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Showing content with the highest reputation on 2019-08-16 in all areas
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I could ban you immediately after that, but I don't think that would be constructive. I do have to ask you whether you actually want to participate in these forums, or for that matter play 0 A.D.? Because you give the impression of someone who doesn't really want to be here, but just be somewhere where you can get some attention. I'll gladly give you attention if you give me a good reason to, but right now it seems like all you want to do is take away attention and energy from people who are here because they want to be here, and because they want to see 0 A.D. finished and improved. And if that is all you are here for please leave.7 points
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Oh wow, 30 mins without an admin logged into the forums to delete 3 spam threads. Let's start a thread about it instead of reporting the content so the admins have a notification to delete them. Sigh. Good job ethanray945 points
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Those are actually Chinese characters. So it must be a Chinese Spammer. We had spams before, they come in waves occasionally. If the admins didn't do a good job, then there would be more of those things here buried in the Forums. But no. Those things will disappear within a day or 2. The admins are actually doing a good job being patient with sarcastic people who have the obvious intention on trash-talking them under the guise of "Constructive Criticism because it's True".4 points
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4 points
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4 points
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I don't play multiplayer often, but while this probably work on teams vs teams, I imagine if I play Macedonian 1v1 I'm pretty sure the opponent would choose Roman, and then I'd change it to other faction that counters Roman... Shouldn't there be any other buff to balance it? Like -5% attack but +5% defense or something? This sounds like a cheap way to balance factions.2 points
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@Alexandermb can you link #4460 in your next commits ? (That's the ticket you are fixing) Try smaller ones as elexis suggested.2 points
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I don't think a very widespread female unit is correct historically. But I see three possibilities that are more or less credible: A call to arms function to give weapons to female workers. A female priest with aura both for healing and fighting bonus. A female East Germanic champion inspired by Aestii and Przeworsk burials, giving fighting bonus.2 points
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2 points
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A list of things I didn't really find in the actors/entity list that would be nice to have: Coral: for the sea floor, there a many types and any would suffice Boulders: the type of big rocks you would usually find at the borders of a beach (where the transition between beach and bluffs usually happens). Usually they have dimension from 1 m to 10 m, can look fractured or not. I would say also different sized cliffs but those are already there but wouldn't work very well with the jagged edges of the map cliffs (most probably not worth it). Bushes (no food type) of different sizes the you usually encounter in the transition from beach to fertile land, similar to dry grass actor already present on 0ad but more bulkier (rounder, taller?). Actors for (dead?) seaweed you would normally encounter on the beach just after the wave "shape" the water leaves on the beach floor. Actor wood log (a natural, one not cut) used for fallen trees on the beach and probably in the inner island. I seem to remember some wood logs get white after being on the beach sun for some time. As for the trees, I wasn't sure what type to use so I went with a volcanic island with Mediterranean climate and added them as a pine type. I used the pine (old one) and pine_black to create the forest. For the volcano on itself I wasn't sure how to texture the upper top part. IMHO it ended up looking like some tomato sauce falling down a pyramid of spaghetti. So, what you think? Pd.: Don't fret it, they are just wish/suggestion. No need to do them2 points
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2 points
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Women in 0 A.D. basically fill the function of villagers in the game, but I don't think that enough consideration has been put into how they function especially for a game that attempts to pay close attention to history. First, it is odd to have them as the primary economic unit when slaves by and large filled that role. This been mentioned before so I'll leave it there. Next, while there are exceptions such as amongst various Celtic tribes and Sparta, most societies had women restricted to household related duties such as bearing and raising children, and doing other indoor activities at least to my understanding. This comes to my main point; women shouldn't be available to a faction unless there is good precedent for them having a larger role. Of course they didn't necessarily go out to chop wood or mine, but that is an RTS abstraction that I think can still exist. Granted, I am mainly speaking from a general knowledge of women's place in the ancient world from my familiarity with Roman and Athenian societies and at that, my study on the subject has hardly been thorough. I would appreciate any thoughts on the matter: especially concerning cultures I haven't mentioned.1 point
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@abc1: If both auras affect whatever units you're controlling, then yes the effects will combine. @sphyrth: you're asking if 0AD is doing: [base attack] +20% +15% (equivalent to: [base attack] * 1.2 * 1.15) or [base attack] +(20 + 15)% (equivalent to: [base attack] * 1.35) I believe it's the former, which in this theoretical scenario where both auras are in effect, amounts to +38% to unit attack. @Feldfeld: Whether or not an Ally's aura affects you depends on how the aura in question has been defined. It is also possible for an Enemy's aura to affect you if defined to do so. As an example: the Ptolemaic hero Cleopatra has an aura that increases the heath of allied Heroes, and a second aura that lowers the health of enemy Heroes.1 point
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Imagine you have a base stat of 100. You apply a bonus of 20% and then a bonus of 15%. After the 20% bonus, your stat is 120 and you apply the 15% bonus on that number making it 138. This is higher than a 20 + 15 = 35% bonus which results in 135.1 point
