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Showing content with the highest reputation on 2019-05-07 in all areas

  1. Well, about 1 month I started working with 3ds max. I had no idea until then, I started from 0, only some youtube videos to help me. I know it's pretty simple and I still need to learn lots of new things, but I think it would be interesting for us to use this topic to share our arts. What u think guys?? Cya
    7 points
  2. I have finally made this into an actual piece of published collateral. It is not much, but as promised, here it is. This is probably the last you'll hear from me, so thanks once more for all the help, and have a good one!
    6 points
  3. Hi. How about instead of the Nomad Camp and Nuba Village being like barracks with limited unit variety that have low HP/capture points and that take a L O N G time to build, you make them be like barracks with limited unit variety that have low HP/capture points and that take a short time to build. I mean come on, the Nomad camp appears to be a few tents. If I practiced I might be able to set that up in 200 seconds in real life. And while were at it, since its a Nomad camp, why not allow it to be built in neutral territory, requiring garrison to not turn into gaia? Just a suggestion to give Kushites some needed help to be a tiny bit more competitive in multiplayer.
    5 points
  4. @feneur Could you post it on twitter and facebook ? Something along the lines of: "We are glad to announce 0 A.D. was recently chosen as an experimentation ground for Intel® VTune™ Amplifier with the goal of finding potential bottlenecks in the game's code, you can find the detailed analysis here." Maybe on twitter @intel with a few hashtags on twitter #freesoftware #opensource #SoftwareTesting
    4 points
  5. If I might suggest an option, as you probably are aware, in the middle ages, most castles were first wooden motte-and-bailey designs that were later renovated and expanded as subsequent rulers came through. This especially apparent in Northern Ireland, which first had the castles built by John de Courcey and then remodelled by Hugh de Lacey. There could perhaps be a mechanic for a similar aspect in your mod. Any expansion to the walls begins as simple wood, which can be replaced by stone, that is further developed by things such as hoardings and machicolations.
    4 points
  6. Done! Thanks @Alex from Intel for the work and the write-up! We'll let you know about improvements to these parts of the code
    3 points
  7. Well there is en_us and en_uk in the game. We are talking about the files not the actual game.
    3 points
  8. You could consider allowing the construction of middle-tier, double-sided stone walls to provide something between the palisades and the well established fortress walls. Not required, just a thought. AoE3 had three tiers of walls: palisades, stone walls (double-sided), and fortress walls (single-sided, scenario editor only). BFME2 had two tiers: extra strong, one-sided, prebuilt walls (like shown in your picture) that could be repaired but not rebuilt, and smaller double-sided stone walls that could be built by the player. (Units could walk on the large prebuild walls, but not on the player-built stone walls.) Would be nice if the fortress walls could be used in random maps for randomized fortress designs.
    3 points
  9. well from our discussions this I believe is at the very start plus we also talked about a minor deity system that is initiated between phases( which should be connected to this one) but I do not think it is implemented, I believe it is not. @Rolf Dew
    2 points
  10. @Exodarion should be able to help you!
    2 points
  11. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    2 points
  12. I lost nearly all my army against SexyStalin, but my sneaky rams destroyed his base and then he totally failed when attacking (with cca 170 soldiers) my base (defended by 30 soldiers). commands.txt metadata.json
    1 point
  13. A little touch of texture filter will do the trick. 1 rock filter and add another sand filter. Without filters, this could be done using pre-existing and license compatible images of rock and sand, then reducing saturation to zero. Final step would be to set the layers to multiply to transfer the details. I hope this could help.
    1 point
  14. The loyal and brave foot companions. P E Z H E T A I R O I
    1 point
  15. well works but i get this ERROR: Invalid command: unknown command type: ({type:"civ-selection", name:{portrait:"flag_white_flag, name:"Civ1", description:"TheCivi", godPowers:[{name:".", description:"Hola", power:"No se que es esto"}], Bonuses:[{name:"Bono", description:"Prueba", tech:"path/to/pairedtech"}], civUnits:["TuVieja"], hero:"TuOtraVieja"}}) i attach the log file interestinglog.html
    1 point
  16. It's not used, but it has been present in the game for years; it was added in rP18939
    1 point
  17. 1 point
  18. Hey man feel free to practice with our structural textures! It's a much better start than mine haha
    1 point
  19. Pra 1 mês tá massa!
    1 point
  20. reverse engineering is best way to learn how 3D textures works.
