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Showing content with the highest reputation on 2019-09-07 in all areas
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This alpha being over a year going, I think adding the Han (and archery ranges, stables, and workshops) would make it worth the wait.3 points
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Nothing wrong, remember sometime in history they used mercenaries as their legionaries and that was one of the factors that caused the debacle of the empire.3 points
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Experimenting with walking and relax animations for remove the lightweight shield effect we have on the walking animations. All this with the intention of soften the walking animations and less jogging side to side. (Gifs would really help me to show my point but my internet is reeeeally slow this days). Walking: Looks similar to hoplite stance but with a more relaxed right arm and an straight shield arm for better sync with walking animation. Will replace the spearman standing too since it looks kinda stiff compared to hoplite soft stance; If ya'll agreed. In other talk: Archer attacking animation added for maurya elephant riders archers.3 points
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If you gave me a valid point i would consider it but i only see the same excuse of every change; "no i dont like it i preffer the old way" "no thanks in my mod ill keep the old actor", "i dont care if its historically accurate or physically valid, i'll stick to the old way", as mentioned before i just see the same fear of changes in every topic, yet you have your own mod to tweak it as you wish with a lot of changes no matter what is added or deleted from EA, and just like angen did in his mod he tweaked a lot of actors adding more realism to the "CITIZEN-Soldier" feature wich is the key feature of the 0 A.D. and it is not my decision to make if it change or not i'll let community decide and see if they approves and not just follow the decision of only 1 besides i'll just add my point of view. If the variant is called relaxed and the state should be relaxed i dont really know why it should be in ready state just like slingers just that i havent found any good concept for a good relaxed state for slingers. And infantry is quite easy to distinguish from distance despite their animation. Just need to shee their equipment and most importantly the GUI template name "Skirmisher" "Hoplite" "Swordsman". If they are citizen soldiers they should be relaxed and behave as humans, relaxed and pacefully not ready in the middle of a city. If the game were about guns and tanks what would you think about a guy holding a barret rifle in the middle of a plaza like if it were just about to kill someone but suddendly you order him to gather some wood, is that normal ? Is that the proper way of make the game "attractive"? is just like not having ready for combat state implenented. Imagine a hoplite walking to a persian sparabara with a "im gonna kill that pers scum with my pacefully walk carrying my shield next to me opening my whole chest to a possible arrow straight to the hearth" or even better "im gonna kill that tree as soon as i get there" *walking aggresively with a spear ready to cut that tree and and a hoplon*.2 points
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I love it! I've always thought that the relax stance looked stiff and unnatural...2 points
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+1 for Xianyang for the same cheer of adding the Hans in the game. We tend to have problems naming stuff that don't have the Greek / Latin letters in them... especially now that we're tired of using Greek or Roman names.2 points
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Hi, I would like to ask if someone could find some time and create seeding animation? So then current building animation for farms could be replaced with it? Thank you1 point
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Map Mainland (Normal) Autumn biome Team 1 Rauls Tauriel Ricsand lapatiencos Team 2 andy_beauty chrstgtr bbgotbanned Pudim Highlights of game are:1 point
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Hello everyone, Following https://trac.wildfiregames.com/changeset/22379 there will be some changes needed for those of you who have mods modifying templates. I believe that's most of you. Before rP22379 a typical attack component was defined like this: <Attack> <Ranged> <Hack>0.0</Hack> <Pierce>12.0</Pierce> <Crush>0.0</Crush> <MaxRange>72.0</MaxRange> <MinRange>0.0</MinRange> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>75.0</Speed> <Spread>1.5</Spread> <Gravity>9.81</Gravity> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> <RangeOverlay> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.175</LineThickness> </RangeOverlay> </Ranged> </Attack> Now you have to wrap Hack, Pierce, Crush (but not Capture !) into a Damage Tag <Attack> <Ranged> <Damage> <Hack>0.0</Hack> <Pierce>12.0</Pierce> <Crush>0.0</Crush> </Damage> <MaxRange>72.0</MaxRange> <MinRange>0.0</MinRange> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>75.0</Speed> <Spread>1.5</Spread> <Gravity>9.81</Gravity> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> <RangeOverlay> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.175</LineThickness> </RangeOverlay> </Ranged> </Attack> Also note this will be breaking auras and technologies as well. { "type": "range", "radius": 50, "affects": [ "Soldier" ], "modifications": [ { "value": "Attack/Melee/Crush", "multiply": 1.20 }, { "value": "Attack/Ranged/Hack", "multiply": 1.20 } ], "auraName": "Religious Fervor", "auraDescription": "+20% attack damage for soldiers.