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  1. I would like to add more economy base buildings such as foundries which could generate metal, and maybe more passive generating resource buildings. Also game balancing isn't my best skill so most of what i'm currently working on for the mod is mostly experimental. There is alot that i'm still learning, but maybe we could collaborate in the future. Thanks, I thought I would have had this out last month, but I figured I release something more polished and less rushed so things are taking longer. This mod is also a project i'm doing on my free time so in one week things can move fast or come to a halt. More factions will be added, but which one's im not sure. At the moment three is all I can handle right now.
    6 points
  2. Hi all, I'm one of the organizers of Sunday Pro Games event. We noticed that if we organise well and reach the willing people who want to contribute to the game, we can help to improve 0ad community in many ways. We're currently working on one event and it's growing day by day. We're trying to find people who have a profession/skill and want to contribute to the community. Because of our organisation structure, we're making easier to contribute with small efforts. Currently, we're looking for someone who loves or someone who has skills in content writing/copywriting for Sunday Pro Games event. We believe this is an opportunity to grow/change/enrich the community. Expectations from the content writer/copywriter: Someone who loves writing, has good communication skills. In Progress: We are currently working on some posters, infographics, motion graphics, advertisements. So we need someone who can turn the ideas into the words. If you're interested or if you know someone who might be interested please reply to this topic. Have a great day!
    4 points
  3. 4 points
  4. Thanks for the contributions!! i really appreciated that, i will add all cities names soon. Now a small but very hard to code update... i finally finished the economy chart in the city economy panel , now the user can track all the stats of consumption and production of the city economy, with real time graph and trending percentage. In addition in the chart is possible to select which interval and period to define better the dataset. The interval is basically the timeframe in which the data is being recorded, in other words the y value of each data point is the amount of consumptions or productions had in the timeframe defined by the interval ( in our case we can select just between total city lifetime or daily ) The period instead is the timeframe defined in the X axis, and it define from when we want to visualize the data, is divided in days (1 day = 10 minutes gameplay) , in our panel we can select between total city lifetime, or last 30 days( 1 month) So with these setting we got 4 combination of dataset: Interval: Total Period: Total Being the Interval timeframe the total city lifetime, the values are always positive or equal to zero. This set define all the consumption and production had from the start to now, and indicate the actual grow percent in the last 10 minute game ( last day in the game ) Interval: Total Period: Month Like before the values are always positive or equal to zero. This set define all the consumption and production had from the last 30 days ( 1 month = . 300 min game) , and indicate the actual grow percent in the last 10 minute game ( last day in the game ). This is like the dataset defined before but zoomed in the last 30 days. Interval: Daily Period: Total Here the interval is 1 day, each data point show the amount added each day, when the amount is the same for each day we see a horizontal line, when increase is a spike and when decrease it go down. The period Total means from the beginning when the city is being created until now.Also here the trend is being calculated in the last 10 min game. Interval: Daily Period: Month Same like before but zoomed in the last 30 days. As you can see in the graph above i recorded a total of 520 days, so once we see the last 30 days and we zoom on it look very different. Now having consumption and production for each city i can define the prices of each product, and add them in the economy panel. That will be next step
    3 points
  5. @Hannibal_BarcaGood thinking. I've updated the post.
    2 points
  6. It's not about a thread here, it's that you would create a new one each and every week. Better create a collective SPG thread with all replays in it.
    2 points
  7. When I suggested more hype I didn't mean this
    2 points
  8. I think it's a great initiative! I chose "somewhat satisfied" because there is always room for improvement Keep it up!
    2 points
  9. Historically wise, IRC correctly a stone is deadlier than an arrow, because momentum. The stone can crush bones under armor. But every class should be usueful.
    2 points
  10. I'd say it's definitely up to par. If you're not happy with it, you can revisit it later of course, or let one of us take a crack at it from the repo ;p
    2 points
  11. I Think the Timeframe will be last decades of third Century to V cover Millennium´s Byzantine art. by the way look this baby, is so beauty. the question is how Romans change so drastically from III to IV centuries?
    2 points
  12. I hand-painted and tried to achieve the closest resemblance and this is the result. @stanislas69 @LordGood @Alexandermb Would this do? Should I commit it?
