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Showing content with the highest reputation on 2019-09-01 in all areas

  1. Done the seleucid cataphract mask from the topic but forgot to turn off some objects for render before 30 mins bake, so i wasted 60 mins baking (30 normal map). Heres a preview alongside others maks until it ends baking again.
    5 points
  2. 4 points
  3. Reminds me of one of my old screenshots in DE: I It was almost empty because all troops were deployed to attack. Using isometric view makes it feel more nostalgic, akin to a late 90s strategy games I liked.
    4 points
  4. Interesting details of the gameplay. Every day looks more professional ! Detailed fanatic rush walkthrough though I doubt it would work in matches with rating >1500 :/
    4 points
  5. I'd say if someone quits a rated game without resigning, for whatever reason, there should be a 5min window or so, with timer, for that person to reconnect. If the person fails to reconnect, then the points should automatically go to the player still in-game. Having a decent connection is the responsibility of anyone playing a competitive multiplayer game. A tennis player can sprain his ankle during a match, preventing him from playing any further. But that doesn't mean the game becomes an automatic draw.
    3 points
  6. A mexica settlement in the lacandon Jungle
    3 points
  7. I'm not going to say that a quitting a game without congratulating an opponent is the best show of sportsmanship, but unless I'm mistaken, the solution is quite simple. Have quitters suffer the ELO loss that they would experience if they had lost the game. Maybe I'm missing something, but to me this rather simple change would be for the better. Could anyone point out any unforeseen problems with this? Also, I'm honestly baffled that a loophole like this has existed for so long. Is there something I'm overlooked or why have I not seen a solution like this before? Is it primarily a technical issue?
    2 points
  8. <GenericName>Wolf Warrior</GenericName> <SpecificName>Wulfaharjaz</SpecificName>
    2 points
  9. 0abc updated again, numerous internal changes, simplified hero auras, replaced Kushite pikemen with axemen.
    2 points
  10. I personnaly don't mind that a strategy wouldn't allow me to win over a >2000 player, I still don't know any strat that could do the trick xd I mostly see fanatics used in multiplayer games to kill trade or even steal the cc of player with a relatively low rating. Thanks for both the video and the complementary replay, they might both help in promoting more diversity in the gameplay.
    2 points
  11. Well the main problem is how do you make the difference between A crash A disconnection Alt + F4 The user shutting down the computer From the player (who is not the host) all are the same the game ends and all is over the host cannot rejoin anyway while the player would have been able to. Enforcing hosts to have a good quality broadband is nice but not really feasible. Currently the only solution is to either host game when you don't trust the players, play only with players you trust or don't do rated games. The best solution IMHO would be to have some kind of hotseat where the game switches host to the last player online. Another would be to require all rated matches to be hosted with wfg which reauires a lot of resources aside from making a headless server. You cannot also just trust the player sending you the result of the match (Else it would be easy to fake wins (just send a few dozen of matches wins) Also keep in mind the lobby is just for matchmaking it will just tell you the game is running it can't really tell who's winning.
    2 points
  12. What matters to me most is consistency; we already have Archer and Maceman, not Bow and Mace. Moreover, I believe having matching file names, generic names, and classes (e.g. `template_unit_cavalry_melee_swordsman` has Unit, Cavalry, Melee, and Swordsman classes and “Cavalry Swordsman” generic name) reduces the likelihood of minor mistakes.
    2 points
  13. Good enough? I've just done this gorgon face for attach it to lo que me de la gana:
    2 points
  14. version 0.9.5 Added: Hotkeys viewer. See the hotkeys you have defined in user.cfg. To open page press F4. Improved: Opening lobby chat during a game should feel faster/lag less.
    2 points
  15. @Nescio I'll start creating a public repository as you suggested. Regarding the version of the game, I was using A23 for testing but the files I was using for building my mod were from A24. I suppose that could bring some incompatibility issues at some point. So I decided to start from scratch using just A24. I'll be back as soon as I have everything set up again.
    1 point
  16. @Nescio Try to use Inkscape and make a black border around your yellow Roman numerals. I think the fancy shadow effect does not look that create scaled down to 128x128, 64x64 or 32x32. You can create the black border in Inkscape and export the image to PNG from within Inkscape.
