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Showing content with the highest reputation on 2019-09-01 in all areas
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6 points
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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
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4 points
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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
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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
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0abc updated again, numerous internal changes, simplified hero auras, replaced Kushite pikemen with axemen.2 points
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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
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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
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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
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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
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Another breaking change: rP22824 See commit message (or diff) for the changes.1 point
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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
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It would with an improved build order, but not against >2000 (or except maybe if opponent has archer civ)1 point
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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
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You need to add either <ResourceGatherer disable="" /> to your unit or remove in template_unit.xml1 point
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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
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Because more and more I'm thinking that Empires Ascendant is like the tech demo for the engine, where the engine is the real star of the show. That's not to say that EA couldn't and shouldn't be made the best it can be, I'm just thinking there are others out there who will take the engine and do incredible things with it that we can only currently imagine, if the engine is feature rich enough. For instance, make an RPG or something, maybe with your cool new assets as a basis.1 point
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@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
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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
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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
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For tomorrow i will prepare more concept art, this time the civic center, market, fortress,etc.1 point
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Let's keep it simple, heroes and champions two, elite and advanced one, basic zero. Also for cart, mace, ptol, sele.1 point
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