    1 point
  21. pure 90's style late . textures are the hard thing.
    1 point
  22. Having walls able to upgraded to have machicolations would be a nice feature. Maybe a stone wall which can be built is needed.
    1 point
  23. Reducing their building time is not a bad idea. For comparison: Kushite barracks: village phase, 150 wood, 150 stone, 150 s, 2000 health, six unit types Blemmye camp: town phase, 100 wood, 100 metal, 200 s, 1000 health, one unit type Nuba village: town phase, 100 wood, 100 metal, 200 s, 1000 health, two unit types [EDIT]: here you go: https://code.wildfiregames.com/D1863
    1 point
  24. Thank you very much for your hard endeavor, I hope your audience will find it useful and insightful and as @stanislas69 said earlier it is a good and reliable piece of information for our newer ending quest (or puzzle) for better optimizations.
    1 point
  25. Hello there. I recently found about this game on YouTube and decided to give it a try. But I haven't figured out how the game should actually be played or what civilization to start with. I don't find the economy in this game intuitive at all. I haven't been able to find any guides either. Does someone have any tips for a begginer? How many villgers should you créate at the start of the game? How many soldiers? What's an optimal distribution for resource extraction? How many villagers should I use to build? etc.
    1 point
  26. I agree with you. Well more importantly look here https://github.com/0ADMods/A-Mythology-mod-f-or-0-A.D./commit/ae783c0b978b19f155624a710acb3867ce4fdf58 and here https://github.com/0ADMods/A-Mythology-mod-f-or-0-A.D./commit/c13c0e08e4a10918f9dedf408d6a45b6f1e2495a , https://github.com/0ADMods/A-Mythology-mod-f-or-0-A.D./commits/master?before=5e3a3b3111fddb44afa0c2e760792e5b194d5cd4+70 plus if you want to add specialized units you need this as well https://github.com/0ADMods/A-Mythology-mod-f-or-0-A.D./commit/91c02477a59ed2380ae3d611cf126af89c184570
    1 point
  27. Thank you so much for choosing our game to run the experiment Once the new version of Spidermonkey is in @Itms said he would run vtune once again
    1 point
  28. Using the American spelling exclusively does seem a bit partial; I'd favour an option to have both British and American spellings available as a language option since this is not targeted towards any one specific country, and all countries in the dominion, as far as I'm aware, use the former system. It's quibble of a point, but a point nonetheless. I would also agree with Nescio's assessment of the naming.
    1 point
  29. https://steamcommunity.com/sharedfiles/filedetails/?id=1730436925 my settlement. But I think Neolithic is going to be better with armies, formations etc but still in development by 1 person. I can give 1 gift to anyone who likes to play and experience a single player game. Just give me a day or 2. It might be boring but just give it a try, free anyhow .
    1 point
  30. Frankly, I don't quite understand this reasoning. Balance isn't perfect at the moment, never was, and I doubt it'll ever be; nor does it have to. And even if balance were perfect, there would still be plenty of room for gameplay mods. Anyway, most values in game seem to be rather arbitrary; replacing one arbitrary value with something less arbitrary could be considered an improvement. And if something doesn't work out, it can be reverted or changed again. Establish some simple and clear procedure, e.g.: identify a problem suggest a solution make a patch on phabricator and a tiny gameplay mod which contains only the exact change(s) launch a couple of test games, for different maps, map sizes, civilizations, number of AI players, etc. find other people to discuss, play-test, approve, or review your proposal get someone to implement the patch Only the last step requires a team member, everything else can be done by others. Just let the game evolve.
    1 point
  31. What are the plans? Write down everything that is made in the game, and then start changes?
    1 point
  32. One could also install the WSL (Windows subsystem for Linux) and use commands like on a real linux. I don't think it's really necessary though
    1 point
  33. This is how the Paeonians were depicted in Ancient Warfare XII.2 with The Thracians and Their Kin. Their shield was substituted with a round bronze pelte, similar to the one used by the pezhetairoi. Also, could I use Hellenistic era tunics, similar to the ones above and the ones used by the Ptolemaic and Seleucid thureoporoi for the pezhetairoi?
    1 point
  34. Yeah, shields, stacked weapons, crates, barrels, cooking fires, etc.
    1 point
  35. I think it's a great initiative! I chose "somewhat satisfied" because there is always room for improvement Keep it up!
