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  1. This doesn't really seem to be possible to lead anywhere positive, so I'm closing this topic.
    5 points
  2. I don't understand why you are so adamant against developing things in a mod before creating a patch. It allows players who don't know how to deal with SVN and patches to participate in the testing. Being a good tester is an entirely different skillset from being a good programmer.
    5 points
  3. As we know, cavalry archers, camel archers and elephant archers (especially, as it shows 2 men riding on it) holds the unique ability to shoo arrows while running. Again, such simultaneous action would lead to a reduced accuracy and damage. But at least that kind of feature would bring the reality to the gameplay.
    4 points
  4. Well, to be technically correct, there actually are girls in 0 A.D. Only they cost 50 Food each.
    4 points
  5. Big thanks to everyone for kind words and support!! I finally got her to agree to post her pic here, so heres how Felicia looks To all these who replied in my thread: @Boudica , @av93 , @Gurken Khan , @Lion.Kanzen , @Robin-hood , @Diptangshu @Sundiata , @Stan` , @GunChleoc , @Imarok , @Krinkle , @nani , @ffffffff , @(-_-) She kind of has this romenian face pheno, vampirish smile, very sharp jaw, but not masculine (Tho I dont Mind some Masculine feaetures in women). Her character is pretty much alpha whileim the beta (or the more passive person in relationship) She makes the calls whenever we go out or party or to friends etc etc She also is quite popular and attends clubs every weekend Her photo: Isnt she beautiful???
    3 points
  6. I think we would all appreciate if everybody could calm down and keep on topic (borg's mod, in fact). Further off-topic discussion may be hidden or deleted and insults could lead to temporary bans.
    3 points
  7. There are Carthaginian and Iberian priestess and Mauryan Maiden Guard also...
    3 points
  8. Women can be spammed massively, that's why they are not allowed to build all types of buildings. To reduce the snowballing effect of multiple worker units when someone reduced build times of units in some alpha years ago. This issue can be reduced by making gatherers more efficient but less spammy (i.e. doubling the training time) and put hard caps on gathering spots (one of many options). You can ofc do that, still doesn't really fix the old issue that military units doubling as resource gatherers is an issue. It has down sides in controls (if you use them to attack the enemy you need to micro a lot to get them back on track again). Also as soon as your military quits to march to the enemy you immediately start loosing resources. Just a quick math example about my point: You have 10 soldiers, each gathering 10 metal every 10 seconds. Enemy base is 60s away and also has 10 soldiers. If you march your soldiers over to the enemy you loose 6x10 = 60 metal just for walking over to the enemy. While your enemy mines 60 metal. This leads to a 120 metal difference between attacker and defender. That means three things: 1) you need to make infantry/units move quick around hte battlefield to keep the resource loss low, and you need to outmicro your opponent because he potentially has more resources for defending - which gets larger for every second the enemy is not forced to fight with all his soldiers. I.e. 30 seconds of not loosing a unit means another 30 metal difference difference that can be used to make defensive units. 2) the attacker puts a lot of risk into his rush because he needs to disrupt the enemy eco while the enemy is already ahead - and this is not by choice but by design, that's why it's an issue and there are only very few games that mix military and economic units. 3) to lower the negative effect of this you can make soldier gather rates low, to reduce the amount of resources lost when launching attacks (which is why most soldiers do not gather super fast). This makes economy snow balling harder. It's like having an exponential mathematic function. Id you take following assumption: 1) each soldier gives you a 10% bonus to your resource income (fast gathering rates) and 2) each soldier only gives a 3% bonus (slower gathering rates) 10% bonus stacking means: 10x1.1 = 1.1, 10x1.1^15 = 15 additional workers mean 41 times more res/minute. if you apply only 3% you need 10 x 1.03^48 = 48 workers instead to get 41 times more res/minute. It's a bit abstract but I hope you get my point. Right now these effects are not showing all