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Showing content with the highest reputation on 2019-02-15 in all areas
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5 points
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You're absolutely right! I concentrated on the feedback results and politeness to our players and forgot about some entertainment, because we're the game. Thank you!5 points
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3 points
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Okay then. Can we get an option to just turn off the specific name? Been asking for this for ages (I think it clutters the UI).3 points
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Hello everyone, 1. (no combat) Luring units - it is great idea to lure enemies or wild animals but I believe it is too simple to lure your whole army. When you hit for example hero, he will run as far as the other unit die. Luring gaia is fine like that, but for player the default stand of the unit should be "defensive", instead of simply aggressive. Which will allow you to lure ur enemy 1 by 1 but for shorter distance as units will automatically run back. Wild gaia animals would be still ok to be lured and eaten by our cavlary, chopped and puted to the cc. xd 2. (combat) Luring while fighting with big armies - I think when it comes to fights, units should attack closest enemy instead of following 1 unit which is simply running away (best example: take ur cav hero as a frontier, then move back to the back of ur army and simply each soldier will follow him, while enemy army will simply start killing your units.) Yes, I can do that manually but currently I think top players abusing that as the advatange of the game, not as a player. (kinda lol) What could be the solution for that? If player select hero to attack, they will try to kill him mainly but if no selection has been made units should attack closest enemy. So if low HP unit will run away system should "leave it" and let player decide about that. 3. Hero amount of deaths - I thought mostly borg mod will have another illogical ideas such as eles being killers of the mighty spear cavlary... there are some amazing ideas. Main one is: 1 life for hero per game. You have 3 picks. Once all die , you are left with no hero. Deal with it. 4. Dancing with your unit - Yes, most of us knows whats that. How to simply fix that issue or at least reduce it? Remove patrol option for multiplayer. Did anyone use that anymore for patroling city in multiplayer? Not talking about newbies. None of us using it. I was one of the first starters who abused that, sadly. (there was maybe 1-5 people before me) Sadly, it is getting frustrating when you play team games and you know that none of them would actually do that in real life. Another idea for this is to add a script which will react to multiply clicks on the ground without selected unit which will be counted as spam move. To dance manually u select an unit then u click from 1 point to another. As fast as you can so you will miss all arrows. By removing patrol and adding checker of spam move (clicking) dancing will be reduced at least. What do you think about that? I don't think spamming clicks on the ground of 1 unit should belong as ur main skill.(dancing) Simillar stupid idea was in Borg mod which had elephants being op killers of spear cavlary. xD ( ͡º ͜ʖ͡º) @ everyone else lol @Feldfeld @Hannibal_Barca @elexis @borg-2 points
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@Bigtiger Oh man, that looks so good... These biomes will really help spruce up 0AD's maps!2 points
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Would have been nice to get more in depth with code examples, preferably ugly code Also nice picture of computer graphics, such as your lightning gif Would have made the presentation more captivating. I'm glad you took part of it though, it's a big leap of faith.2 points
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Thank you for your feedback! One of few means that I'm not alone I'd glad to hear more detailed presentation's fails from you. Anyway I'll try to improve it!2 points
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Although I am not an artist, I do believe I've a decent understanding of the simulation/templates/ files. I think there ought to be twelve cattle templates, each with their own actor: gaia/fauna_cattle_* aurochs.xml, aurochs_bull.xml, aurochs_infant.xml eurasian.xml, eurasian_bull.xml, eurasian_infant.xml senga.xml, senga_bull.xml, senga_infant.xml zebu.xml, zebu_bull.xml, zebu_infant.xml Perhaps create a single parent (template_unit_fauna_herdable_domestic_cattle.xml) to avoid unnecessary duplication. See elephant for comparison.2 points
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Unlike in English accents can have a very important role in other languages so I would rather remove the least possible of the transliteration.2 points
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Do you want to know this and much more? Tune into the next episode every year on Channel 8.2 points
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As a note, since the Minotaur was from Crete, it might be a fun touch to have weapon variants of their axes based on ceremonial axes from Minoan times.2 points
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2 points
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Hello there! It has been two month now that Im working on a complete change of 0AD in the Warhammer fantasy universe (Not 40k). For now I am focusing on creating buildings and units for The Empire and Chaos factions. The first two faction that will be playable. Then All others will come! If anyone is interested, you can gather more information on my Patreon (everything is visible for non patrons) https://www.patreon.com/kertitprod Discord channel is also setup if you want to ask me questions and to get more frequent news! https://discord.gg/NGvthbP1 point
