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Showing content with the highest reputation on 2019-04-08 in Posts
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6 points
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Hi everybody! After all these excellent updates from the various artists, inside this game community, maybe it's time for a task force to update the game maps? Maybe also to review the various old maps and.. eliminate some of them?! I believe that the most recent quality parameter for maps is higher than the parameter adopted during the game development primordium.4 points
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I almost did that also, but decided that it would confuse people, so I didn't. The reason I considered doing that was because I wouldn't mind a siege workshop in town phase as long as most powerful siege weapons were not available until city phase. I wouldn't want powerful siege weapons like our current battering rams available in town phase, but would be OK with the simple carried log battering ram in town phase. There was no way to properly express this with the current poll options. [Edit] This was basically covered in the @wowgetoffyourcellphone post.2 points
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people vote siege workshop out of the town phase but vote battering ram into the town phase Lord have mercy what are y'all doin2 points
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Could I request banana and mango trees? Mangifera indica Musa balbisiana Also, a variation that is twice the size and height of the current mangrove tree could be possible. I commute daily to the University I am enrolled in and mangroves are a common sight in my daily trip. Mangroves could grow enormously that you could mistake them for being island themselves. Twice the size (height and circumference) of the current one is the largest that I could estimate based on what I see daily.2 points
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Hello everybody. A long time ago I suggested here a possible entry on 0 A.D. on Wikibooks Wikimedia project. As nobody felt motivated to do it, I started it this week. The main idea is, throughout the chapters of the book, allow people to know not only the characteristics of the game but also a little of the history of its development, its technical challenges, and attempts on the adequacy and fidelity to the historical aspects, as the game put a strong emphasis on historical accuracy. In order to follow the rules of the Wikibooks project, the book does not intend to be a strategy guide and/or a walk-through. So, it is a start. I think it will be funny to write about the project in a way different from what we can get on Wikipedia. - https://en.wikibooks.org/wiki/0_A.D. Regards, Sturm1 point
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Obviously Themistocles is a naval focussed hero. I don't have any particular issue with this, but it means that he is never used for land maps for any good reason. I think that it would be nice to give him a buff for wall construction either in speed or cheapness. He was instrumental in Athens completing the long wall and their city walls after Persia had sacked the city. What are your thoughts?1 point
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I have edited some maps, this one is a play on Sporades Islands, download it and reply if you all like it. Sporades Islands Update.xml.7b89f62b1f016a6b.xmb I recommend moving your new file to the ".cache" file then "0AD" inside of that then to the "user" then "maps" then "skirmishes " and leave it in there. Hope you like it!1 point
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Probably missing "<castshadow/>" in the actor, like most of the current grass do.1 point
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@feneur Can you lift his post limit please, thanks. @Speed_Freak If you are on Mac Os you don't have a firewall so something else is blocking your connection. Are you on a restricted network, such as a school or a public place ?1 point
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While not ideal, DE makes this work with the 'Upgrade' feature. You can switch the Maiden Guard from Sword to Bow to Flaming Arrows and back.1 point
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It would be wise before investing large amounts of time into this system to revise the resource system first. I.e. check whether resources are necessary or not, if resources should behave differently (i.e. Food being a pop cap element with a fixed income ratio instead of having to build houses etc.). If everything should stay the way it is the proposed ideas are great of course. The mine shafts look really awesome.1 point
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Hi! What do you mean by that? (can you detail it a bit more?)1 point
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Old mango trees are quite enormous too, even surpassing the height of mature coconut trees.1 point
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3. Should all factions have a battering ram? Yes, even if just 2 or 4 dudes carrying a log. In fact, you could have the "dudes+log" be the default battering ram in Town Phase, and then there be a "Covered Battering Ram" upgrade come in City Phase.1 point
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And the word censor doesn't even catch them1 point