the time because the individual gathering rates of all units are relatively slow, and you need a lot of workers anyways. If you switch those stats you'll get lots of issues though. In 0ad currently each military AND economy unit gives you a low bonus, and over the course of the game you get an exponential curve at some point if you spam enough soldiers. This can't be wiped unless you rework the way the economy works though. I've met quite a lot of people here and I haven't seen anyone being as immature, stubborn with such a toxic, griefing attitude. You're just stating nonsense that does not help anybody. Telling people that the devs should stick with the design doc - LOL. I've written a large essay around 1,5 years ago how the current "game" you love so much is completely the opposite of what's stated in the design doc. I won't list up all the points, but almost every gameplay mechanic present is nowhere even remotely related to the original vision. That's why I proposed the design doc should be revisited (and it currently is). If you enjoy the alpha - well that's completely fine. Different people enjoy different things. But expecting OTHER people who play RTS on a regular base to like it regardless is not. defending this by saying "but I have 10 other people who play the game regularely aswell kthx" is just as bad. A healthy community grows overall and if a game is good you don't have 10 guys playing but instead you have thousands. And this only happens if the game is actually good. 0 AD vanilla is mediocre at best at this point. And stating that Borg only plays god mode and sets off above all others is just random malice. Balance and game design are tightly related and you cannot change one thing without the others. Since you're not even understanding this super basic principle you've disqualified from being taken seriously by anybody in any discussion about balancing or game design. I have years experience with modding, gameplay editing and different RTS games on my belt, and have lots of friends who I tried to play 0 AD with. They all abandoned it after a couple of games because they found it boring for various reasons - and most of them are into Medieval/ancient RTS game (won't start another discussion at this point though, I think everyone knows my points by now). @Lion.Kanzen Yea buddy, if there's a more polished state I'll give my 2 cents towards the process. But until then I'll remain a bit in the shadows. Sort of busy with other stuff at the moment.
    2 points
  9. Reviews are very positive since udapte 10. That should have been the release, not one year after
    2 points
  10. Ive meet my current wife Felicia in 0 A.. about year ago when we both were noobs, we were playing on skype and such then weve meet after month as we lived close to each other. Big thanks to 0ad creators, if not 0ad it wouldnt happen!!
    2 points
  11. Public Order.
    2 points
  12. Well, after programming & translating I don't have that much time left for gaming...
    2 points
  13. you aren't a dev. with a single man you can build all military buildings using females. still same at this point. and is bad gameplay as @DarcReaver said. ... are you real? WFG isn't Bethesta. the gameplay is priority. gameplay is fixed in alpha and beta, not when launching the game. or a year later as microsoft.
    2 points
  14. her* are you assuming her/his gender? It's still early morning here. but... all girls are men on Internet.
    2 points
  15. Actually we discussed with @Itms IRL and that's something that always bothered us, also, it's incredibly sexist. After D1955 villagers will be able to be a mix of men and women so if we do want two separate types of citizen it will be possible D1955 Will allow the game to switch visual actors from male to female at run time randomly (one will also be able to specify more genders), and update the sound accordingly.
    2 points
  16. I'm repeating myself but that looks like the scissoring issue :p . We don't clear the reflection/refraction textures, so here the texture is rendered with the old data, so it's not (necessarily) red.
    2 points
  17. This is funny, because you can also build all buildings with women in the vanilla. You can start building with men and only use women to build. This means that the vanilla is also wrong compared to the design document. This seems illogical to me, you can build but cant start a construction with women. And I made that change just because several players asked me to do that. Valirhant, feld, stock etc..