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For you seems funny. For most it is most hated thing in the game. Your troops focus the hero you cannot exclude attack on that hero which means hero stands in front all ur skrim, archers shoot hero. Missing all "bullets" so yes it is huge breaking game. Come and enjoy that during multiplayer. Also you dont need to spend time elsewhere as you are already on "full eco, full armor" within 10-15 min.1 point
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Hello all Loving 0AD, am not nearly clever or technical enough to suggest anything in the physical gameplay to be improved that probably hasn't been already suggested and debated here, but I have some suggestions regarding the experience the player gets at the end of a game. I'm talking about the game statistics. Stats are a bit boring, compared to the action in the game, but they effectively are the story expressed in numbers of what went down and when, displayed in summary form. 0AD does provide multiple pages of stats on the players performances, and when I first began playing (and getting horribly slaughtered time after time) - the stats were a really good visual indicator about what I may have been doing wrong. To be honest, they still are - I've improved a bit, but I'm still blatantly a complete novice, but stats have given me the insight into what I need to focus on and what my opponent did better than me to give them such a decisive advantage (or on the rare occasions when the stars align and I actually manage to scrape an unlikely victory, how the hell I managed it!) While I appreciate the current multitude of stats - I feel there are a few glaring omissions in terms of giving me the full picture. Here is a list of all the ones I feel would be most useful/nice to have; 1) Population Count So currently we have the unit stats which show basically the rates at which the players churned out their population units throughout the timeline of the game. This is handy for seeing just how rapidly my opponent out-produced me, which is super useful (but sometimes makes painful viewing for me!) But I'd really love to the players actual overall population mapped across the timeline. Unlike the unit production stats, this would show the rises, stagnation and falls in population at any given time. I could see how effective attacks were, and where the eventual victor got a critical mass of population over the opponent - or how well or badly they responded to a devastating attack in terms of their efforts at rebuilding. I think it would provide useful data to study, learn from and apply in future games. At the moment if I want to know this I have to watch the replay and keep contrasting the players populations. This is interesting, and I probably would still do this anyway, but I'd love to have easier access to this statistic. I feel this would be useful in gauging how productive my attacks and defences were in a game, and probably highlight a number of times when I should have pressed on with an attack because I was closer than I thought to achieving an unassailable position, or when I didn't attack or defend with sufficient forces and took a costly hiding! I imagine this would probably be the easiest stat to implement into the game as it's just a running total for each player. I've love to have this at my disposal and be able to chart population count alongside the existing stats for unit production and loses/kills. This could probably be expanded to include similar stats for resource count and number and type of buildings. I'd bet there is no warmer feeling inside when you look back at a game and realise that the simple strategic capturing/destruction of your opponents poorly positioned and defended farm led them to running low of food and really screwed them over at a critical point in the game! 2) More In Depth Breakdown of Units Despite all the colourful array of the individual units a player can produce, the stats break it down by workers, infantry, cavalry and so forth. This really only gives part of the picture. I'd love to see the breakdown of how many swordsmen, pike/spearmen, slingers, archers, etc, or the split between ranged and sword cavalry that got produced in a game. And what about women? I know I can calculate the split of workers against the feminisation percentage, but seriously, who the hell wants to do that for fun! Appreciate that this might be a bit more tricky - I'm assuming that the would require a bit more tagging of the data for the individual units, so coding that into the game might be a hell of a lot of effort just to produce a slightly more in depth page of stats - I concede that perhaps the time would be better spent working on the physical dynamics of the gameplay, but it would be great! 