Leaderboard
Popular Content
Showing content with the highest reputation on 2019-08-19 in all areas
-
There was little response from the team in addition to one very unhappy response from what I could understand. Considering the lack of interest and the fact that I'm not a team member I don't have much ground to stand on to be writing dev-reports that no one's really excited about. I don't want to sound negative, so forgive me, but it was a bit confusing for me. I was looking forward to the return of dev-reports, but my attempts at reporting didn't seem all that wanted. I'd still like to at least update the facebook page with regular screenshots of developments in the art department, mod-news and upcomming community events. I was supposed to PM @feneur about that, but the dev-report thing had me scratching my head... Are you still expecting me to update the facebook and/or write dev reports? Please discuss in-team and let me know. I'd still love to do it. I just didn't understand why I had to explain why I was doing something that was literally asked of me. You know? (PS: just to be clear, I didn't have an issue with correcting and nuancing the report, but that wasn't really crux of the problem. The problem seemed to be the idea of even writing a report in the first place)3 points
-
Hello, A25 should have new map skimish for more than 6 players (atm we play 99% of game with random maps) And also why not 2 version of map ( 1 with gaia and 1 without gaia, some map are beautiful but we can't do fast game cuz gaia) Thank you team2 points
-
Well I'd like to keep things simple before those are implemented if that makes sense (which means less maintenance down the road)2 points
-
2 points
-
Thanks for being open about it Can you PM him now for Facebook ? Well I'd like you too, but only if it's a positive experience for you I can see where you are coming from.2 points
-
@pAris You can easily follow what the team is doing by looking at : Phabricator (https://code.wildfiregames.com) Trac (https://trac.wildfiregames.com) The revision log on the right of the home page (https://play0ad.com/) The current changes in A24 (https://trac.wildfiregames.com/wiki/Alpha24) There was a plan to make a more formal report with Sundiata, not sure what happened to that. About anything art related you can look at @LordGood's twitter and the art forums, and sometimes @play0ad retweets things. The plan is to update the design document and move on from there https://code.wildfiregames.com/source/design/ Of course it takes longer than expected, and the holiday period isn't making it faster2 points
-
Classes are used for many purposes. For example, technologies or auras apply to specific classes. There are also non visible classes (which are not displayed in the tooltips) which are used internally (for the AI for example). EDIT: Note that some words are "abstractions" or have an extended meaning. For example a class "Vehicle" could perhaps be attributed to a "cavalry unit" but not to a "car wreckage".2 points
-
I just took the basic rulesets that were presented in the design document and compared them to the actual "game" that is present in A23. That is all. Even a blind person sees that they don't match. And just saying: Neither did I write the design doc nor did I do the balancing in the past. That was done by someone else from WFG. And to me it's pretty obvious that nobody cares anymore. I pointed out some stuff to bring the design doc and the current game more in line. It's a fact that the current alpha contains a random mesh of different 200X era RTS game features (i.e. RoN borderlines and AoE II type resource and teching system) without any real coherent gameplay system behind that and it doesn't even remotely represent the design vision. It's the opposite to be precise. Nobody needs an AoE clone at this point, especially not one that isn't even halfway as complex/well designed as the original game. The HD edition and soon-to-be-released DE editions on Steam are more than enough to please the audience of AoE type games. The core game design is task of the developers. If they are not up to the task, they need someone else to work on this. The idea with having sub mod teams sounds good. However, idk how to make sure that multiple mods are worked on even if it's conceivable that one certain mod is prioritized over the others. Also, I fear that there might be the problem of limiting the manpower for the project even more, by splitting modders/programmers on different sub mods.2 points
-