    2 points
  18. Is oudated. please, somebody tell him. we rework everything, welcome to the project. more than a decade ago.
    2 points
  19. You have an opinion. That's great. Some of us we have another vision how the game should be, that is great as well. But then there're the devs, the guys that finally have any last word. I have been wording for some years that the game should review the gameplay and try to do a cohesive vision, because in my personal totally subjective opinion, the game was designed with an addition of ramshackle features that some blend well, others don't. But because I really haven't don't so much work, kudos to the dev team that carry forward this project. And we've to keep in mind that the game isn't finished at all: for example formations would change everything. The design document says a lot of things, with an actual counter system that is not implemented right now, and it's very intricated. It says also that the civs should have only 2 champs, seasons, provinces. Sticking to the defense of that It doesn't have sense at all, currently, it's being revisited. For me citizen soldier concept have a lot of problems that have been wrotten down for years. At least in the forums, there's some consensus, hard to measure, that Borg mod is accepted. Maybe I'm wrong, maybe not, but I just don't understand that so much hostility against him. We all get that you are against their mod and you don't approve their merge in vanilla.
    2 points
  20. But ptolemies are just as good as celts !
    2 points
  21. I suppose I can show some of the things I've haphazardly worked on over the last six months. These were the last models I made, a few weeks ago. Two units for the Ekoset: After I finish making the models for a faction in my other mod I might set aside a week or two to finish up the models for the Ekoset here.
    2 points
  22. Bingo , we are trying to make our new things... but this no justify an spam of slingers or rams, or horse breed . broken gameplay is broken gameplay, not uniqueness. or you are worried for a kind of adventage?
    1 point
  23. Sorry but that does not make any sense. What changes that vanilla? I can spam women and build all with them. In mod you cant train soldiers on cc...
    1 point
  24. That's an aborted old project from the @The Undying Nephalim you can seem some screenshots and trailers here
    1 point
  25. thank you for report, I found some more edge cases. Looks like most likely some part of texture is not rendered when camera moves and you are close to water level. But then it should be red. Or it is rendered with wrong projection matrix. This will take some time to figure out and fix.
    1 point
  26. The sky should work without any problem (even without hacks), but the good terrain is more complicated (I mean without really noticeable artifacts).
    1 point
  27. Nope, because we don't have a glow pass either HDR one (we increase the brightness only for the whole frame). But it'd pretty easy to add after GL1 drop (if we'd drop it x) ). Could you share a sample of the "oscilating shader"?
    1 point
  28. but I'm very nice with you.
    1 point
  29. So make the changes and make it happen I can also use the same line of thinking. Why should we accept suggestions for changes from a guy that started playing yesterday, has a 1200 rating, and until yesterday did not know how to create units in batch?? You create units one by one. Do you really think you can say "balancing gauls is izi"?? In my opinion you still have no ability to know how to balance the game, maybe in the future. There are players here who have been playing and working in the game for years, certainly know a lot more than you do. So why go against everyone and think you have full conviction that your changes are good, even people saying they are not ?? Slinger with -50% attack speed It's proof of that.
    1 point
  30. You are the one who is creating this discussion. The problem is that 90% of the active players would like to have the mod implemented, and you are part of the 10% that is going against it, alright, it's your right. The only problem is that you are going against the mod without having anything to offer, just bad changes. It's not about my mod, it can be other mods too, or just a base of examples for future changes, I do not care, I just want something to be done, but not just changes sows. I can very well do a patch right now and improve the gameplay for a24, that would be incredibly easy, I would take a maximum of two days, but I do not work like that. I like things well done. then as we have already said, take the initiative and make the changes you need, no one is stopping you.