    2 points
  13. I do this too. What we need is a true POG system (Premade Object Groups). Imagine in Atlas you go into POG mode and it loads a tiny "map" on which you can place objects. Then you save this grouping as a POG that is then added to a new sort in the object menu, which can now be placed in subsequent skirmish or scenario maps as one object (as if you're copying a pasting), or even extended to be placed by random map scripts too.
    2 points
  14. The topography is perfect as far as I can see. You can even imagine Cesar's siege walls and camps up on the surrounding hills.
    2 points
  15. Also another small updates , i implemented the products panel in the city economy panel, from the previous version i added also all 13 resources, and now i can get the real prices. All prices are calculated following this principle: Supply and Demand Ratio = total amount product produced in the last 10 Min/ total amount product consumed in the last 10 Min Cost of raw material = total amount of money needed to buy the materials to process Markup = the percent the producer earn from the material cost (i fix an avarage 12%) Formula = (markup/ratio)+Cost Using this formula all prices are interconnected each other ( when calculate the raw material cost i process the same algorithm, so both resources and products have dynamic prices based on supply and demand ) so to have a nice level of realism, in addition each city has its own economy so we will have very different prices for each one. In the picture below you can see that the prices for many products are really expensive, that due to the fact that the only producers i have is consuming wood and grain to produce bread, but no one is dropping wood and grain in the store house, so there is a hight demand and zero supply, so the price go very high. Being wood a raw material used to process all products, all products become very expensive. In a real game with many producers and consumers and gatherers the prices would be just fine.
    2 points
  16. Sure was just wondering since I remember reading something that stated that the interactions between the two languages were slow. That would only be for things refering to this.entity True.
    1 point
  17. I will try to remember to update this post every week with the new replay, if I am late, you might find that someone has posted it as a reply. Week 1: Team 1 - camelius (Black), Stockfish (Purple), Unknown_Player (Green), Fpre (Dark Blue) Team 2 - PhyZik (Orange), DoctorOrgans (Cyan), LANDLORD (Yellow), Vick (Pink) Sunday Pro Games Apr 22 4v4.tar.gz Week 2: Sunday Pro Games April 28 4v4.tar.gz Week 3: Team 1 - borg, camelius, Boudica, fpre Team 2 - ValihrAnt, chrstgtr, Unknown_Player, phoenixdesk Sunday Pro Games May 5 4v4.tar.gz Week 4: Sunday Pro Games May 12 4v4.tar.gz Week 5: Sunday Pro Games May 19 4v4.tar.gz Week 6: Sunday Pro Games May 26 4v4.tar.gz Week 7: Sunday Pro Games June 2 4v4.tar.gz
    1 point
  18. This exposes us to dangling pointers, as the component pointed-to may very well be deleted at some point (particularly for components referring to other entities). Now 0 A.D. doesn't actually change an entity's templates (i.e. its components) at runtime right now, so we could take some liberties with components of the same entity, but that's probably not something we want to do from a design point of view. Then again, changing components at runtime might be too difficult to ever implement. What we could maybe do is a component cache on the JS side to avoid going back to c++ everytime, but that's also scary for mostly the same reason. At the moment, we have bigger performance concerns imo.
    1 point
  19. Well, i do belive that this should be a Community Event. I already told them to ask you so that you can add it to the Lobby Panel Event section. Would be definitly cool to see it there. As For the person you are looking for @HMS-Surprise. What exactly can be understood by "Content writing"? Surely i know what that is, but you must have some expecations that a person applying for that has to reach.
    1 point
  20. @av93 Ok I have consider a bit about it and maybe we can call them "Early Germans" (Proto-Germans is a bit ugly) and we can use my idea about the Marcomanni as a confederation and alliance of different tribes. This factions should represents the "Germans" from the Pre-Roman Era and the beginning of the Roman Era, up to the Marcomannic wars. However, what this faction will bring as new mechanics ? Maybe I have an idea. What about a customizable roster for the player through tribes choices in his confederation/alliance? For example each tribe could brings three units and the player can choose three tribes from a list. Each tribe having some generic units in common and some unique units. For example the Cherusci have cheap pikemen (yes, there are sources about it), the Cimbri have a chainmail swordsman champion, the Tencteri have a champion cavalry unit, the Lugii have a Celtic like unit, the Suebi have a spearman and strong javelinists etc. etc. I like the idea of customizable roster, it reminds me of AoM. This only an idea I throw here. What do you think about it?
