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Showing content with the highest reputation on 2019-09-24 in all areas
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I believe Hyrule Conquest has a similar feature implemented by @Exodarion And @fcxSanya https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/tree/f6f3e271be7940223d858d2e647f1356e6f22d693 points
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Here are some new options for attack notification sounds. They're similar to the existing sound, but a bit more distinct and much higher fidelity. AttackAlertAlternatives.zip2 points
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In-Game: It takes some time to reload but it kills in two shots an elite infantry athenian spearman. 1st shot 80% hp 2nd shot: Death. Objective: Slow Bolt shooter compared to scorpio but faster projectile speed and piercieng strong agains't infantry good for use it in mass agaisn't armies. In other words, slower in attack time but stronger in piercieng damage. Elite version of the scorpio.2 points
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my actual challenge is give the proper texture design. this current texture. here is @Trinketos model nuzwasu.7z @Stan` we can open a Cheat unit repo?2 points
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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
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Have a look at this video: Points to consider: The channel owner says: "-you can expect the usual RTS elements like choosing a civilization, gathering resources, building a base, training an army and defeating your opponent. "But with the current state of the Age of Empires revival and the messy Definitive Edition 0.A.D is something you might want to check" In my point of view this is wrong in so many ways that 0.A.D is looked like this: We have very little features to offer compared to AoE 1-2 franchise, wich is pretty much bad in publicity, and its what every new youtuber says and when he says "-you can expect the usual RTS elements like choosing a civilization, gathering resources, building a base, training an army and defeating your opponent." as public i would easily think: Another casual repetitive RTS just like AoE?. Playing Dawn of War again with the ultimate apocalypse mod, opened my eyes to a new way of implementing running; They use abilities, they have a "run" skill in every infantry for a movement speed in a short period with some decent cooldown lowering accuracy. We could implement running as an skill to every infantry so running doesn't go break, and this wouldn't be exploited since it has a cooldown and a negative effect on stats beside movement speed. Charging: Also another skill in tanks and heavy machines; This skill kicks everything on his way while increasing a lil bit the speed. Cult (Chaos faction): Playing as chaos let you choose at the start of the game wich god will you pray "slanesh, Khorne.." this unlocks some units while blocking others in the rest of the game, this let you adapt wich enemy you want to fight (still pretty much suck that faction against long ranged races like Tau or Dark Eldars), This is only included in the UA mod, in the core game infantry and tanks are restricted per races with small choises like techs or buildings (you build this barrack you can build heavy armored tanks but can't build the other barrack with fearsome tamed beast's) Merging civilizations into Trees: there was a topic about using trees to change the way civilizations are implemented and is similar to the god selection of chaos faction in Dawn of War Ultimate Apocalypse mod. @wraitii would know more but from my point of view: Pros: Adding small factions would be more easy. Having huge roster in a single civilization. Greek could be spread into: Athens, Spartans, Etruscans, Illyrians, Cretans, and every culture you may know better than me, and later advance to a higher version of that culture in phase 3 or phase 4 like Macedonians and later Seleucids. Celts can be either Britons or Gauls or Germanic factions. Romans could start as republican romans and then turn into later romans. Thracians could turn into dacians, suevians into goths etc you get the point. We can cover from year 1000 B.C to 250 After C if we desire easily if we get someday bronze age civilizations roster and buildings like the work @Basshunter is doing. Cons: We no longer will be a simple RTS but instead a complex one wich require some work. I'll let you decide i cant argue with my own logic. Seriously we need to get rid of this:1 point
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battering ram was created to counter fortification so I think battering ram should appear little after wall fortification Also I think if all faction have battering ram that will remove the advantage of celts factions especially Gauls . How you to balance this ? battering ram can be easily kill by the sword cavalry and any pool of sword units . I do not think this units it is OP the only things would be to limits the quantity of those units (3 by example) and the problem it is solved1 point
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I will. let's create a ticket https://trac.wildfiregames.com/ticket/5608#ticket1 point
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I don't think the alarm is the problem. Finding out where the alarm is occurring is the real pain. Many other games do this much better, especially via the minimap. AOE3 does it well there with little graphical animations and flares on the minimap. BfME2 also has dialogue that tells you what your units see and what's approaching, "It's a cave troll!" A simple hotkey addition that takes you to the position of the last alarm or notification would be very nice and useful. Spacebar could be used for this by default.1 point
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We could update the maps light settings though if someone wanted to review that...1 point
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The only assets he's using here that aren't in the vanilla distribution are his cult statues?1 point
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@Lion.Kanzen I can send him a request but I honestly don't think it's because of the quality of sounds themselves but rather of the way they are played in the engine. If we had proper sound mixing instead of having a maximum of 64 sounds that can be played together that would improve a lot the situation and we could have walking units sounds. That being said if we send him a request, because he is busy we should get a list of the sounds and how they are used so that he doesn't lose too much time. Sounds good to you ?1 point
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its a shame. One my fav game. But they are professionals and they recieve some money...why? They fix then they broke it again.1 point
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Diomedes? Dude, what about Memnon and Penthesilea? I want to see some Aethiops and Amazons on the battle field. They were very popular among the Greeks themselves, even though they fought for "the enemy", they were hugely respected and a popular topic in their art. I want to see Memnon slaying Antilochus, Nestor's son, and then I want to see the fight between Memnon and Achilles, that was so epic that even the gods of Olympus watched on in awe as these demigods clashed... I'd like to see the arrival of Penthesilea's Amazons and see them kicking some a__ on the battlefield, and see Achilles falling in love with the great Amazon Queen just as he kills her (talk about drama)... Would make for some amazing cut scenes! Check these:1 point
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I created a ticket https://trac.wildfiregames.com/ticket/5606#ticket1 point
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I think it's easy to upgrade m_LosState to answer visibility queries on a rect. But it's harder for a circle, but easier with a distance check. So we might need to store that state for a circular entity, that it was visible for some player inside the component. I agree.1 point
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For your information, workshops have now been enabled for all civilizations: rP22984 @Alexandermb, do you think you create a stone-thrower for the Mauryas?1 point
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Two ways to fix this: - fix the purely graphical issue. This is probably easy enough to do. - make entities visible as soon as some of it is out of FOW. That's likely trickier, but I'd have to check the implementation. Either way, I don't think a flag makes too much sense, though thanks for pinging about the issue, I'd forgotten about it.1 point
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Great initiative, I'm sure to play, had a very interesting project of economic mod in the forum, maybe it's interesting for you.1 point
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@Anaxandridas ho Skandiates I'm afraid the statue won't be ready any time soon . About a month ago, part of my PC files were accidentally deleted, including the ones corresponding to The Great Bronze Athena. Unfortunately I didn't have my files backed up. I had invested a lot of time and effort on this statue, but now it's gone. At this point I'm not sure whether I should start again or just resign. I'm sorry.0 points
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Ok, so there is nothing left missing ( @Altrine will do the names). Only work to do.0 points