I sympathize with your view here. I have also said that since the game is still in Alpha that the team should not be so afraid to experiment (especially when it pertains to simply editing balancing stats). But I could foresee some kind of balancing group who tries out different balancing mods and then submits requested changes. That way the core game isn't affected and then near the end of the development cycle, the group decides on which mod to fold into the core game.2 points
-
Hello everyone, What do you think of the possibility of making 12-player games see 16 players? @team 0AD, what are the technological limits? The generation of random cards? Of course many will say that the game is not optimized enough for this but I think it can be playable with 100 / 150pop and a good map. It would be really cool that we are free to play at 12 or 16... Thank you all !1 point
-
Hi all, I'm working on a City Building mod. This mod is trying to incorporate elements of city building games like Caesar or SimCity to 0 A.D. The end goal here is to have a RTS/city building hybrid mod using 0 A.D engine. The balance between the two genres that I'm trying to achieve here is to ensure that the city building part should be fun enough without getting too complicated. The plan I've made consists of several phases, each with different features to implement. But currently I'm focusing on two mechanics: I. Building placement In city building games, building placement is important. Especially housing zone. People will only live in your city if their needs are met. Job, food, desirable location. Otherwise they will leave. Resource and storage building placement is also important, finding sweet spots to shorten the route without disturbing existing residences. Since this is still a RTS game, effects need to be tweaked in such a way that normal player can play the game without crippling penalty, but player who takes time to plan the city can optimize it to gain edge. Implementation: Every building has aura that indicates their desirability, which will increase or decrease population count of nearby houses, e.g. civic building increasing nearby house population, military building decreasing it. Since resource management is already complicated in 0AD, alternative implementation is using building aura to increase performance of related nearby building, e.g mining dropsite increase nearby blacksmith research speed, blacksmith increase nearby barrack training speed, etc. This will cause crowds of buildings in desirable area, so to justify it every building is implied to have been constructed along with its nearby infrastructure, increasing nearby unit speed. Status & TODO: Released, but with general rule. These are the desired changes and their detailed implementations. A complete explanation of Phase I and download link is posted here. II. Economy In city building games, money is usually the only resource the player needs to build the city. It can be gathered from each citizen, or received by importing resources to other cities. Implementation: New resource available to simulate productions. Money: House and Economic buildings trickle money periodically. The amount of taxes will be influenced with the same rule as Phase I. The trickle should be low enough that player should spend responsibly, but should also be high enough so that it's not the first resource to run out before other resources. Money should be requirement of every building and unit creation, as it is analogous to builder/soldier salary. Weapon: Blacksmith will be available to construct in town phase and trickles weapon over time. This will be used to train soldiers. It would consume wood and metal, so wood and metal resource for unit training can be removed and replaced with only food, money, and weapon. Training time should also be made faster. Working animal: Horses/Elephant is trickled resources as well. Useful to train cavalry. Status: In progress. Money has been proven to be workable, but still tweaking 0AD GUI to support more than 4 resources. Weapon and Working animal is still being researched. TODO: Test other impacts of new resources, finding out other uses of money, learning about Summary screen (after battle) GUI as it is bugged out on Resource Tab. III. Citizens City building has NPCs that simulates production chain and distribution. To enhance the experience several new citizen types can be created that work like modified Trader but between resource dropsite and market/house/blacksmith. This is still in research phase. Feel free to criticize or ask if any of these doesn't make sense/needs work/impossible to implement in 0 A.D. I still have a lot to learn in modding 0 A.D, any feedback is welcome. I will keep updating this post if there's a new idea to share. Thank you.1 point
-