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By 20% and then 15% he meant that the 15% is applied after the first 20% bonus is, so on an attack value that is higher than the base one, making it give a bigger bonus and what it means that ally aura don't affect you (afaik) EDIT: in other words, the answer is no to the very first question of the thread1 point
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I'd personally say it's rubbish. It provides no interesting strategic options because it's factions counter some factions while being countered by other factions. There's a flat out buff or nerf that the player has no way to take advantage of except during those specific match-ups. I personally wouldn't say that Romans were that case. Although the Roman military was exceptional, much of its success was based around its ability to take advantage of the diplomatic turmoil in Greece, leading to its ability to defeat them in detail by and large.1 point
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1 point
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It's called "Factions Counter Some Factions while Being Countered by Other Factions" At least you should've stated WHY you think it's nonesense. I would like to know myself: Are the Romans the natural counter to Greeks?1 point
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1 point
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If you can also attach the files that are named in the error message that would be nice1 point
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https://www.geek.com/news/what-happened-to-the-real-time-strategy-genre-1649869/1 point
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(Hopefully this is the correct place to post.) Some types of fruit bushes can be very hard to see in game. They're identifiable if you know what to look for when maximally zoomed in (the five in the screenshot below), but not really when you play typically maximally zoomed out. Perhaps something for you, @LordGood?1 point
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there are people who have nothing constructive to do. That's why they spend a lot of time online or in multiplayer games spreadibg hate everywhere, when they don't have the wisdom of an adult to take the problem into their hands and build something, to contribute something, to solve some specific problem they have.1 point
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I don't need to. I actually spend time learning big words instead of whining on some forum like a little b*tch1 point
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I'll do the actors update while updating aspis and greaves so only upload of files and i'll delete the now unused also so just commit if possible.1 point
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1 point
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On the positive side of the cursed wolf being a domestic animal, the OP slaughter attack being used is that it makes the map so easy that people dont complain about it being too hard. That diff to have these regular wolves controllable was committed with the first revision of the map but was reverted directly as it was seen that animals should not receive orders because they are animals, unless they are domestic animals, then they should. I think it would be better for mod freedom if there was a "Controllable" boolean property for UnitAI to make it more abstract rather than hardcoded one way or the other.1 point
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Well we dont have the source files for all of them unfortunately :/ but yeah animation reexport is more annoying. Especially with complex animation systems.1 point
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The most hard thing was re-export all animation and meshes all over again and that was already done. handling textures is pretty much easy as i mentioned before placing a layer above another texture1 point
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Many in in the rest soth america. Those migrant caravans aren't natural thing. (political USA background)1 point
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That would be around 35$ + 15-20$ of the hardrive so 40.000 minimun salary multiplied by the price of dolar wich should be around 15.000 so its 20 minimun salary for a hardrive i think i was wrong with the 50 salaries before. Everything here is overpriced, a simple Samsung S3 mini wich is a really outdated and useless smartphone worths 35+ $ used in ugly conditions.1 point
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LOS for ranged units could be done by granting them linear splash damage instead of/in addition to regular damage. Then you check if it deals linear splash damage and if so, you delete the arrow. That would add some lag, but since you would be using linear splash, which is implemented, it shouldn't be a huge amount.1 point
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1 point
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Try disabling GLSL and postprocessing in the game's options.1 point
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@influxlondon what operating system do you use? - Windows - macOS - GNU/Linux Update: Sorry, just looked at the log you posted and saw this:1 point
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@Stan` only missing elephant riders but i haven't found the file yet, i have to look deeply in my house when i get there someday. Should i start the commit to start updating units?1 point
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Will you go thru all the unit textures and replace the leg textures? Just curious how far you're wanting to go lol1 point
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1 point
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@nani Any floral or geological eyecandy you felt was missing from your palette while making this?1 point
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1 point