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Let's have a look at the dog kennel (Briton special structure): Looking at it critically, there are a couple of issues: its cost: 50 wood, 50 stone, 200 metal. Wood I can see, but I don't understand the stone or high metal costs. (For comparison, a large tower costs 100 wood and 100 stone) its height: assuming a male is about 1.7 m, this structure is about 3 to 4 m high why does it have a door? why is there a Gaul faction emblem above the door? why is there a human shield against the wall? To me, the kennel structure looks like a tiny house more suitable for a single human warrior than for keeping dogs. Moreover, I'm not sure dog houses such as this actually existed in Antiquity; my guess is dogs were simply kept inside or outside (human) houses, but not in special structures such as this. If anyone has any references for ancient dog kennels, I'm certainly interested in seeing them. Perhaps it would be best to disable the kennel structure in 0 A.D. and make war dogs trainable at Briton houses or barracks.1 point
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Anyway, this kind of triskelion with spiraling branches is far more common and developed in the British Isles, especially during the Roman period. Good question. I know Egyptian built some kennel in mud bricks but I don't think it was the case in Europe's prehistory. I agree with your suggestion for the houses. It could be a powerful asset for the Britons as well.1 point
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A Gym/Universe setup would be great but 0ad isn't a simple Atari 2600 environment ;-) I haven't looked much @ it since Hannibal dev kinda died down but in retrospect really what I think the launcher (https://github.com/agentx-cgn/Hannibal/blob/master/launcher.py) was doing was to dump game state and let a sub python process (ML/RL) analyze and then pass it back up to one of the managers in Petra when decision making on the next action (gather/attack/defend/etc). Really the first step is to try to strip down pyrogenesis to bare bones w/ 1 civ and 1 map somehow (and of course keep it inline w/ master branch), otherwise you are looking @ 2GB public.zip - in nutshell the eye candy graphics nothing pertaining to the bare bone of the AI planning. At the moment it is easier to test ideas w/ something micro like, https://github.com/santiontanon/microrts and then bring it back into 0ad, probably as a mod itself. Another interesting thread I came across:1 point
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Stone and Wood should suffice, yeah. (same as in DE) I also have a yuge problem with a lot of the costs of things in vanilla, technologies especially. I don't think anything should cost more than 2 different resources except for special cases.1 point
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Hey guys! Some of you may or may not remember me but I'm back with making Hyrule Conquest build order videos! Wanna try and knock out a bunch of other videos too hope you guys enjoy1 point
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While reading old irc logs from 2010-2011, I read ideas about having different path of "upgrading" soldiers depending of the civ. I don't quote but that idea (from "Mythos") was: for example: - cart upgrades by ethnicity - pers upgrades Infantry and Cavalry separately - greek upgrade by unit type (spearmen, javeliners, ...) - celt, iber upgrade by weapons (sword, spear, ...) There are things like that in DE mod and there was also in WFG 0ad before almost all was flatten in the blacksmith. Let's talk.1 point
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Since there are rank upgrades possible, these distinctions can be done that. Carts upgrade rank by ethnicity, Greeks upgrade rank per unit type, etc. Of course, cost and research time adjusted per number of units affected.1 point
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First of all, congratulations on the excellent 3D modeling work. You really are an artist! However, let me also say that in the case of textures, the buildings seem to be ... I do not know if I can explain it well ... but they seem to be "too brand new" ... the buildings appear "not to fit" in the scenario... Maybe it's the colors, maybe they lack a bit of "dirt" on the walls or in the areas near the floor, more color variations... Regards, Sturm1 point
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Well, the wall placer choses closest wall piece length (small / medium / long) and the excess length is hidden inside the turrets, no other means of hiding that I'm aware of. Pretty sure one can extend from every turret, @Hannibal_Barca has perfected his skills of placing walls in places that noone expects to be buildable and can perhaps post an exemplary screenshot. How would the mechanism work with standard lengths? Just no hiding inside wallpiece lengths? I wouldn't be surprised if that's already possible with the templates, @s0600204 was the last one to work with these wall templates in vanilla and might know. But the problem is that if there is literally no adaptation, that players might not be able to seal off their walls. Consider an area that has the length 10 meter / feet / bananas, but wall piece lengths are fixed to size 4. Then you can either cover 8 or 12 meters / feet / bananas. If there is some terrain obstruction at 12, one won't be able to close the wall off at all. And walls are only