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Showing content with the highest reputation on 2019-11-19 in all areas

  1. No, that's alright. What is not is to parade because you are right. Being right should be enough. Sticking it into everybody's face is childish, and calls for more bad behavior.
    3 points
  2. Merci for passing that on I have been around the block a few times now, so I'm used to using Git. I was really impressed by his guides for the less technologically adept though.
    2 points
  3. It looks pretty impressive, but you should use the "Edge Split" modifier, so that flat areas are actually flat, and areas that should have a little curve can have one. Example courtesy of @Enrique.
    2 points
  4. @Anaxandridas ho Skandiates have fun with your scholarly investigations. By the way, I just remembered that the idea was even to replace temple 300 from Musawwarat es Sufra with temple M250 from the outskirts of Meroë, as the new Kushite wonder. I had already made the model a few months ago, but still need to make some adjustments and texture stuff more properly. Any thoughts to share on this render? I'm curious what you think...
    2 points
  5. Apparently you did a pretty good job @GunChleoc The Author is really happy https://framapiaf.org/@davidrevoy/103164181409790513
    2 points
  6. Hello everyone, This weekend I attended an open source event in Toulouse, France called the Capitole du Libre. It’s a free event that a lot of FLOSS project attend. It’s organized each year around the same period at the ENSEEIHT by a team of volunteers. I was supposed to meet @wraitii there, but unfortunately, he couldn't make it. Maybe next year! I met quite a lot of people there, including potential new players you'll probably meet in the lobby. I asked two C++ programmers if they could have a look at D14. They said they’ll try to find time to do so soon. I had a chat with the teachers of the ActivDesign art school. We already have two infiltrated students here on this forum. We discussed potential contributions under the form of mods (They have a lot of game design students, and also some artists) and the continuation of the guide project, so stay tuned. I also had a really nice time with the guys at Khaganat , ./play.it !, Otterways, Framasoft and a few other artists like the very talented David Revoy. (Who knows, there might be a Pepper model in 0 A.D. in the future) We had a long discussion about Open Source around a few pizzas I also met with one of Godot's team member StraToN who is looking forward to @vladislavbelov's presentation at FOSDEM in February. Since they did not get many applications, I will try to contact the guys at STK, and Spring 1944 to see if they'd like to talk about their games there in the devroom I also met with the person behind the GLTF2 exporter for Blender which is also a very talented rigger and gave me some advice for the partridge. I believe it would be nice for 0 A.D. to switch from DAE/PMD/PSA to GLTF2 in the future. He is currently using our blend files to stress test his exporter. During all the weekend computers were made available and people played 0 A.D. on them. There was also a LAN party on Sunday afternoon but only two people played. Someone asked me to help him figure out how to mod the game for an association of his. If this is an interesting topic, I might propose a "Mod 0 A.D." Workshop at the next Open Source event I attend. I tried to make 0 A.D. run on a Jetson nano to test @Itms's (D2244) patch following the discussion here, but we ran out of time Compiling on such platforms is really slow. I also had a chat about SpiderMonkey at the Mozilla stand. We also had a request for a PeerTube 0 A.D. presentation video in LSF (French Sign Language), so if anyone is up to it let me know. We might provide one in other Sign Languages as well. I also had a presentation prepared but I couldn't unfortunately speak because of a schedule issue. You can find the slides below. See you soon at FOSDEM in 2020 ! Capitole du Libre 2019.pdf
    1 point
  7. I have been making noises I'll reintroduce the Ponies Ascendant legacy sound question as well. Swordsmen are getting a tone down before you ask, were a bit quiet and overcompensated with gain anywho, fishing for opinions again
    1 point
  8. First feeling when watching the trailer on X019: slightly disappointed. Art direction felt a bit off. AOE2 DE did a better job with the new realistic models. AOE should be historic, stylised realism. But to be fair to the devs, nothing was going to live up to my massive expectations, being a massive AOE fanboy since 1997 (aged 10)! So I'll track this closely and hope for the best
    1 point
  9. A vast improvement to the weird "woop" currently in the game.
    1 point
  10. Make slingers cost Food and Metal instead (lead bullets if you need a justification).
    1 point
  11. It would be good to make a visual scheme of how the changes, bonuses and combat mechanics are going.
    1 point
  12. This is indeed annoying. I do not have a mac, so I wouldn't be able to reproduce but this is still waiting for a fix https://trac.wildfiregames.com/ticket/2846 That is also planned and would be https://trac.wildfiregames.com/ticket/1972 I believe it's currently not used. There is a shortcut for terrain priority but I can't find it...
