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Showing content with the highest reputation on 2019-04-23 in all areas
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4 points
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I cannot speak for others but I myself compiled the dev. version just to hear it. I think the voices in different languages gives as much character to the civs as the graphics being also different for each civ.3 points
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Added the coin resource to Delenda Est. Lots of changes need to be made (like tech costs and stuff), but it's in. I wish the game had a "coin purse" sound effect (when selecting coin treasures or sending tribute notification). I'll be making Blacksmith techs heavy in metal costs. I'm mulling simplifying techs at the Blacksmith too, but that's an aside. Coin will be used to buy slaves, hire mercenaries, and pay your Champions. You acquire coin through trade/barter, finding coin treasures, and taxing your villagers and merchants. Taxes can be increased or decreased, which also has a slight inverse effect on gathering rates. Right now I do it with tech pairs at the Civic Center, but it would be cool to implement some kind of slider in the far future. I converted the old "Persian" metal treasures to coin treasures, since they represent finished goods, wares, etc. Then made a new "iron weapons" actor to replace the "Persian wares" actors as the metal treasures: Metal treasures have the Anvil portrait now. Pegasus and the Golden Fleece have been converted to Glory treasures now, instead of metal.2 points
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Xylem: (botany) A vascular tissue in land plants primarily responsible for the distribution of water and minerals taken up by the roots; also the primary component of wood. But seriously I also vote for Xšayaṛša.2 points
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@Itms I remember leper had a patch for utf8 support for the windows buid (Inari couldn't build because he had some Japanese chars in his paths) Maybe it's the same bug but on Linux.2 points
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Hi, As i'm nearly finishing the map of the Acropolis of Athens, i would like to receive any feedback or suggestions regarding historical facts. So please if you are willing to help me, pointing me where i did a mistake by including or not, an historical building, let me know. The depicting period is the classical. Some references: Starting with the @wowgetoffyourcellphone suggestion, but waiting to know which building i have to remove, as it confused me. lol Of course, the official presentation of the map will have its proper introduction with some historical background, i will do my best at it. Here it goes1 point
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If you want this (that all resources can only be bartered into coin and vice versa, that is wat you want right?) you need to change barterButton.Buy.hidden in the menu.js in gui/session to if (g_BarterSell == "coin"){ barterButton.Buy.hidden = isSelected;} else {barterButton.Buy.hidden = resourceCode != "coin";} provided that you want coin to be bartered. I could also write some code to do this more cleanly, if anyone wants that? More cleanly: setting up a barterable parameter in the resource. But since I'm not going to use this I stop here for now.1 point
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I'm not against floral names per se, but the current version is already named 'Wood'.1 point
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Did you check these links? One can open them by replacing the topic ID of current forum URLs. (Even if the decision was based on one mans discretion, then there are still arguments posted for that language, I guess all over the place.) (For a presentation that should explain why JS instead of other scripting languages is used, one might also compare the 2004 decisions against the 2019 reality of scripting languages (whatever that may be) and check whether it was a good choice or one worthy of improvement.)1 point
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I'm falling a bit short of arguments, while there were extensive discussions, it feels a bit like that the decision was rushed by one's skill and not motivated by hard facts. I believe that's because the two languages both did the job so it ended up being a matter of preference. @Wijitmaker can you give me your light on that ? Here are the three slides that will be integrated in the 40+ other slides presenting 0AD. Why JavaScript.pptx1 point
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Yep, and grep was my friend here again. I managed to exclude all other resources (except coin) from the trade menu. I'll now try to make sure one can only pay for resources with coin, as I've noticed that some people would like that (I don't but hey I'm almost there I guess). Thanks once again!1 point
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There was also an other article in the same publication and time period on torsion engines(catapult/balista) and thx for tracking down that pdf been a while since I read the original Enjoy the Choice1 point
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I committed them at the beginning of the A24 dev IIRC. However I'm still hoping for Farsi voices from @dmzerocold and @Itms1 point
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That is indeed what I did not do. But I thought it was strange that the warning was posted only once every time the Resource.js was processed, because I only added the tradable-data to the coin resource. But that is of no concern anymore That would indeed get rid of the error message, but I don't think the error is bad at the moment, because I have yet to find a way to prevent a player from pressing the arrow-button. Now a player is visually warned that the changes (s)he makes won't be saved That's right, it is only stored on my hard-drive. It is a submod of DE, with elements from e.g. 0abc (like entities costing resources steadily) and Batalion-mod (like morale and fatigue systems) together with many of my own thoughts on how to make the game more realistic. It is probably totally unbalanced and I use it only to code features and test fun stuff, like: When hitting delete a unit converts to GAIA, because it is strange for a unit to kill itself on the lightly taken decision of some girl/guy behind a computer screen1 point
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Yeah, I was talking abou what I seen in videogames, except the pikemen, that I think that I saw it in a historical video1 point
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While trading seems like a reasonable possibility, that doesn't work that well when considering the fact that merchants would usually sell their goods and bring back other ones for an even greater profit. Personally, I'd say that there could be a few different ways producing coins, but one that hasn't been mentioned is having the player has a mint that converts metal into coins when active. Similarly to the taxes, maybe the player could set tariffs for their trade.1 point