    1 point
  17. Another breaking change: rP22824 See commit message (or diff) for the changes.
    1 point
  18. Age2 DE showmatches starting in a minute here: https://www.twitch.tv/escapeaoe Not sure if they'll be uploaded to yt after stream is finished. Enjoy!
    1 point
  19. It would with an improved build order, but not against >2000 (or except maybe if opponent has archer civ)
    1 point
  20. Np @sphyrth. Any comments are welcome. It will improve me. I’m quite disoriented with 0ad but I was just amazed with the quality of 0ad graphics and the music, and tbh a lot of features that’s why I just can’t leave 0ad easily and totally. Im not concentrating yet on very nice looking video but rather on helping to expose this game. In fact I posted it in DoM community forum. If I did not become a good 0ad player, I think I’m leading on the DoM as I’m the only one who can get past the most difficult modded DoM. Ofc because I am the highest number of hours played at more than 1.4k hours. You know I’m a crazy gamer. Though as in 0ad, DoM modders are also depending on what the devs have to offer. So I’m helping a couple of modders test their games before they finalize and make it public. If 0ad needs some testers on Mac, I’m just around the corner but I can’t go back to svn right now. @Angen I won’t forget your mod too. Ofc borg’s one also as it gives some more flavor to the vanilla.
    1 point
  21. Please copy errors and warnings from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ); screenshots tend to be hard to read. Yours does suggest something other than <ResourceGatherer> is the problem, though. Also, A23 (stable) or A24 (development version)? If the latter, check yours is up to date (svn up). And if you copy templates, make sure its from the proper source. By the way, do you happen to have a public repository of your mod? It's not mandatory, but browsing your files could make it easier to help you.
    1 point
  22. Let's take the house for example. It has the following inheritance (see the second line (<Entity parent="">) of any template): template_structure.xml template_structure_civic.xml template_structure_civic_house.xml template_structure_civic_house_big.xml structures/athen_house.xml The structure and civic templates don't have a <TerritoryInfluence> node; it is introduced in the house template and modified in the big template. Now what to do depends on what you want: remove <TerritoryInfluence> from one or more specific templates (e.g. athen_house.xml), but not all: insert a <TerritoryInfluence disable=""/> line in the specific template file remove <TerritoryInfluence> from all big houses, but not from small houses: replace the entire <TerritoryInfluence> node (four lines) in template_structure_civic_house_big.xml with a <TerritoryInfluence disable=""/> line remove <TerritoryInfluence> from all small houses, but not from big houses: remove the entire <TerritoryInfluence> node (five lines) in template_structure_civic_house.xml and insert a <Root>false</Root> line inside the <TerritoryInfluence> node in template_structure_civic_house_big.xml remove <TerritoryInfluence> from all houses: delete the <TerritoryInfluence> nodes in both the template_structure_civic_house.xml (five lines) and template_structure_civic_house_big.xml (four lines) files
    1 point
  23. Another potentially breaking change: rP22797 moved `wallset_palisade.xml` from `other/` to `structures/`.
    1 point
  24. Yeah though as @wowgetoffyourcellphone said they are just separate mods not a complete game. The engine should be split eventually (and the public mod as well). I guess @elexis gave up on that...
    1 point
  25. @Alexandermb I really love the work you do! But I guess you know that by now. Maybe it doesn't get said enough, but you art contributions all look fantastic, and I love to come to the forum and see what you're up to this time. I'm one of those people who zooms in a lot. A lot! In single player I remove the camera restrictions almost by default, and love to bring the camera down to a really low angle every once in a while to "see things from my soldiers' perspective". I've been doing this for years before ever even joining the forums. I've noticed friends of mine zooming in like that to appreciate the art up close as well. We notice details a lot, and love them. The more the better, lol... I also agree that it's good practice to make new art assets of the highest quality, even if they're not immediately useful or need to be downscaled for their final inclusion in the game. I think it's obviously a bad idea to constantly be playing catch up with bigger titles... Currently there are issues on the game-engine side, which limit the productivity and effectiveness of the art contributions. Artists should make the best art they can, and game engine needs to be updated to implement industry standard functionalities like anti-aliasing, anisotropic filtering, instancing and LOD systems (aren't there dynamic LOD systems that don't require any new modeling work?). Aside from all the other stuff that needs to be done to bring the performance up to scratch, like pathfinder improvements, moving as much as makes sense to C++... if I understand correctly there was even some GUI stuff that causes lag... I think asking artists to make sub-standard models or textures, because the engine can't handle what is considered low-poly by most other engines is not so good. (20.000 poly's is considered low-poly, pretty much everywhere these days). I don't think anybody still uses 256x256 textures anymore, so having 512x512 or even higher variants on hand for when the engine gets on point is a good idea. We shouldn't be thinking about what looks acceptable today, but ask will it still look acceptable 2 or 3 years from now. The game is still in alpha, and if it gets released with models and textures from the previous decade, it's going to look like a game from the previous decade. We need to think ahead about these things... The same person that's complaining about not being able to run this game on a 10 year old potato is eventually going to buy a new computer, and ditch 0AD in a heartbeat because it looks so outdated compared to all the other games he can now run on his system.