    1 point
  21. For the moment this is not in the plan but in the future or in mods? I wonder if a confederate faction like the Marcomanni with regional units could be better to represents all the diversity of the early germanic speaking populations. @wowgetoffyourcellphone what was your plan about the Batavi, Goths etc ? Different factions?
    1 point
  22. GG guys. About Dancing: We're working on this dancing issue. The fact that we can't remove dancing from the game but there will be punishment for the next games. We'll keep the game quality as high as possible. So, no worries. This issue is our priority atm. About Video Quality: Yes, we're aware of this issue too. I believe we can make it better in the next games.
    1 point
  23. Maybe it is a bit too much generic and will cause collusion with future germanic factions. Pre-Roman Cimbri are different from the future Germans. How to represent a huge cultural diversities and a long evolution through centuries under an unique umbrella-term? This is like saying "Celts" for Hallstatt, La Tène, British Iron Age and North-western Spanish Iron Age populations. This is right from a linguistic perspective but wrong from an ethnic and cultural perspective. It will mandatory ends with multiple different factions. So Cimbri, Marcomanni, Goth, Saxons, Franks etc. are better in my opinion. @Lion.Kanzen Be careful with the migration of the Cimbri. They were a bunch of tribes joining them during their travel. Especially Celts and Rhaetians. But look to their pathway and to which cultures they have meet. They clearly also meet populations from Oksywie culture (Oxhöft-Kultur) and Przeworsk culture. The latter could explains why there was Celtic speaking people among them since the beginning. Moreover, there are archeological findings suggesting links and exchange between the Denmark and Poland. Edit: finally, using the name "German" ends as a thrash-bin were we can throw everything labeled "germanic" in it. Which is definitely wrong.
    1 point
  24. https://trac.wildfiregames.com/browser/ps/trunk/source/tools/lobbybots/EcheLOn/ELO.py
    1 point
  25. Actually you are capped at 4GB for 0 A.D. no matter what. The 4GB+ patch is actually a 2GB to 4GB patch. If you want to use more you have to compile for x64 and our game is not ready for that yet.
    1 point
  26. yes... but basically the few sources and evidences shows and said that. version Wikipedia in Spanish vs version in English. https://en.wikipedia.org/wiki/Ammianus_Marcellinus Ridge Helmets Iron helmet constructed of two halves, large cheek offering near full protection of the face (from Christies New York Auction, Dec 8, 2005) Ridge Helmet from Deurne, Leiden Museum, NL http://www.romancoins.info/MilitaryEquipment-Helmet-late.html A Century before we had this beautiful master piece helmet.
    1 point
  27. Hmm, some kind of antler design on a wooden shield could work nicely for an emblem. Thoughts anyone?
    1 point
  28. Well I totally understand how hard it can be to do on the side, cause bleep happens and takes time away and you have done an amazing job for a free time activity. Thank you for answering my question and keep up the work I know for sure I can't do what you've done.
    1 point
  29. Some names picked from nodes on the Wikipedia link graph, going to or from an 0AD civilization: Xenophon: Xenophon of Athens (431 BC – 354 BC), a Greek mercenary and historian from Athens. Xerxes I: King Xerxes the Great (519 – 465 BC), was a Persian King and Pharaoh of Egypt of the Achaemenid Empire. Xerxes II of Persia Xerxes Canal: The Xerxes Canal was a navigator's canal built by Xerxes the Great (Persian Empire). Xanthos: Xanthus was a city and river in ancient Lycia. Persian Empire 540 BC. Later under Roman and Byzantine rule (c. 42 BC). Located in present-day Turkey. Xanthian Obelisk: The Columna Xanthiaca (also known as Xanthian Obelisk, or Xanthus Bilingual) is a 400 BC monument from the Persian Achaemenid Empire. It is believed to have a trilingual inscription. Located in present-day Turkey. Xanthippus: Xanthippus (525-475 BC) was an Athenian politician. The name means "Yellow Horse". Distinguished in the Greco-Persian wars that led to ascendancy of the Athenian Empire. Xulsigiae: The Xulsigiae were goddesses worshipped in Gallo-Roman religion (Belgic Gauls, c. 22 BC). Of these, I personally like the following two (somewhat less Greek): Columna Xanthiaca King Xerxes