Is the great hall in lieu of a fortress (would make sense)? Also need a Stable and Archery Range. The Battering Ram can come from the Great Hall or Blacksmith, so no need for a Workshop. I'm thinking the Civic Center can go sideways with the entrance on the long side (like the current Millennium AD Norse cc) and the Great Hall could long lengthwise with the entrance on the short end.1 point
-
We have default sizes for store house and market. https://trac.wildfiregames.com/wiki/ArtScaleAndProportions Footprint size Building Name(s) 2x2 Outpost, Defense Tower, Sentry Tower 3x2 Wall Short 3x3 House, Wall Tower 5x5 Farmstead, Storehouse, Corral, Blacksmith 6x2 Wall Medium 6x6 Barracks, Temple, Dock, Stables 7x7 Fortress, Shooting Range 8x8 Civic Center, Field, Market, Elephant Stables 9x2 Wall Long, Wall Gate1 point
-
It (the feature of diffent stances) was actually on my ToDo-list for rainy days (which we have quite a lot here in the Netherlands). Happy to take a look at your patch of course, just ping me when you've got something1 point
-
Isn't there a limit in the engine for 8 players? Or is it possible to make a mod with more?1 point
-
https://news.xbox.com/en-us/2019/08/19/age-of-empires-de-cross-play-steam-age-ii-de-coming-november-14/1 point
-
1 point
-
That looks nice! Would it be possible for archers to switch animations? E.g. use: 45° angle when attacking targets at >50% of max range horizontal when attacking targets at <50% of max range1 point
-
Starcraft is more about rushing/Booming and a lot of micromanagement. At this point it should be slower with battlalions. is very bad representatiion of this timeframe, So I never feel a real RTS about Rome. Tell me a single. I dont care the market at that point. And you are forget Windows exclusivity. Nor Linux or Mac. Other game can give some contribution is Stronghold crusader 2. The turtling of that game is interesting. The rest you are right.1 point
-
It's just 1 guy almost, if he's still not IP banned yet then i still wonder why. If he is then he's very dedicated. Also, the forum is more active now in general.1 point
-
I dont recall the forums being this toxic back in 2017. Trolls..trolls everywhere. Anyway, fare thee well. To v24 and beyond.1 point
-
1 point
-
Thanks ! I wanted to do that but never got around it. You'll have to convince @bb_ or @wraitii to commit that ^^"1 point
-
Maybe also add what @Angen have in his mod. Split ranged attack animations per state, Idle > Prepare > Aim > Loose > Reload > Idle This way maybe long range attack archers can be interrupted @Stan` also i edited archers animations to use Bow bone instead of Weapon L. Wich proper rotation, bow was wrongly placed before.1 point
-
Hello I find that producing his units in the CC is really a quality in this game ... remove it I would find it sad. The interest of the barracks lies in the addition of another production line, different types of unlocked units, unlocked techs from the barracks. A building that tank and allows garrison units. A call to arms would be interesting (but since the barracks, women would be briefly armed). This would also increase the interest of the barracks early in the game.1 point
-
1 point
-
Dear moderators, I would like to report someone who quit during a 1vs1 match. In game name: SORO-BABA @user1 told me in lobby to also add his real user name: sorobaba I noticed @user1 also banned SORO-BABA from the game lobby with the note: only 1 user please. Thanks for your time and have a nice day. @user1, @Hannibal_Barca commands.txt1 point
-
1 point
-
That sounds indeed perfect for the figure-of-eight shield! However, goat-skin is more appropiate for the pelte.1 point
-
Planning base... (since 2015) the actual GUI modding is some kind confusing. Its starting to feels old and outdated.1 point
-
1 point
-
Please look my concept art, if you can make some of them i would be very grateful1 point
-
1 point
-
That gave me other perspective and worked pretty well: However i used the wrong object for baking. This shouldn't have border. Im making two kind of textures: Generic: Spheres of texture for work with everything. Shield Shape: Textures for specific kind of shield shapes, like borders and colors. Gonna leave the intact cow skins and make 3 or 4 more for Scratched skin. Allice in the node labirynth:1 point
-
1 point
-
1 point
-
The game needs more of this: And less of this:1 point
-
I will make this for all buildings so the development will be more slow xd1 point
-
Oh i see tanks I been planning the water system since the mod started with the olmecs. Is fixed1 point
-