    1 point
  36. I invoke the art team in help mode and finished my turn. @LordGood, @stanislas69, @Alexandermb Since you are the most active, I would like to know what you think about these textures of the terrain I made. types.7z
    1 point
  37. I think we should design more naval based maps and let the player build bridges over small river and make dams should make a new material water for crops and blacksmith without water there will be no civilisation so you should consider this and make water and food main resource AND What about multiplayer i cant play multiplayer
    1 point
  38. Mativen1983 quit the game when he was about to lose....coward!!!!
    1 point
  39. Hey, What you've noticed is accurate, and somewhat known (mostly by me I guess): The rendering is draw-call bound and slow, the pathfinder can be slow, and the Javascript main loop is very slow (we use it for most gameplay stuff, which is why it's slow). Unfortunately, profiling spider monkey accurately is very difficult. There are few tools, and almost none that can be integrated with an existing profiler. What you'd see in OSX's instruments and I assume VTune are memory addresses, which are actually JIT-ed code and/or spider monkey code (mostly the former). With a lot of hard work, using JIT debug output and the trace logger, one might create debug symbol-like structures to document these, but it seems not super useful. What we did in the past (and probably will in the future) for profiling JS was using our internal profiling, which does have an overhead but can give you an idea of what's going on. _Overall_, though, we've already optimised most obvious bottlenecks. The remaining bottlenecks are not trivial to fix, and JS is somewhat of a lost cause.
    1 point
  40. Welcome to the forums and you may look at other posts here about guides or directly look at youtube at guys who play 0ad they do have some tips https://www.youtube.com/watch?v=QpT-xlJcSRE or at others who made eg. civ overview or other guides.
    1 point
  41. I guess it never hurts to give it a shot... Khmer Empire (Kambujadesa Empire) (802 AD - 1431AD) I always have the feeling that Southeast Asia is underrepresented in RTS (and video game in general), which is a shame, because this region has a very rich culture(s) , a unique blend of Indian, Chinese, Islamic (and later, Europeans) influence, and a political system unique to its own. I also think Part 2 of Millennium Mod could be a great place to include a faction/civilization or two from Southeast Asia, because at this time frame the region is relatively unified under the powerful Khmer Empire (and Srivijaya, but that's another story). The Khmer Empire at its greatest extent is as large as the Carolingian Empire at its highest point, so it is certainly not some unknown backwater kingdom. Gameplay: Swarm tactic, ambush, skirmishing, hit-and-run, late game elephant rush and lightweight siege weapon. The hot yet humid climate of the Southeast Asia region greatly limits the practicality of armours. A lightly clad Khmer warrior, no matter how skilled, is not expected to go toe-to-toe against...lets say a crusader knight clad in hauberk and surcoat. This does not mean the Khmer army was weak, though (and they do have some armour). Civ Trait: Tropical Civilization: Forest environments are inherently unsuitable for the development of large civilizations, as doing so require extensively modifying the environment. The fact that Khmers managed to carve up a large empire in this inhospitable region is a testament of their architectural and engineering capabilities. - The Khmers can cut down trees (harvesting wood) like no others. - Bonus to building hit point. -No corral: Heavily forested environments are also not very suitable for the development of livestock industry (and hot climate certainly is unsuitable for sheep!), Hinduism also forbid the consumption of cow. The Khmer did raise cattles and pigs, but usually not on very large scale. This civilization does not have 'corral' building. Instead, smaller livestock (chicken and the like) can be produced directly from the 'house' building. Harvesting chicken should be less cost-effective than sheep though. Agrarian Empire: Khmer Empire was practically build on rice. Most of its citizens were farmer. - Instead of female citizen, Khmer male have Gathering bonus in farming and fishing. Civ Bonus: *Quad-annual harvest: While rice is normally an annual plant, in tropical region rice can be perennal (harvested twice a year). In Khmer empire however, they harvest three to four times a year. Khmer farms churn out food three times as fast as normal farm (four times with upgrade). *Elephant Roundup: Able to capture 'Gaia' Elephant. Civ Disadvantage: * Little to no armoured unit. * Weak cavalry * Very, very poor navy. Unique Tech *Baray : Unique semi-wonder building. An artificial water reservoir that provides bonus to surrounding farms, as well as a healing aura. Only two can be built.
    1 point
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