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done, in next release Persian empire should speak "Farsi" (i know it is not Old Persian) ... also I translated whole game but due to RTL bug issue I don't think they are going to use it (plus some new contents require translation but because RTL issue didn't solve yet, I didn't translate them)1 point
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Thx ;-) http://www.imperium-romana.org/uploads/5/9/3/3/5933147/scientificamerican1073-34.pdf1 point
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Nice idea. It comes from the greek word xylon that means wood, so both could be perfect candidate for a release specifically about the flora. I don't know how much the changes are important. Are the new voices really something the players will notice? Yes, good idea. If the release is about the Celtic factions, this is perfect. We could even include Xulsigiae figures in the game (shrine).1 point
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https://github.com/Skhorn/0AD-map-pack/tree/master/acropolis-of-athens, Beware, it may crash on start up1 point
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Alpha 24: Amanishakheto I think its should be focused maybe on something not many people know about which in turn makes then want to look it up and therefore they learn something, like my previous suggestion even though I probably butcherd the name. And she checks a lot of boxes for all the politically correct people out there.1 point
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yes, because color filter but I was fixed that when saw the mesh doesn't fit so.... and was early morning in my country. I need to rest. i other thing I can do is work over your work trying copy color by color like when I work in metallic symbols.1 point
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I think it's a great initiative! I chose "somewhat satisfied" because there is always room for improvement Keep it up!1 point
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It's nice! Although some kind of basic roster should be made. Somewhat this system was proposed to Carthaginians, but IMHO they just should have access to all mercenaries, and this feature could be kept to Germans if confederations were a common thing. IRC from other mods and games, Germanic warfare had as a special quirks maces, bows (more used than celts), pikes (as you said) and women warriors (although seems that Scythian also used them) As other European central/north "barbarians" they used naked units and noble heavy infantry, and relied a lot in ambushes with skirmishers. They used lighter cavalry than Gauls. I don't know nothing about cultural or economical aspects. But they guy that uses a lot of good sources are you! I'm just writing all of this because I like to learn.1 point
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@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
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I'm late to the discussion and seems stanislas69 and wowgetoffyourcellphone have said all there is to it for atlas (btw I didn't know about the copy/paste XML, seems cool) maybe a presets list can be added with relative ease as it would work similar to the copy/paste.1 point
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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 ;p1 point
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There are few problem that I want to discuss:- 1. We knew that Darius, Alexander or Romans all were successful because of their superior infantry. But, in 0ad gameplay we can constantly observe that skirmishers and slingers are the determining force rather than infantry. If someone make 30 skirmishers and employs them to kill 30 spearmen or swordsmen then he/she will loss only a few troops whereas the infantry side may lose all of his/her troops. But in reality it won't happens. I think the main problem of ranged unit lies in the idea of unlimited ammunition. A skirmishers can throw javelins constantly. But he needs to refill his supply after sometimes. But it won't happens. Maybe a 3 seconds gap would be sufficient for refilling. I think it can be solved by limiting the number of projectiles for skirmishers, slingers and archers according to their damage. 2. Secondly, a pikeman and skirmishers working speed is same but not their walking speeds which has a large impact on economy. We know that pikemen are slow unit in warfare but when it comes to working he is equally capable of working as fast as a skirmisher. So, I would prefer a common walking speed during doing some job for both of them. Maybe there would be some arming time(i.e. 2-3 seconds). During that time he would have a reduced armour, health and attack. As we know no one carries weapon during working. 3. Thirdly it was widely discussed topic, whether ram needs man power to move or not. I think it needs. Maybe a ram should costs 2 population. But it needs additional 3 men to move it on. On the other hand elephant have a crush damage but it won't applicable for fortress. But a herd of elephants can destroy it. So, I think a elephant would cost 5 population and it have a health of 750. But on the other hand a ram should be only a siege rather attacking units and can be captured. That's all.1 point
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It should probably be checked whether there are any restrictions placed on assets used in the Unity engine, and whether or not any such restrictions are compatible with the 0 A.D. license. And of course what your goals are. If you're just creating a project for yourself/a school project or similar there shouldn't be much to worry about, if something that is to be released for free probably not very much either. However, if it is going to be sold/combined with other assets some more caution is needed. Actually especially in the latter, as the CC-BY-SA license requires that the same license that is on the 0 A.D. assets applies to assets made with them, which might not work if you e.g. combine a 0 A.D. unit with a helmet found under another license. Exactly where to draw the line is a bit difficult though, so to make it easier for you it's best to either just use content that has a CC-BY-SA license (possibly combined with content you create yourself) or to only use content with other licenses.1 point
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It's all explained on the Creative Commons site: https://creativecommons.org/licenses/by-sa/3.0/1 point
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I like this game so much. Especially the Idle and attack anims the snow and bridges. They do have a bataillon system. It's on steam for cheap if anyone wanna try1 point
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Offtopic: in the settlers there is winter and spring, winter the water become ice and you can walk over, but if you leave someone in the ice and spring comes the unit drowns.1 point
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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.0 points