    1 point
  26. Well exo convinced me to work on a campaign mission.
    1 point
  27. To clarify, I'm not denying the Kushites had long spears; or that they could hold them with two hands; and maybe they did have true pikes indeed. (It's hard to prove something didn't exist.) Likewise, Carthaginians, Greek, Romans, and others new how to make pikes and occassionally used them on ships; but that doesn't mean they should have pikemen in game. As you indicated yourself. I think there is a good reason why the term is translated as pike. I think you're confusing the term "sarissa" with the word "pike". Lance and pike both belong to the spear family, but they're different weapons nonetheless. And yes, κοντός is an appropiate term to describe a pike, but that doesn't mean it must automatically mean a pike; as you know, the meaning of words depends on the context; the same issue with e.g. λόγχη, which could mean lance, spear, javelin, etc., or ξίφος, which means specifically a short, double-edged, stabbing sword, but could also be used in a generic sense for any blade (as in that sentence from Strabo quoted earlier; besides, pike doesn't square with θυρεός). A fair question. We can all care about realism yet make different choices. My mod focuses on the 3rd C BC; “might have” is not always good enough for me. For that reason I've also removed the maiden guard (the Mauryas did indeed have female palace guard—presumably similar to how other dynasties employed eunuchs—but it's unlikely they're employed on the battlefield) and the Ptolemaic camel archer (Nabateans did have camel archers, but camels aren't mentioned in the major battles involving the Ptolemies).
    1 point
  28. Thank you for your quick and elaborate reply! Thanks! The relevant part is: The word κοντὀς means pole—Homer uses it once (Odyssee X.487), for a tool to push off a ship—and later authors occassionally use it for a weapon (cf. English “pole-arm”), but it does not necessarily mean a pike—what it says here is “some had spears, some had swords” in a generic sense. Counterweights do not imply pikes; the ordinary Greek spear (δόρυ) had one as well, as did the shorter Persian spears. Short, thin, top-heavy means useful for throwing (javelin) and short, thick, counterweight means useful for thrusting, but many spears could both be thrown and thrust, and it's not unusual to be equipped with multiple different spears. (Pikes tend to be long (4 to 6 m) but narrow, to save weight.) Spears come in many shapes and sizes; short staffs with long blades and long sticks with short heads exist; wood tends to decay faster than iron. Fundamentally the difference is that a pike requires two hands to handle; a spear could be used both one- and two-handed, near-front, mid-shaft, or back; etc. Also, pikes imply syntagma (cf. Early Modern Swiss). Anyway, I got the answer I wanted, and can now remove Kushite pikemen from my mod with a clear conscience.
    1 point
  29. I suggested some similar in other context.
    1 point
  30. I put movie quotes in my empty .DELETED files. Lol
    1 point
  31. I'd put at least a 1 pixel black stroke around the numerals. It would also be nice if the numerals were a separate texture that could be overlaid on the tech portrait by the ui. Perhaps by a new line in the tech files.
    1 point
  32. 0abc updated, reverted buildable mercenary camps and created numbered gather technology icons:
    1 point
  33. For tomorrow i will prepare more concept art, this time the civic center, market, fortress,etc.
    1 point
  34. For now: Can work with the actual SVN Since this don't require the animations. Just the main mesh with the prop bones.
    1 point
  35. 1 point
  36. Well, im impressed how fast was to update the textures, didn't even took me 10 mins to update them.
    1 point
  37. Woah. This is insane. Nice work
    1 point
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