    1 point
  13. I think bug fixes would change the overall experience of working with the map editor. I recently tried my hand at building a small cit in the editor and when ever starting to type anything into the search-bar I would get double of the letter i typed (Ex: house; hhoouussee) From here back space would not work so I had to select one letter at a time and delete it. I found having the constructions and buildings mixed in with the Units on the map editor also very frustrating. I hope I am speaking for more than just myself when I say, some sort of organizational system to help guide users to find exactly what they are looking for would be much appreciated! This goes for nature as well, I would personally like to see nature as a completely different panel! Totally separate the two. Another tool I did not understand; and please absolutely correct me if I am at all wrong, was the landscape brush strength tool. It did not seem to change what It did at 4% to 80%. I was hoping this tool I could use to really blend biomes together and make some really exciting fields. An off the wall Idea I had was a horizon terraform view map editor. This would look much like a flat photoshop "Curves" panel. As you manipulate the curves on this panel you would see the horizon elevation change with the curves. I think this would be great to create base set ups for a more interesting and realistic map. Change the horizon on a radial dial to get different angles for the map. Side note I found some bugs in the game performance and petra bot..but unsure where to actually mention those (horses getting stuck in walls...siege getting trapped in gates)
    1 point
  14. I agree with @sphyrth, while ranking is kinda broken at the moment it's still a reasonable measure if a player is decent or not, while not a guarantee that a 1400- user is nub it is that a 1400+ player is not 'cosmic'. Another reason is that for tournaments and other limited roster events it's the official way to get in, e.g. I got only second bracket games for all SPG weeks (which means I had to play Valihrant and borg-in my first game) even after going from low 1400s to high 1500s. While I would certainly not have won later brackets I would have enjoyed being able to get there. It helps with TGs where even if a host does not know you, he can see that you're not a cosmic. Cosmic players are unreliable, they quit games out of the blue or as soon as are rushed, they provide nothing more than a light deterrent for the opposing team in the best case scenario. In 1v1s they are more likely to quit rated games. Even if you are a good player, if others don't know you, you'll be put in the same category as above. After I got 1450+ I noticed that the rate of 1v1 quitters has decreased dramatically. My recommendation is that even if you don't care about ranking or 1v1, getting out of the 1400- will benefit you a lot. This does not mean you need to be one of those 'rating farmers', players who stay online all the time fishing for 100+ rating difference players to crush and which claim to have 'skills only' but chicken out at any slight challenge. If you're a good enough player, can boom when necessary (p3 200 pop in 14- min) while also knowing how to not panic and throw units away when rushed or even perhaps scouting and rushing yourself, 1500-1700 would be the range where I'd expect to see you. That said, unfortunately this is the range where you find most inconsistency in player skills per rating, very good players in the low 1500s and borderline decent players at 1600+. Also an interesting thing I noticed is that when I actually started caring about rating for SPG I started noticing more subtle details of gameplay that would give me an edge, had to learn how handle more competitive players and strategies for which I was unprepared before, and got a better insight on game sense. The rating also keeps me accountable, I care for it, but not as a number to be optimized but rather as a symbol of what it means: do I multitask, rush, scout, boom, know more different civs and strategies as other players in the same range? If not, look for good players in that range and play them, learn what is missing and get better, it's fine to get a lower rating if it means you're evolving.
    1 point
  15. So, basically you agree with me? Another aspect is that is easier to balance resources as well, if you're strapped for wood, make more slingers; if for stone, make spearmen. At the same time stone closeness to base means it's easier to secure and you have more men near farms early on, the fixed position means less resources and time spent building storehouses.
    1 point
  16. It's rather interesting talking about attack rates of archers since I was just thinking about that. A major difficulty in tackling the issue is that there is little concrete evidence other than one person stating that they can loose arrows from a specific draw weight. An archer might be able to according to a few estimates, shoot 15 arrows in a minute, which I'd say would be viable from a gameplay perspective. I'd say the point that should be for how they would maximise effectiveness is in attacking unarmored combatants; most arrow wounds during the Middle Ages were facial, i.e. the soldier had their visor raised at the time the volley was coming. Obviously there were differences in technology then compared to in the ancient times, but I'd say the point still has some significance.
    1 point
  17. These models can be useful for mods or for new gameplay.
    1 point
  18. You can make the Scarlet Macaw?
    1 point
  19. Alright then, let's wait for your answer. You realize that's toxic behavior right ?
    1 point
  20. Its not always about the rating, but quitters just wasting my time. If they don't want a rated game then they can say that before the game starts, or not play rated with others from the get go.
    1 point
  21. Don't worry i totally forgot about it too, i was cleaning most of my files and committing the ones left behind. Theres no rush im free this week until i get inspiration to start working in another shield or something else. Next one could be Iberian shields.
    1 point
  22. I'm not sure what to do with these I'm thinking 16 visible garrison points and 5 protected garrison slots, and 1500 health?
    1 point
  23. No need to apologize and no need to trust me either. These things can easily be corroborated by simple google searches. If you want specific academic sources, I can, and have provided those several times. It's not, that's the problem. His arguments are based on the premise that I'm misrepresenting Egyptian and Byzantine structures as Kushite (which is a ludicrous claim to make in the Information Age), and that it's somehow laughable that Kushites built large city centers with processional avenues and monumental architecture that rivaled and in some cases even predated that of the Hellenistic world. He has no interest in the Kushite world. He just can't pallet the idea of these "βάρβαροι"looking anywhere near as flush as his precious Greeks. That's what this is about...
    1 point
  24. Thanks for that rabbit hole. It's now 47
    1 point
  25. I guess that's a non-issue then thanks. In that case, maybe we could try to edit the status bar files to add a separator between blocks of health. In this case like StarCraft it might make sense because unit with more life will have more blocks;
    1 point
  26. That's because we have no way to clamp the right part to the right... I have been messing with it for hours. Patches are welcome.
    1 point
  27. XD, I love it too... @pedro_blanco did a stellar job! Top facebook comment: "This will be 0ad in 2025" Imagine 0AD with a real-time physics based renderer. With raytracing enabled, who knows, one day 0AD will actually look like that in-game... @Anaxandridas ho Skandiates, why did you also go ahead and smear the image on the official facebook page? What's the point of that?
    1 point
  28. My guy, we're trying to resolve this, a little less provocation would be more than welcome
    1 point
  29. 1 point
  30. They cost stone, for which starting resources help, they also have high range and damage, also part being crush. To counter them make spearmen for meat shield.
    1 point
  31. Carthaginians used the North African species of elephant (see the Carthaginian coin in my previous post). Hannibal had an elephant named "Surus", which has lead some to believe that he may have had a "Syrian" elephant (only 1). So maybe only Hannibal specifically could possibly use an imported Syrian/Indian elephant. Bonus, some more African forest elephants being ridden: And African bush elephants:
    1 point
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