effective if units can't walk past them. Even if there are no obstructions anywhere and the player only wants to create one ring of walls, the last piece might not fit perfectly and thus remain open. If you don't mean to remove adaptation of wall piece lengths, I don't know what you mean. At least in some cases I agree, two wall turrets very close together looks ugly (can also break the balancing). @vladislavbelov We were discussing a random map generation problem in the post above. Currently we have a mapsize² grid, that's up to (512 tiles)² and realized using an array containing a JS typed array (u8 I think). (1024)² already gives out of memory errors, that's why 0 A.D. mapsize is limited to 512. The purpose of the grid is to remember an arbitrary area, for example all water on the map, or all forests. The problem is we need to increase the resolution of the grid if we want higher quality random maps that look as good as on this screenshot. And we need one grid for every information to remember (one grid for water, one grid for trees, ...). The area can be arbitrary, so it uses rasterization (for example paths are very random). So we can't store the shapes. So do you perhaps have a recommendation how to store a rasterized area with as few memory as possible without too much performance loss? In many cases, the area will only be a small subset of the map area (only 10% of the map have paths), but in other cases, it may be a lot (30% of the map being forest). I thought about BSP to improve lookup times, but I'm not sure how we can save memory when working with so many high resolution grids?1 point
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Thanks, I'll send you a file with all their blender/textures files when they're all done.1 point
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The ingame wallbuilding changes the size so as to adapt to the playerchosen area to cover. There are small medium and long wallpieces, and any length is achieved by hiding excess wall length inside the turrets. I guess you know that already. The problem is that it sometimes looks odd? It should be possible to adapt the length numbers in the templates to not get ugly results. If one only uses fixed length pieces, it won't be possible to wall off some passages. It might even result in not being able to close a circle if there would be no adaptation. So if they sometimes look ugly, I think it should be possible to use better numbers, so that the ingame wall placement algorithm can chose 3 medium wall pieces that look better than 4 short ones for instance. Or what's the issue that needs remodeling? I forgot the OOM. That was the reason we support mapsize 512 (giant) and not 1024. You are right that one could avoid initializing a grid for the entire map, but only allocate memory for the parts of the map that were written too. The problem is that it map authors probably need to be able to create something the the high res grid and then refer to that grid later on. So one can't discard the grids automatically after a single processing step. Using Binary_space_partitioning one could access the high-res-grid areas with good performance. However partial grids won't save much if the the majority of the map area uses these grids. Map authors could deallocate the grids if they don't need it anymore, but a solution that doesn't require these additional steps would be easier to handle. I recall the alternative was just storing all entity shapes, which could be extended to include visual actor shapes. The RandomMap object already has a list of entities stored and can easily lookup the obstruction sizes of the few templates used by the map. With BSP one could do the collision tests quickly. Actually we don't want to test for obstruction collisions but want to mark arbitrary areas on the map with a tag (tileclass), but that could still be solved by storing area formulas instead of rasterizing them.... At least for rectangles and disks that would work, but not really for paths, meh. Perhaps these grids could be eh compressed with lzma...dunno...1 point
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A stoa is simply a roofed colonnade or cloister, a generic structure that could have many functions. In Athens there were numerous stoas; one of them was called the Royal Stoa (στοά βασίλειος), this was the meeting place for a certain court, the one that tried Socrates. However, many stoas were simply used as granaries and storehouses, e.g.: In 0 A.D. the “Hellenic Royal Stoa” is a civic structure were some mercenary units can be recruited; as such, it would make more sense to set the `template_structure_military_embassy.xml` as their parent and delete the `template_structure_civic_hellenic_royal_stoa.xml`.1 point
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Yeah we kinda agree, that's what classes are for. But there is a difference between the "first wave" of special buildings (the ones in design docs) and the "second wave" (the ones used in the DE manner - placed on the map and giving a bonus). But well we can first focus on the above stoas? Why those models? History? Wrong "Royal" name? Purpose? ...1 point
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The 3d models are all made by me (my own), but I relinquish any rights to them when they are shared here. The texture for the ground is Alpine grass mixed/edit with Savanna forestfloor b red.1 point
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