3) Kill Stats I suspect this is another thing that would be seen as fanciful, time consuming folly, but I'd also love to get better visual representation of how effective units are at killing the enemy. At the moment I can see how many of a class of unit I've produced - in the broader terms I discussed in the previous point, and I can see the corresponding numbers for the opponent contrasted - i.e. I know how many infantry I produced, how many were killed and how many of the equivalent type of enemy unit were killed, but these stats aren't a true picture. Even though, say I produced 80 cavalry units, and killed 70 of the opponents, those kills will almost certainly not all have been attributed to my cavalry, my infantry probably did most of that, or my heavily weaponised towers, etc. Owing to the sheer number of units, the gradual decrease of health of units due to multiple skimishes with different emeny units, etc, I appreciate that it's pretty much impossible to attribute an individual units death to any one exact factor, so honestly I have no idea how this might be done, but I'd really like some kind of measure as to how effective a type of unit actually was in a game, especially in terms of analysing the strengths and weaknesses of different civilizations and understanding the strategies of a really good opponent in terms of why they were able to slaughter me so darn effectively! I think that will probably do for now, I suspect I could go on, but I seriously doubt that many other people get that excited about statistics!!!!! And of course, stats can be just as divisive as they are revealing - but for me at least, as someone who is always looking for little secrets and insights to becoming a better player, I always appreciate more of them!1 point
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I haven't played much lately, and especially not in multiplayer, but does that "dancing" really have any effect on the game? In theory it sounds like you might spend a lot of time on one unit that could have been better spent on other things, but maybe I'm missing something1 point
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For 1: I agree that default unit stand should be "Defensive." Usually change my units to this. Maybe an options settings to change the default? For 2: I'd recommend a "target units in this area on a first come basis and change target if they magicall "run" (i.e., formation) to get lured from one side to other chasing a unit" or some default "hit H every time enemy unit performs a magical "run" ." The kill units on the way function present IG doesn't address this but I think it's the function that should be. For 3: The idea is For 4: I hate dancing. The only time I've been happy for a dancer is when they were on my team. Otherwise it absolutely ruins the game. I think dancing should not be a possible feature.1 point
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If there are blendfiles or xcf or PSD files please attach them as well. Also I have to know where the textures are coming from to see if I can use them1 point
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The Ewart Park and Llyn Fawr phases are a reminiscent bronze age period where the bronze weapons are becoming less and less popular. By 500 BC, there is very very little chance that bronze swords were still in use. Especially because the 6th and 5th century were a period of strong transition to the iron age with clear cultural influence from the continent. More precisely, it is the time where iron daggers were adopted and accepted by the natives: http://sci-hub.tw/https://doi.org/10.1017/S0079497X0001608X http://sci-hub.tw/https://www.cambridge.org/core/journals/proceedings-of-the-prehistoric-society/article/swords-and-scabbards-of-the-british-early-iron-age/678467ECA9E12B38ACBF6D35F9BD835C This blade comes from the Marne and Champagne regions in France. It is one of the birthplace of the La Tène culture, where we see the transition between a local iron age culture influenced by Hallstatt to a fully expression of its own culture that will spread and become La Tène during the 5th century. The phases of this transition have their own denomination, Jogassien (530 - 475) and Marnien (475-400). If 0 A.D. is focusing on the time period between 500 to 0, why including the Hallstatt culture that is disappearing during the beginning of this timespan? By 450 BC, the Hallstatt is ended. As you pointed out, the Hallstatt C is ending around 600 BC. Hallstatt D is the next phase and during this, the daggers are becoming more popular than the longswords.1 point
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A duration tag could be added to particles. Assuming a lot of these hacks you're talking about are for the gunpowder smoke.1 point
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That is a good attitude this way next time you come across a crowd of people you will be more confident and prepared, do not forget that we are constantly learning.1 point
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I told you about architecture in general, not a certain function. You're right, start point is the frame function. But a lot of details are hidden behind functions inside the frame. The first ticket doesn't look like the C++ part changes. I'm not sure about the second one. But the third one is definitely about C++. It doesn't have breakpoints in a usual understanding. It has assertions (ENSURE), that could be breakpoints for some implementations/configurations. So in this task you need to replace some relevant ENSURE to LOGERROR (not all): https://trac.wildfiregames.com/browser/ps/trunk/source/network/NetServer.cpp.1 point
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1 point
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Regarding the IP ban: Most ISPs have a certain pool of IPs. If you are a customer, you mostly get a new address from that pool every night or when you reboot your access router. So it might be that some time ago a spammer had your current IP address. It also makes sense for Wikipedia to block IP ranges, because a spammer can easily get a new IP by rebooting their access router.1 point
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AlexanderMB is working on the Minotaur, it isn't done, btu there are going to be some cool aspects of it, physique variations and much more1 point
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A beast originated by forbidden passions and lust. we can add to him clothes, but armor...1 point