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } Will become { "type": "range", "radius": 50, "affects": [ "Soldier" ], "modifications": [ { "value": "Attack/Melee/Damage/Crush", "multiply": 1.20 }, { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.20 } ], "auraName": "Religious Fervor", "auraDescription": "+20% attack damage for soldiers.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } { "genericName": "Close Combat Cavalry Training", "specificName": { "mace": "Xyston", "spart": "Xyston", "athen": "Xyston", "sele": "Xyston", "ptol": "Xyston", "rome": "Hasta" }, "description": "Training increases melee attack.", "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", "modifications": [ { "value": "Attack/Melee/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Crush", "multiply": 1.2 } ], "affects": [ "Cavalry Melee" ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Becomes { "genericName": "Close Combat Cavalry Training", "specificName": { "mace": "Xyston", "spart": "Xyston", "athen": "Xyston", "sele": "Xyston", "ptol": "Xyston", "rome": "Hasta" }, "description": "Training increases melee attack.", "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } ], "affects": [ "Cavalry Melee" ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } This change will then allow any modder to add different types of attack to his mod. One currently has hack, pierce, crush, and could add, magic, fire etc... following https://code.wildfiregames.com/D1938 Sorry for the inconvenience and Happy modding You can answer this thread if you need further details1 point
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Not bad for a relaxed idle. One thing I would like to see is maybe 3 or more "fidgeting" animations for each idle (maybe as a goal for the future). You know: cracking their necks; looking from side to side, shifting their feet; shrugging their shoulders. Things like that!1 point
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No no, don't apologise, I think I'm rather the one that sounded harsh, lol... Sorry... Plough appearing out of nowhere would be a bit weird indeed. But not necessarily that much weirder than citizen soldiers with spear and shield instantly switching to a pickaxe or siege equipment popping into existence when you unpack them (where did the horse go?). In a crazy ideal world, I think elephants should only be able to help human workers already on site. In the case of farming, assigning an elephant to a field which already has a worker would cause the worker to attach the plough to the elephant and start ploughing. Although that would also just look stupid, considering how small the fields are in relation to the elephants. In addition, if the idea is historical accuracy, then oxen were far more used for ploughing than elephants ever were, including in India. I guess I just freaked out at the thought of giving worker elephants yet another task to perform autonomously. They're smart animals, but not that smart to just send them off to work on farms and construction sites by themselves... It's just one abstraction too far for me. Yeah, that would actually make things look a lot more believable. In that case I would shelve my opposition to worker elephants building. But the rider really shouldn't come down from the elephant. And I still don't think elephants have any business farming.1 point
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I'm sorry if I sounded harsh it was clearly not my intention. I just meant that the mauryan elephant which currently builds by putting planks on the ground would look weird if the plough was applied to farms because building is still a static activity (the unit doesn't move) and so the elephant would be idling there while a plough would appear out of nowhere... Would be nice to have a rider on him yes1 point
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My, did this one open a can of worms. I guess the best solution would be from @Stan`. Something similar to the Cavalryman gathering meat: The rider of the elephant comes down and does the seeding.1 point
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Dudes, you can't add farming elephants. If that's already a thing in the game (I should check), then it should be removed along with elephants building by themselves. Elephants with a plough is a thing. Elephants digging the soil with their trunk and planting seeds for their human overlords is really not a thing.1 point
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Hello can you try dosabling GLSL and postprocessing in the game options to see if that fixes it ?1 point
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Saddly the walking speed is too fast. The walking animation looks so good at half speed and in 0.5 speed.1 point