    1 point
  30. That's essentially what it would do, but with a UI (which is probs the hard part).
    1 point
  31. Yeah, I know. But much better for end user to make it an Atlas feature. One can also make a "POG" map where they paste all their cool little scenes, and then keep that open as a second Atlas instance and then copy and paste the little scenes over. But like I said, my "dream" system would probably be a lot better for the standard user (ie, 90% of people). lol
    1 point
  32. What if I told you... You can do it manually for now ? Copy pasting Actors in atlas puts XML code in your clipboard. Instead of Ctrl+V in atlas do so in a text editor and save the file as your pog-group.xml somewhere. Then whenever you need it open the file select all and Ctrl + C Then you can Ctrl+v in atlas If someone wants to implement it just saving XML from clipboard and allowing someone to reload it would work.
    1 point
  33. very gg. Thx for comments Feld and Aristol
    1 point
  34. Here is the video for this week. Have fun!
    1 point
  35. @Bigtiger I know you said you did not want Templars and I know you were gonna do Polish, Baltics(Prussians, Estonians, Lithuania) but are going to do any Mongol factions or Russians or Swedish or even the Germans/Holy Roman Empire?
    1 point
  36. Gauls: (I took the list of Sundiata and put their gallic names) Britons :
    1 point
  37. @nani Do you think it is possible to generate aesthetic random maps by combining decals and other game objects? Would this cause performance issues, especially when you use decals? I have made this several years ago when I wanted to demonstrate a map making technique. I place my pre-made dioramas using game objects including decals in a blank map and copy paste and rearrange and rotate them in another one. That way I could achieve higher quality terrain details thanks to the alpha transparency provided by the decal mesh.
    1 point
  38. @Monder87 Decals are game objects which are formed using a flat mesh. Often, this 3D object is textured using terrain textures and are often used as bottom surface texture for other game objects such as trees, geological objects and structures. You could see it yourself in the Atlas map editor, it is found in the actor selection tab.
    1 point
  39. 1 point
  40. Thanks to @Sundiata and @wowgetoffyourcellphone to contribute with Kush and Athens. As promised added both Kush and Athens cities names: 3 Done and 10 to do, please contribute ! Athenians V Britons Carthaginians V Gauls Iberians Kushites V Macedonians Mauryans Persians Ptolemies Romans Seleucids Spartans
    1 point
  41. The question is whether the purposes of the two IRC chat rooms are the same as the purpose of the chat room requested. I'm familiar with the purpose of #0ad-dev, but not sure about #0ad yet. If there is a much bigger crowd joining an existing or new room (especially players) may require additional moderation. So the question is, what exactly do intend to use the Discord room for? Voice chat? Organizing matches? Discussing features and balancing? Chatting during the game? One might also consider bridging the multiplayer lobby with Discord if the purposes lie more within the lobby chat than the IRC chat. There must be a clear purpose analysis so that we can deliver what is wanted and adapt the circumstances to achieve these purposes.
    1 point
  42. Okey, I checked the buildings costs and seems that they were almost unified. If I remember well, towers, fortress and barracks had different cost of stone and wood between civs (@wowgetoffyourcellphone, I'm right?). I think that now only barracks (except Iberian towers, that are special) have random values in their prices: - "Standard" price: 150 wood 150 stone, athens, carthaginians, spartans, kushites, macedonians, seleucids - "Wood" price: 300 wood, gauls, britons, mauryans, persians - "More stone" price: 100 wood 200 stone: romans, ptolemies, iberians Then we have the small/large houses: iberians, celts, britons, mauryans and ptolomies have small and cheaper houses of 5 pop, while others have large ones with 10. Disadvantages and advantages should follow a civilization design, and right now it's pretty random. Ptolomies have free buildings because a straight copy of AoM, not because some heavy design. Of course I agree on asymmetric balance (I have written in the forums for years!), but with some idea behind.
    1 point
  43. I was hoping that this would be implemented for the game. Thank you. What comes to my mind is a very old game (Sudden Strike 2) that has appealing terrain visuals crafted through terrain and decal interrelation.
    1 point
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