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Actually one of the reasons listed at WP:account is: Also: Some people use bots to vandalize Wikipedia, Wikipedia uses bots to detect and report vandalism. You can appeal to basically anything on Wikipedia; if you leave a message at the appropiate talk page (there ought to be a link in the warning message), then you prove you're a human person.1 point
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If you don't have a Wikipedia account yet, register one. If you do but your identity has been compromised, request a new one. Vandalism is a serious problem on Wikipedia (thousands of pages are vandalized daily), therefore some articles are protected and sometimes IP addresses are blocked.1 point
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I don't think so. I'd just ignore the message as long as you aren't banned from writing. If you are banned from writing, I guess there is some Wikipedia discussion page for resolving such issues.1 point
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Switch the cursor in toolbar Tab doesn't work because hotkeys are different but you will see them when overing if you use the other cursor. Use buildings tagged skirmish. They will be replaced when loading the map in game. @vladislavbelov might help you debug it, but I think it has something to do with you using Mesa Drivers.1 point
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1 point
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Exactly! What is currently needed is someone (@Itms?) to make some actual decisions; see earlier posts.1 point
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You need to edit the game's files to do so. In binaries/data/mods/public/simulation/templates you will find the units' templates in which you can add specific buildings.1 point
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@Alexandermb Can you add the icons and fix the standing pose ? After that you should be ready to commit. @wowgetoffyourcellphone Thanks so much for the icons.1 point
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Let me know when you are done with your set. I would gladly commit them to the repository.1 point
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1 point
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Wikipedia bans IP ranges as opposed to specific IPs usually. It’s unlikely you or your machine did the vandalism.1 point
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In the worst case maybe you have a virus and was using your email to create a legit Wikipedia account to edit stuff /:1 point
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1 point
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On the topic of bronze age weapons in Britain, Neil Burridge is the leading researcher of bronze age swords, and around the time of 0 A.D. Ewart Park swords and the Hallstatt C swords would be the most common type around. By 500 BCE, Britons would be using both iron and bronze swords, too. Here is some information regarding the Hallstatt C (800-620(?) BCE) swords: https://myarmoury.com/talk/viewtopic.php?t=3475 And here are some reproductions of the types of European bronze swords, including one Hallstatt C type and one Ewart Park sword: http://www.bronze-age-swords.com/British_and_European.htm Here's an Iron blade from the Hallstatt culture that coexisted with the La Tene culture from a British museum catalogue: https://www.britishmuseum.org/research/collection_online/collection_object_details.aspx?objectId=829507&partId=1&searchText=sword&matcult=29381&page=2 The site above is also a great catalogue for finding other weapons in this time frame, such as spear and axe heads as well as arts. Via trade, I think that both the bronze and iron Hallstatt & Ewart Park swords may have ended up in Britain during the time period. I don't think that they would have been the most common type of weapons found, but it's something to consider if you would like some variations in weaponry.1 point
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Thanks guys still trying to navigate the site. The search is no help if you spell everything wrong. lol. I thought I had that mod bookmarked but can't find it. I'll give it a go. PS I have been reading about Scythian temples. It looks like they were giant wood piles the size of a soccer stadium and the one to Ares had a meteoritic iron sword at the top. A lot of wood should be in the build resources. Given that the priests smoked pot and wore women's clothes I suspect a few temples burned well.1 point
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I like the stronghold way, different height advantages imparted different levels of enemy accuracy reduction and armor, but that's a unit to unit aura, I dont think that's supported1 point
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what I want is to add buildings to be built for a Roman citizen for example. Added a library, other temples etc.... Sorry for my English, I'm French:)1 point
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I'm surprised that the Greco-Bactrian Kingdom isn't suggested more often. Their contact with the Maurya Empire and the Seleucids go without saying, but there's also interplay with the Scythians, wars with the Yuezhi and most exciting of all, they bordered the Chinese (on the doorstep of the Xiongnu), possibly even fighting them in Xinjiang in 220BC. Unlike the mythical Roman-Chinese contact, the Greek-Chinese contact was totally real! They're probably also the least "Greek" of the Hellenistic civilizations, partly converting to Buddhism, as well as having resident Hindu and Zoroastrian populations. [updated] Sorry @stanislas69, I did it again, didn't I? If there's interest I might start a separate topic for them...1 point
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The origin of Aztecs. https://www.thoughtco.com/aztec-origins-the-founding-of-tenochtitlan-1 point