    1 point
  31. What I don’t understand why the devs can’t make more game mechanics options so that at least the modders or the players can have a chance to mod/play with different sense/feel than just spamming units. Is there a lack of programmer or there’s no courage to change things? Since A21 I have never seen any changes except on balancing (which imo is not very important as everyone has same opportunity) and arts. Borg mod is long overdue (when I played this with the Christian boy Kerat we really enjoyed it however long it took) this could’ve been done in A22 at least so that more options in the next alpha can follow that could improve the game. DE was my last single player game because wow made it beautifully playable and there are couple of players (me included) wants to play MP. Nescio’s 0abc has great potential (silver and food consumption meta, etc) but he is taking his time to get it completed. And lastly Angen is doing great things with additional mechanics! Two other mods are just factions extension of the vanilla. Inspite of these efforts from the devs and modders there’s something lacking in the game huge enough to impact tremendous attention from people. And imo the game needs more realistic gameplay, the game needs more mechanics than just a fast clicker type of game. The spam mechanics has to go imo. If the mechanics stays AoE like I don’t think 0ad will improve more than what is present The devs need to have greater vision and not just tweaking the statusquo. RoN is imo the best balanced, very strategic and not just a spam units type of game. Who could have imagined a Aztec without economic bonus is the favorite faction of the pros And DoM by far has a very realistic mechanics, not perfect nor finished but a modder is making it very hard militarily (2-one hundred “Roman” raiders in one season), economic (winter effect) and QoL because the devs have a very attentive support. The optimization is not bad at all. The devs have no plans of making a paid dlc or any paid version or upgrades. They just want to keep improving the game little by little when necessary that every month a new version with added contents keep on coming.
    1 point
  32. Don't you get it? The game isn't finished. Core gameplay mechanics are either missing or not fleshed out. There is no point in playing it "competitively" or expecting a solid gameplay experience. Take this 0 AD alpha as a tech demo, nothing more. If you change some weapon stats of a unit it won't make a difference, because another unit will be spammed for rushing. That's because you can train military units from your main building, among other issues with resource gathering and overall gameplay speed. Stop complaining and l2p Age of Empires/AoE 2 if you want a solid competition. 0 AD is the wrong place for that.
    1 point
  33. You are just screaming do it my way and not taking any constructive criticism that just does not work on any Open source project all development is by compromise and you appear to refuse to do that just my way or the highway and @$%! everyone else that attitude will get you nowhere on any FOSS project we are not a dictatorship but a collective of volunteers that have developed a self governance regime that you seem to not agree with fine do it your way and quit bothering us with your unseasoned/emotional rants. Enjoy the Choice
    1 point
  34. yes but, Im not sure , if this guy is trying to get someone else in the forum to do the work for him. It's a supposition, that's why I ask him. He should see how we work here.
    1 point
  35. Let me fetch some of the old references from the art repository, not the art_source one, of which you have access I believe. I guess @Genava55 and @Germanic_celt79 could be of assistance. Maybe @Juli51 wants to do some concept art @Andrettin EDIT: Here you go. Props Units Buildings Edit: relevant threads Voices
    1 point
  36. Hi! What about to add jump ability? Units and animals can be able to jump or climb over low obstacles or palisade.
    1 point
  37. I don't think anyone has worked or planned an implementation. But count me in for the crowd who would like to see it.
    1 point
  38. @vladislavbelov Any updates ? / Hope for it to be in next release ?
    1 point
  39. I think it's possible, at least it shouldn't be hard. Because we just need to change the projection matrix. There are few corner cases with culling, but I hope they're easy to solve. I'll try to do some stuff.
    1 point
  40. Yay, I finished all the units for the fourth civ: The info on them: Annnnddd now I vanish for 2-3 months as my day job halts it all. See you guys then with the roster of units for the next civ.
    1 point
  41. Well, I finished up all the units for my first civilization: Here's a bit of general information about them:
    1 point
  42. Just some more screenshots: And a render, not in an in game screenshot though:
    1 point
  43. Well I tried out Wraitii's chrome shader, tah dah:
    1 point
  44. Hooray I got it to glow, it looks like postproc = true was the culprit. Thank you very much for helping me figure that out:
    1 point
  45. Well here's a look at a new faction's building, the Jevoron's "Anchor" if you will: A quick question, does the engine support Glow maps? I'd really like the blue crystalline structures in this image to actually glow. At the very least does it support ambient maps so that the crystals can stay illuminated and not be shaded by shadows? There are a pretty big load of options:
    1 point
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