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Showing content with the highest reputation on 2019-02-28 in all areas
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@Genava55 is a good start? trying to get some of them done starting by the oval Variant. Note: Added the brown color around the shields for a better gameplay aspect, whitout it looks really dull and plain making it look like AoE Flat. Edit; forgot to add the variations on spinas: And finally with bosses: After renamed the whole spina/boss/shield things the final count for props now are: 55 Spinas each with 3 variants wich includes: White - Player Color - Default Brown. 24/55 with iron bosses, meaning this could end being +24 = 79 when including golden bosses +24 = 103 when including bronze bosses (if its desired needed only) After doing this this means we will have 55+ spinas ( Still need to do to choose when making new shields wich reduces the amount of textures based on if it uses spina/boss or not.5 points
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By the way, we have a ticket for autosaving and I even had a patch for this: https://trac.wildfiregames.com/ticket/44175 points
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I know from Terasology that they applied several years in a row before they were accepted the first time, and after that they were every year IIRC. Sounds a bit like a hidden queue for newcomers. But persistence will pay off probably...4 points
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I confirm that this should be doable in Javascript only, and actually we would be happy to have this in the main game, so we'd rather have a patch that a mod I think that what you discovered about quickloading is not intended behavior. Quick save/load is supposed to be useful in case of crashes... So yeah, patch welcome!3 points
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Building placement is frustrating (for me and for people I have watched playing in online videos). The problem is, that as soon as the building preview (which follows the mouse cursor) is moved slightly over an obstacle, it turns red (which means that it is not allowed to place the building there). To fix this, the preview should snap to the closest position next to the obstacle. This should only happen when there is a slight overlap.2 points
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isn't bad as conceptual. but is fan art. but sometimes is real basic concept.2 points
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@Palaxin That's encouraging! Indeed it looks like the admission mark is higher for new organizations than for returning ones. We'll certainly be applying each year, the first attempt is always the harder to boot up2 points
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Further reading https://en.wikipedia.org/wiki/Stirrup the Han and Mauryan may have had stirrup persecutors but not as we know they did not reach the west till the middle ages along with the horse collar. Enjoy the Choice2 points
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Should the talk from the post with screenshots be divided and start a Task for Global faction's shields starting by celts? Not to post references there but to post them in art forum and later quote them in the shield topic for avoid having a huge topic.1 point
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Could use the committing of those shields as an occasion to correct not historical shields1 point
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Well, for now i had to write a readme before i forgot how to use them: Boss - 01: is allowed to by used by spina shape A - B - H, this means we wouldn't not have a weird clipping between Spina F and Boss 01. To reduce the amount of actor files and code lines the meshes are used this way: But, for specific cases exist specific actors such as an unique shape for X faction, then we divide the actor for its usage only. For example: some of thoses bosses are celt restricted wich means romans wouldn't be using them.1 point
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. There are more direct comparisons, like the obvious AoE series, but also games like Rise of Nations, the Empire Earth series, Rise and Fall: Civilizations at War, Empires Apart, etc.. There are indeed vague similarities between all the games mentioned, and I think it's good to take inspiration from anything that could benefit this game, regardless of genre. Nothing extreme, of course. In essence 0AD will always be a historical, Classical RTS. But we can also try to expand the meaning of that.1 point
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I was not clear. I am just saying that the limits between a city builder and a RTS is a bit blurry sometimes. City-builder games can borrow RTS concepts and RTS games can borrow city-builder concepts. Dawn of Man have not huge battle, it is only about defending yourself against some waves. It is a city-builder but with a few RTS features in it.1 point
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It is like Stronghold, a mixture between a RTS and a city builder or Empire at War, a mixture between a RTS and a RTT (Real-Time Tactics). Hard to see the limit between these concepts.1 point
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Dawn of Man will be my next single player game once it’s released! I just watched keralis YouTube and it’s really awesome. Lively game with very nice map and realistic event up to advancement. I hope they will have factions like in 0ad. One of the players last night said he is done with 0ad. Sad but he said the game becomes repetitive and got bored.1 point
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Although this is unfortunate but it's definitely a firm step towards getting accepted. I totally agree with @Palaxin and also would like to add that even organisations that have been accepted for multiple years in a row sometimes get rejected for a year.1 point
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Would be nice though to have snap-to-grid building placement in the options... (has been proposed/discussed before, I don't remember the reason why this is undesirable and still don't see it, at least as an option it wouldn't hurt anybody)1 point
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We can't distinguish how fast it actually runs, this gamespeed number is an upper limit. Also the rendering is cut to 1 frame per simulation update when doing signficant fast-forwards. Running a non-visual replay with one and multiple threads would provide a comparison. Threading indeed won't solve the slow algorithm (laptops with only one core won't benefit), nor is the problem related in any way to networking code. It's just that the pathfinding is too slow, burns too much CPU cyles, with threading the other cores burn too many cycles more equally. It will make the CPU fan more noisy I suppose, but it should probably still be done (and then the algorithm improvements on top of that).1 point
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In case you imported a heightmap image to gain the shape of the coastlines, the source should be mentioned.1 point
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I think its the texture for this tree. Maybe its branches have to much contrast. I'll try to get the berry bush to stand out more without looking to unrealistic. Question about the berry bush, what if adding an partial effect to it to make it stand out like the metal stones? Say a soft green/yellow glimmer.1 point
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Hello @Aeros Thank you for your feedback. I appreciate any feedback that helps me to be more critical and more observant to the little details, which at the same time @stanislas69 has given me some great feedback and advice that has helped me get to these designs. The textures are close to finished and soon to be ready to create a world for this mod, which I cant wait to share with the community. I'll first release a flora pack separate from the mod that will have a map ready for players to be loose on!1 point
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Effect: Roman and Greek units shitt their tunica and chiton instantly1 point
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Not too late to go back your contributions are always welcome. Let me know if you want to go back or if you need anything else Thanks for the feedback !1 point
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And end having screaming goats like this: i Think i just did your profile pic, i own you now1 point
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Getting closer to being done with the final cinematic and going back to adding in more factions, hurray. Just a few more weeks of relentless animating to go.1 point
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That's the issue Some are willing but not able, some are able but not willing, and some are not willing nor able1 point
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I like your mod idea very much. Since you consider an Amazon map and a big number of factions, I would suggest to consider representing some of the Amazonian peoples (that would be not only nice but also new to RTS games), such as the Marajoara and Tupis. Despite there being around 5 million people living there when the Portuguese arrived these nations are largely unknown by most people - and there is a very prevalent myth that the Amazon forest was a pristine uninhabited place. This couldn't be farther from the truth. In fact, the very forest according to recent findings seems to be largely "man-made". Some of these evidence like the large geoglyphs were only found recently due to recent deforestation of Amazon for large scale agriculture. https://en.wikipedia.org/wiki/Amazon_rainforest#Human_activity Of course this is just a suggestion, but it would be nice for historical reasons and techniques such as "forest gardening" could be interesting gameplay inovations. PS: I offer my help with reference material, testing of the mod and whatever else my skills and time permit. PS2: I just saw that you mentioned the Tupis among the civs in some comment in another post, so my suggestion is not even that novel.1 point