Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-08-19 in all areas

  1. 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
  2. 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 team
    2 points
  3. 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
  4. 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
  5. @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 faster
    2 points
  6. 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
  7. 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
  8. 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
  9. 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
  10. @feneur Sorry for being vague. I only realized it after reviewing the thread. For some context, I have this thinking of "If the UI needs improvement, one of them is to remove some clutter." and I have this assumption that seeing two seemingly redundant classes (Worker and Citizen) is part of that clutter, and one of them needs to go (or at least become non-visible). Now, I'm asking why Worker and Citizen should exist as separate classes. The answers I got is "From the standpoint of devs/modmakers, it's a great distinction.". And I can see why. But from the player's standpoint, "Why?", and @fatherbushido is giving me hints. =========================== @fatherbushido That is IF there's an instance that does that. I won't badger you into finding one. Even I can do a work as minimal as that (like I said, I haven't been playing in a long time - so I need to brush up on my knowledge about the game). I'm sure the mods (which I'm currently checking out) put that distinction to use. I'm marking this thread as [ANSWERED], because it already is. It just took my slow mind *some time to grasp it all. Thanks for the help!
    1 point
  11. 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
  12. Hi, the civic center and the market are not finished, i made a special building for the champion units and the farmstead is the difinitive model based in old concepts. The drawings ar not made to scale, the size of the buildings i leave to you, the fortress i will make it later.
    1 point
  13. 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 something
    1 point
  14. That'll be D1971 :) Often loading the "Units_demo"-map also shows errors, but I do not know whether that map is updated automatically? B.t.w. this looks awesome
    1 point
  15. Isn't there a limit in the engine for 8 players? Or is it possible to make a mod with more?
    1 point
  16. https://news.xbox.com/en-us/2019/08/19/age-of-empires-de-cross-play-steam-age-ii-de-coming-november-14/
    1 point
  17. Yep, i was eating before finish cretan properly. Should i also add the state split animations? Idle > Prepare > Aim > Loose > Reload? Just in case
    1 point
  18. 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 range
    1 point
  19. 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
  20. 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
  21. Mostly for just have the animations in case that function is added someday. Here a preview of the long range:
    1 point
  22. Thanks ! I wanted to do that but never got around it. You'll have to convince @bb_ or @wraitii to commit that ^^"
    1 point
  23. 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
  24. 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
  25. I have enough already to update peltast shields, according what we have now.
    1 point
  26. 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.txt
    1 point
  27. @wowgetoffyourcellphone thrashes the game, but gets respect because he puts on the work with Delenda Est. @DarcReaver thrashes the game, but gets respect because he knows what he's talking about and can back up his statements substantially. @BabyStar1, 2, 3, ... N thrashes the game.... just thrashes the game. As a contribution to the topic, I miss the Rush Factions (that is assuming that they haven't all nerfed). In this case, the Slinger Rush is being implied, and I still love the Naked Fanatic Rush. In teamplays I like a Combo of Rush + Late-game Factions going against Anti-Rush, Mid-game Factions. That's only IF 0 A.D. doesn't consider 1v1. Let's take DotA for example. You can play 1v1 with DotA, but it's clear that the game is designed specifically for 5v5. So every nerf, buff, item changes, even map changes - they all revolve around the 5v5 experience. But in 0 A.D. I don't know how you can do that. So, in this case, you can see why Darc wants the devs to have a clear flow of the game (that isn't a broken copy of AoE).
    1 point
  28. Worker affects only units with the `Worker` class and Citizen affects only units with the `Citizen` class; both are visible classes. Then there are also the non-visible `CitizenSoldier` and `FemaleCitizen` classes. Different unit types can have different classes, e.g.: `template_unit_cavalry.xml`: CitizenSoldier; Citizen `template_unit_infantry.xml`: CitizenSoldier; Citizen, Worker `template_unit_support_female_citizen.xml`: FemaleCitizen; Citizen, Worker `template_unit_support_slave.xml`: Slave, Worker
    1 point
  29. That sounds indeed perfect for the figure-of-eight shield! However, goat-skin is more appropiate for the pelte.
    1 point
  30. Planning base... (since 2015) the actual GUI modding is some kind confusing. Its starting to feels old and outdated.
    1 point
  31. Hello, I'm Adrvm, from Asturias, Spain! My first languages are Spanish and Asturian, I'm on GTM+1. My nickname comes from Adr(ián) V(ega) M(ántaras), my real name!. My favourite factions are Romans, Gauls and Persians. AST: Ye bien prestosu el vuesu xuegu, a min préstenme pola vida tolos RTS ya esti ye'l que más xuego colos mios collacios, teo bien de ganes de probar l'Alfa 24. SPA: Vuestro juego está muy bien, me gustan mucho todos los RTS y este es el que más juego junto a mis amigos, tengo muchas ganas de probar la Alfa 24. ENG: Your game its so good! I really like every RTS and specially this one, I play it a lot with my friends and I raelly want to play Alpha 24.
    1 point
  32. Please look my concept art, if you can make some of them i would be very grateful
    1 point
  33. 1 point
  34. 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
  35. In latin america many thibgs becomes different. And vulgar. Carajo for example. The other is very dirty to explain.
    1 point
  36. Right, basically what I was talking about with @fatherbushido
    1 point
  37. I will make this for all buildings so the development will be more slow xd
    1 point
  38. 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
  39. By the way, that mod idea is really cool!
    1 point
  40. But ptolemies are just as good as celts !
    1 point
×
×
  • Create New...