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Just be sure to name them and give a description in the map settings tab, and then save them (under the same name?). Just make sure the name isn't taken yet. It should show up the next time you open Atlas when you click "file", or go to "file" then "open" and it should theoretically be there. The problem is that it's not always the case. If you forget to name the map in the map settings it could disappear or get overwritten or something. But even when being careful, saving different iterations of the same map, each with their own names, and then just loosing them can be a bit disheartening. imo, basically you should only need to name the map once (file name derived from the map name), and when saving a map causes another map to be overwritten, a dialogue box should appear asking you whether you're sure you want to overwrite an existing file. Then at least you have the chance to rename the file and keep both maps. But currently I think files can easily be accidentally overwritten without the amateur map maker's knowledge. Is there an autosave function? Would be great. I sometimes lost maps after hours of neurotic terrain painting, lol... cries inside. So I understand... For terrain painting, use a few similar terrain textures and randomly paint them through each other to avoid repetitive patterns appearing due to texture tiling. The first and third screenshot were purely aesthetic projects and aren't optimized for performance (that amount of grass causes too much lag, we need instancing badly). The middle screenshot of the Nile Valley had, in its final state, a lot of grass and dense tree growth on the river bank but was perfectly playable and kind of fun too. Played a number of matches on it and then it just disappeared after another crash or something (or got randomly overwritten by a previous map, I'm really not sure).1 point
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I've never been able to use Atlas without it routinely crashing on me, loosing saved files, unable to use search properly (need an external text editor and then copy paste what I'm searching for into Atlas search) (mods or no mods). It's a pity because with some practice I'm sure I could make a lovely map or two. Making Atlas more intuitive, straightforward and user friendly could engage a lot more community members in map-making.1 point
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It looks like a permission issue. Maybe @historic_bruno or @wraitii would know. Sorry for the inconvenience.1 point
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A seeding animation would be nice. Then the workers won't build a field by hammering it in the ground anymore.1 point
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@stanislas69 Thank you for wording such a nice response. As with Prodigal Son's response, I really don't have much to argue with what you said. I definitely understand the need to moderate expectations, and vocalizing my overly ambitious wishes for 0AD definitely flies in the face of that approach. I've often said it, I'm a dreamer, and I know it. I just think that some of the more visual developments like new civs are a good way to generate some natural hype, excitement, inspiration, etc. Look at the popularity of elexis' Jebel Barkal map, for example. He could have probably done it with any civ, but Kush provided some good inspiration for him. Having the seasonal options for maps like Fields of Meroë and some other map making developments made during the last alpha were at least in part thanks to the development of the Kushites and their need for new maps. I can see the development put a huge strain on some people, yourself included, and I can't thank you enough for your sacrifices, but people also grew/evolved/developed as a result, myself included. So it's win and loose, but in the end, it all goes towards a better, more polished game. The question is how long are people prepared to wait. I myself would love to think I'd still be checking the latest discussions in the Wildfire Games forums as an old man, and play the game with my grandkids Hopefully we'll have the Chinese in by then. If not, at least alpha 24 You're absolutely right about mods. I just didn't grow up using mods for games myself, and most people I know today don't either. Only the "real gamers", whatever that may mean, use mods, and this can be seen from the difference in download numbers (100.000+ for vanilla each alpha vs, few thousand for the most popular mods). I know it's not an excuse or anything, and people should be stimulated to download mods and experiment as much as possible. It's just a slow process to get people to be comfortable with it, and quality content like the Han, don't really need to be mods in my opinion. I'm more excited about total conversion mods, or mods depicting different timeframes. But you're right, mods can be just the same quality or even better than vanilla.1 point
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I am trying to create extended supply chains to replicate some of my favourite features of other games. As an example, I build a very simple drop site that is effectively just a pile of a specific material (metal, wood, stone) on the ground near to the collection area (trees, rocks, etc). I use the graphics from the "treasures" to represent these such as a pile of stones or wood. I then intend to have a "carter" who can pick up from that drop site and deliver it more efficiently to a storehouse over a longer distance. I have defined new material subtypes in the resource *.json files which reflect their original source location in order to control who can pick it up (e.g. wood.dropsite_wood as opposed to wood.tree). The subtypes are also specific to the material so that the "global" references to subtypes (e.g. when you see something just referring to "ruins") does not pickup a simple "dropsite" type. I can build the "piles" and drop the resource just fine. However, when I go to collect the resource from the pile the capacity of the carrier is ignored, it just collects everything in the pile in *multiples* of their maximum capacity for that resource. So, if the resource is "90" and the carrier's capacity is "10", the carrier will iterate the collection 9 times until the whole pile has gone and then walk off to dump it at the storehouse. I was under the belief that the capacity simply used the major type (e.g. wood and stone, etc.) as the key to the limitation and the ResourceGatherer.js seems to confirm this. Does anybody have an idea why the capacity limit is being ignored for my new resource type (i.e. wood.dropsite_wood or stone.dropsite_stone)? The whole point of this is that I intend to amend the "drop" side so that the "amount" attribute of the "pile" gets incremented by the drop amount each time. This then acts as a "buffer" which can be added to and collected from until it really has all gone. **Forgot to mention... the other point of this that the "piles" are not included in the available resources for building etc. They simply remain equivalent to an environment resource that anybody could start "stealing" from, adding the tactical requirement that the supply chain needs to be protected. Only once the carter has collected the resource and delivered it to the storehouse is it then added into the available resources.1 point
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for some reason your modgui give to me a rare bug. is about unfinish finished house. the worker never finish the house but visually is it.1 point