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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. https://www.ageofempires.com/news/age-of-empires-definitive-edition-update-11// another little.
    1 point
  23. we, don't include me. you are alone here. yeah... how you planned defend yourself. men gets more bonus....etc. isn't necessary, is auto mode.
    1 point
  24. I can do this, as many others do, you clearly have no notion of game.
    1 point
  25. The few techs are very important though which is why it's better not be late at p3. Also i think rams are overrated but that only engages me
    1 point
  26. Compare the gameplay to Starcraft, the amount of tactical and strategical depth, or any other game that currently is played by larger online communities. Oh and did I mention that Starcraft from 1999 is played by thousands of people simultanously? And even old Age of Empires has more rooms open at the worst time of day on gameranger. The game is nothing more than a tech demo at this point, face it. And the community is small. Indeed. But then the developers need to deliver quality single player content. Which isn't the case either. You either tell a story or you make compelling multiplayer. You can't not do both. That's what I wrote in the first place. However, balancing stats only works if the design is solid. That isn't the case yet.
    1 point
  27. I found some totally legitimate pictures of 0AD's gamer girls: But seriously though, there's even some females working on the development of the game. There were at least a few working on translations... I'm pretty sure I got my butt kicked in MP by a girl at least once or twice. Then again I pretty much get my butt kicked by anyone above 1300 @Boudica are you actually female, or? And whatever happened to that Viking girl here on the forums? Also, we need some sexy Scythian Amazon warrior women ASAP Don't forget Cleopatra and Amanirenas
    1 point
  28. 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
  29. you know that is outdated? that's related with my reply in the other post. the game ban many counters in A16. so actually is a enterily different game. @DarcReaver Makes a review about actual gameplay. Delenda Est follows more that idea and discarded other by gamewise. not your decision.
    1 point
  30. but I'm very nice with you.
    1 point
  31. 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
  32. That's true, but do you think all of these problems resolve to slowing attack speed of slingers and javelins? I've been trying to tell you this for days. The problem is the gameplay as a whole. We do not have immersion, the civilizations are all the same. etc. .. etc .. What good is nerf slingers and javelins, if I'll never be able to use infantry decently? What good is nerf slingers and javelins, if I will never see champions in combat ?? What good is nerf slingers and javelins if we dont have good techs and unique techs ?? What good is nerf slingers and javelins if athens hero give +3 armour for all units and others heroes give 1? The mod does all this and more. So this is not about mod x vanilla. The mod has an infinitely better gameplay than the vanilla, even if you make 100 changes in vanilla balancing, it will continue with problems and much worse compared to the mod.
    1 point
  33. Oh I gave the art design document link so that it could be updated. In the end we should have a blocking model for each building like the ones @LordGood did for the range the stable and the workshop. Typically the corral should be like 4x8 or something like that. I haven't checked so I took the smallest square size. It's by no mean an absolute.
    1 point
  34. Definitely slaves would be a fantastic addition. Another point to consider is that there could be a freeman class as well, having a hybrid role of fighting and gathering resources, but not being particularly good at either. The citizen then could be more like a champion but perhaps providing gathering boosts to other units.
    1 point
  35. Another of my idea was to implement the servile class units, where a servus does not cost population but cost food and metal and will require 1 house for 1 servus and a market tech to implement them. (So players could still balance economy and military even in late game, and economic power could depend on the amount of your houses, this could also add an additional importance at keeping houses. Slave Market Technology (Market) > Slave : 50 Food, 25 metal, 1/1 House train requirement (No pop. count)
    1 point
  36. A "call to arms" button would be cool, which arms your nearby villagers to militia. And then a "back to work" button that turns them back to villagers once the enemy has been repulsed. That would be more of a Delenda Est thing though, since core game doesn't have "Villagers" and DE does.
    1 point
  37. Hi, me and my team have a project. we have the project to build an Age of Mythology 2. However, we would like to know what is the engine used for 0 AD and, if possible we provide it. The game 0 AD being graphically beautiful, we think that allowing a graphic renaissance to a cult game (dating from 2003 so a youth is eagerly awaited) will be something extraordinary. It's a long-term job that will lead to a professional quality. Hoping for a favorable response, I wish you a pleasant day.
    1 point
  38. That might be the your best contribution so far. Sorry, but someone had to say this. Barking random balance suggestions out at us without any robust reasoning isn't but belittling the work of the developers. As if everything is as easy as just fixing one value, and what is taking us so long? Then when people prove you wrong, you just come up with different, equally bad suggestion. If you really want to help the balance get better, I'd suggest helping borg test his mod. He's more experienced with this and he's put like 1000 times more of his time to make it all click. Let's help him get the changes into the next release.
    1 point
  39. Marring after half year? Crazy, we dont do this here. We even dont get married at all
    1 point
  40. I'm not taking it. There aren't any girls playing 0 A.D.
    1 point
  41. Hi! What about to add jump ability? Units and animals can be able to jump or climb over low obstacles or palisade.
    1 point
  42. 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
  43. Hi guy. Back again with more ISOMETRIC VIEW GOODNESS and advocacy. I have plaid around with the setting again and come up with a update for the local.cfg settings: ; Standard View ;view.zoom.min = 45.0 ;view.zoom.max = 200.0 ;view.zoom.default = 100.0 ;view.fov = 50.0 ; Isometric View view.zoom.min = 1000.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 256.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.2 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work It also include a suggesyion for standard view settings. The difference between 45 and 50 FOV isn't much, but make for better screenshot. My settings for zoom I think should be implement for the game. Now, the ISO view. Like before, the problems are: clouds (could fix this by adjusting their height in iso view to something like 4000), distance fog (needs to be disabled or reduced by some fixed amount determined by testing), water depth (the 'Real Water Depth' option does not render correctly in this view and must be turned off; looks fine after that), and a big one is that action sounds can only be heard if zoom in all the way (I have not yet looked for sound setting in the cfg whhich to fix this). These setting do allow for zooming and it looks really cool.
    1 point
  44. Dudde, use some Synthwave and Trance music for the soundtrack and I am "in." Here is a great song, copyright free: Synthwave! Have some independant artists in this genre. Can get permission. Would be fantastic fit!
    1 point
  45. Well, I finished up all the units for my second civilization: Here's a bit of general information about them:
    1 point
  46. Hmm the high spec doesn't really give a chrome effect, it brightens it up like a glowing light source. Well, here's the building anyway, hopefully reflections are possible:
    1 point
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