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rP22854 rewrote the main menu code. Mods that wnat to specify their name to be displayed in the main menu can easily do so by adding a new file instead of rewriting mainmenu.xml. @wowgetoffyourcellphone Your mainmenu.xml contained this diff to svn: and I would recommend to delete this file and put this file under pregame/ProjectInformation_DelendaEst.js: g_ProjectInformation.productDescription.caption = setStringTags(translate("Delenda Est v0.0.03"), { "font": "sans-bold-16" }) + "\n\n" + translate("Notice: This mod is under development and many features have not been added yet."); g_MainMenuItems[4].caption = translate("Atlas Scenario Editor"); g_CommunityButtons[0].tooltip = translate("Click to open https://0ad.mod.io/delenda-est in your web browser."); g_CommunityButtons[0].onPress = () => { openURL("https://0ad.mod.io/delenda-est"); }; The mods that have more weblinks or information to add, see ProjectInformation.js:1 point
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Well of course I forgot to check that... I guess that's for all the lefties out there.1 point
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Enough for today, my internet wasn't the best this day. Note: Compare how ugly the helmets looks with a white specular while it looks awesome using bronze specular. Tomorrow i'll continue with another highcrest and also add a better snake crest and if my internet lets me, finally upload the fixed animations wich i know they remain broken for today's fix to group variants.1 point
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If Han China were included in the game, then how about Xianyang, the capital city of Qin Shi Huang (the man who unified China), whose mausoleum in the necropolis includes the world-famous terracotta army? The Han China took over a few years after his death and moved the capital to nearby Chang'an (modern Xi'an).1 point
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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
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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)1 point
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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
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I dont recall the forums being this toxic back in 2017. Trolls..trolls everywhere. Anyway, fare thee well. To v24 and beyond.1 point
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Hello everyone, I do not know if nerf the technique of slingers rush is a good idea, you must be able to play in many different ways and there is not a single way to play. In addition, compared to the old version of the game, the slingers have already received a debuff crushing damage (which I find justified) On the other hand, giving more opportunities to play against slingers rush can be interesting. These are just loose ideas but we could for example: - Make a redesign of the technology that increases the armor of the towers. Make it accessible P1. Technology would increase armor against overwhelming damage (Tech level 1 Phase 1: cost 200 wood and 100 stone Tech level 2 Phase 2: cost 500 wood 400 stone) -Increase the resistance of the house to capture if there are women in it? I mean make the catch slower (is it possible since women do not have a capture attack?) -Increase from 80 to minimum the hit points of some civilization homes (150 wood houses), this is sometimes really punitive in early game. -Increase slightly the armor of the cavalry to the piercing (this buff includes a big nerf for the archers ???) so that the cavalry does a better job on the slingers. -Nerf slightly the Gauls lategame by reducing the power of the hero Vercingetorix (20% -> 15%?)? Another problem: Nerf slingers could too nerf the Athenians civ and indirectly make the shooters powerfullllll Thank you for your reading and possible return.1 point
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@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
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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.1 point
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I don't know if walls are too cheap or not; I don't get to use them often enough to know. I wish non-siege did less (if any) damage to walls - perhaps this could be an upgrade. You can trade for more stone, but it's almost always better to trade for more useful resources.1 point
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Indeed, between Civic Centers, Fortresses, and Towers, there isn't generally enough stone leftover for walls, unless it is a relatively short wall at something along the lines of an isthmus or acropolis. I love building walls, but I can almost never justify building them, especially with the age old inability to replace Wall Towers problem.1 point
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That's assuming one of each. Except for the wonder, you'll want several of each. It's almost always better to build another tower, fortress, or civil center than any walls. If you actually get to build the max of each (10 fortresses, etc.) there probably isn't enough stone left for walls.1 point