A little update about Phase II As I have finished patching the Phase I for both Alpha 23 and Alpha 24 (available on Mod.io) it's time for me to continue to Phase II: Economy. In this phase I attempt to make extensive change to the way economy is handled in 0 A.D. to make it more resemble city builder games, namely Impression city builders like Caesar, Pharaoh, and Zeus, and also taking some inspiration from castle builder games like Stronghold. I'm still in the research part of the process, and really overwhelmed by the code, as I'm not too familiar with Javascript. So any programmer who wishes to help is very much appreciated. So here's a list of things I want to accomplish in this mod, and the status of their progression: Money resource: A new resource that cannot be gathered, but instead trickled. House and Markets will trickle money over time, which can be used to train units and construct buildings. There are many mod projects that are already implemented this modification, some of my favorites are 0abc and also Delenda Est, so I plan to add some of my own twist to it. Trickle rate is based on location desirability of each house, with ruleset already established in Phase I to make city planning has a more tangible reward. Status: Largely finished, still tweaking the trickle rate. Also have to merge with Phase I completely before adding other changes. Adding features from other mods like tax adjustment etc (if permitted). Secondary Resources: New secondary resources that can be produced using primary resources. Like Weapon made from wood and metal, Horses from food, etc. In city building games they usually have different building for making different weapon and there will be automated NPCs bringing wood to the fletcher and another to bring the finished bows to armory. The way to do it is probably by trickling Weapon periodically while also negative trickle on wood and metal. And also having citizens tasked to 'gather' weapon from blacksmith and drop it at barracks. Status: Not sure if it's going to be enjoyable. Perhaps a refinement of the idea could help. I'm also not sure how to stop trickling if the primary resources goes to zero. Victory Condition: As with city-building tradition, several new victory conditions are planned to be added as options. Population Victory (first faction to reach 500 population), Economic Victory (reach 10000 money), etc. Status: Still an idea, but peeking through code seems like it could be done. Resource Cap: Just like population, I'd like to make resources have limit too. Every dropsite will increase the resource cap just like house to population. For example a Farmstead could only accept 500 food, so if it reaches 500 then all available food dropsite will stop functioning until a new one is built. Status: Learning the code. It seems very complex as there seems to be many files that have to be changed. Hopefully I can do it. Any programmer out there that have experience in handling resource and population Javascript, I need your help. So the most realistic part of this plan is probably the money resource and victory condition. I hope I have enough time to learn while my day job is not too hectic recently (it might change soon though). Thanks for reading!1 point
-
1 point
-
Game: 4v4, around 47:40 game time Map: Mainland (Normal, Temperate biome) T1 Players: chrstgtr (1986), Dakara (1684), Karott (1363), snelius (1600) T2 Players: lou-diamonds, faction02, Ricsand (1402), Palaiologos (1371) Summary: Braggadocio, 160 "sheep" Roman cav army slower than Ptole pikes & kick off the game. As I got a raw deal today I would like to explain publicly why this has been my last game. But let's start from the beginning. ========================================================================== This was well balanced and hard classic game. It has many turnes of events. Game itself begins with the greatest gamble of that war when @Dakara settles his colony just in front of enemies and next to his ally @Karott which will allow them later to hold enormous pressure given at that point by @faction02. In the mid game you can see many fights mostly in the center of the map and all there where lou-diamonds placed his Roman camps. At the late phase (from min. 36:30 to min ca. 40) you can notice Riscand's CC being captured by me which forced Riscand to retreat leaving @faction02 alone at @Dakara's territory. And that in turn allowed @Dakara to drive off the enemy and save our area sound & safe. Soon after lou-diamonds demolishes my last barracks and @Palaiologos raids me with cav to finish the job. ========================================================================== This evening I have played and spectated couple (or more) games. What I have noticed that there is one player who blames "bad balance" for loosing the game not even thinking about his very poor style of playing. This