians). Kingdom of Kerma goes from c. 2500 BCE to 1500 BCE Then they get conquered and assimilated by New Kingdom Egypt from c. 1500BCE to 1000 BCE Then the Napatan period, from c. 1000 BCE to 270BCE Then the Meroitic period, from c. 270BCE to 350 AD Kerma, Napata and Meroe are three different periods of the Kingdom of Kush. After the collapse of the Meroitic state, we see the rise of the Nobatae (Noba), who set up the Kingdom of Nobatia in Northern Sudan. That's where the name Nubia comes from. The central Sudanic, Christian Kingdom of Makuria eventually conquered the kingdoms of Nobatia to it's north, and Alodia to it's south, becoming a major power, twice defeating invasions from the Rashidun Caliphate. Makuria is also worthy of a place in Millennium AD. Sorry for going off topic :/1 point
-
1 point
-
1 point