type of players plays better using mouth than mouse - they simply boast not even looking at own mistakes and in case anything goes wrong, they instantly resign. And when, while playing this (uploaded) game, I had to read on a team chat how that kind of a person has time to type several times how "over powered" he is, but had no time to respond enough quick for my and other allies requests to share resources, I said enough and had to take action. I started to "motivate" this player to stop playing "by using mouth" and start to play "by using mouse". And this was the reason I have been kicked out the game before our team won and game ended. Actually it wouldn't be a big deal if it would not be done by a person, who focused more on repeating "how he is winning his side" and "how good he is", than on the game itself. There was even a moment I thought he is away from computer and we are fighting 3v4. "Braggadocio" (this is how this sort of player should be called) had time to write "I'm so op" but had no time to share his resources with allies. He was reacting after repeating requests several times. "Braggadocio" even believed in his power so deeply, he figured out he will destroy or capture enemies CC with his "op cavalry" (you can see that at min. 26:00 at lou-diamonds'es CC). As I was passing by with my little cavalry detachment I was even asked to help in destroying that CC. But as you can notice I refused and run away with my cav far away from that crazy idea. "Braggadocio" was later angry at me because of that. Who knows ... maybe this was an additional reason why he kicked me. Finally after several attempts and over 42 mins success! Roman cavalry successfully destroys CC! But not sure if it was a success of Roman cavalry or Karott's 14 Iber champ cav aiming into faction's CC (see min 42:20). "Braggadocio" was so busy raiding with his "op" cavalry around the map that had not even time to take down enemies trade (literally 0 traders killed). Worse. Didn;t even noticed our opponents trade. "Braggadocio" likes to tell other where they are supposed to be and which flank should they fight, but doesn't realise that he is the only one "inactive" playing "sim city" for a while many times. "Braggadocio" has the greatest (indeed over 160 units at 200 pop limit game) cavalry army. Shame it is a "sheep army" being more specialized in gathering food from sheep than fighting enemies. "Braggadocio" has the fastest cavalry army but he doesn't even try to save ally's territory from enemies raids and protect his allies trade from enemies bolts. Maybe because he felt ashamed by @Dakara as his Ptole pikes where on the spot before his "sup op" Rome cavalry army set off. At the very end of the replay I was focused so much on micro fighting vs Ricsand at his former territory that I had no idea if we were winning or not. You can only imagine my surprise after being kicked and how I saw, being offline, that we finally won. I have been very impolitely kicked out of the game, literally 10 sec before we won. Thus unfortunately you won't be able to see the very end of the game. This was an incredibly rude behaviour I haven't seen for a long time in 0ad games. Especially I was kicked by the person who invited me to this game. Yes this was very hard game.But this was also my last game ...... my last game with @chrstgtr in one team. Thank you @chrstgtr for inviting me to this game as well as kicking me off it. @snelius P.S. 1. And what a weird coincidence: it was a first time I won a team game being with @chrstgtr in one team (I take into account only fairly balanced games). P.S. 2. I also would like to thank my opponents in this game (Ricsand and @Palaiologos) that their attack on Braggadocio's fort didn't last longer than 90 seconds (ca. min 18:20-19:50). Thanks to you guys we had an "old good style" entertaining game. Otherwise, if you had destroyed that fort, we would have an "instant resign & gg". P.S. 3. One evening before, I saw on my own eyes (and many other witnesses too) how that "brave Braggadocio" calls another (much better than "Braggadocio") player a **** (I won't get so low to repeat this word) just because he didn't push hard enough his opponent next to his border. As you can see in this replay @Palaiologos (nearest Braggadocio's enemy) ended the game safe & sound donating his allies (gj!) and being highest pop from all t2 players. What a surprise! And last but not least - files to download: 2019-07-21_0001 Braggadocio.zip @chrstgtr if you really want to practise cav supremacy tactic, please check this out: goatissh dominance There you can see the difference between "sheep" cavalry and the real cavalry.1 point
-
1 point
-
1 point