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I'm locking this topic because it's not getting us further. Feel free to state opinions on balancing that are not already mentioned elsewhere on the forum but please do so in a factual tone ideally proposing thought through solutions if at hand, thanks5 points
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After a very long variant's cleaning for all horse related actors ended with this result: Horse props such as hair or blankets now properly supports multiple variants with different movement animations and/or idles. Horse props such as trader or fauna no longer are required, neither their variants so a lot of duplicated files will be deleted. Breaking changes: Horses variants in order to work just like capes work now for infantry they require to have the id tag exactly as the prop tag ie: Where it used to be <variant name="Idle"/> now it needs to be replaced with something like this: <variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/> Here a list of the variants: As you can see, theres no longer required a "horse_swordsman" since it doesn't make any difference spearman from swordsman, so it is now related only to the walking animation Currently movement animations (Blend file have some more): Horse_Walk. (Used in trader horse) Horse_Walk_Relax. (Used in fauna horse) Horse_Trot. (Used in Cavalry horse) Horse_Pace. (Used in Champion's horse) Horse_Gallop. (Used by most of horses for running) Variants were usually placed in biped/ folder being them a children of another variant placed in biped/rider/cavalry. In order to reduce amount of files in biped/ folder and also reducing redundant names All riders variants will be moved to biped/rider/cavalry folder for have a cleaner biped/ folder. List of variants so far for melee cavalry: The main objective i had in mind was to standarize rider capes just like done with the infantry for have less annoying cape folder, but one thing led to another and i've ended fixing the initial bug we had whitout knowledge for the horse props. So for be less specific: Fixes/Changes: Horses now are able to handle more movement animations whitout duplicating props wich wasn't possible before. Less variants files for horses and riders. Less actors for horse props, less actors needed for capes. Added xml header for some variant's wich didn't had them before. Improvements: Better visual looking attacking melee animations. Better visual looking attacking ranged javelin animatios. New walking animations for horses. Stored in blender; Charge attacking spear and sword animations, Attack ranged with bow while moving.3 points
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Hi guys, Thank you all to be a part of this. 0 A.D. has a great community. SPG 1v1 Tournament is finished. Today, we proudly announce our Champion. Congrats @Stockfish. Special thanks, @Feldfeld @ValihrAnt @psypherium Wycombe and all other participants. You can check the first post for the replays, brackets, commentaries and the final leaderboard. Have fun! @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD @kizitom @mord @user1 @elexis @Stan` @SaidRdz @Emperior @Emacz @Dunedan @Ivaylo @yilmazgng @go2die @MorTak @Imarok @sarcoma @Lion.Kanzen @D_D_T_ @R4PT0R @Servo @Itms @coworotel @badosu @sphyrth @wowgetoffyourcellphone @faction02 @feneur @Issh @PrincessChristmas @RolandSC2 @Jofursloft @CAGD_lulofun @HirnWolf @Dakara @thankforpie @mgx @ffm2 @andy_beauty @King_Soly @Ammaz @carthage *** If you want to be in the notification list, or not, send a PM so I can add/remove your nick.3 points
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With the recent fixes made possible to add longer idles on cavalry. Idle count now is 5 both on horse and rider.2 points
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Hi, @Beise Thanks for your work, your style of translation (I'd call it "content focused" instead of "literal") makes it pleasant to read. Just one thing I'm not sure about id the informal addressing of the reader as "Sie" instead of the more informal "Du". Not that I'm against it, I just have the feeling that this is a somewhat outdated practice - even in Germany - but that can just be me favoring to be addressed more personally I took the freedom to change some sentences to what feels more natural to me. I hope that is not disturbing your work (if it does, just tell me and I'll stay out of your way )2 points
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@Stan`, @FeXoR, @GunChleoc Hi all, back from work, so we can discuss a lttle bit. My understanding is, that Intelligent Services search, find, spread and process information wherever and whenever possible. From this, 'intelligent' measures are derived. But all are based of Informations. @FeXoR Thanks. And "Erkundung" is a Compromise, also for me. Because of "Du/Sie". This pages are part of an (technical) handbook. This is technical information (for me) and there it is unusual to write "DU". It may be that my age also plays a role, but I can change if necessary. I could have changed a lot more because to me personally in the text are too many "you can do this and that" instead of "do that, do this", or "Click there, then you have that result", but ok. @GunChleoc also "Spionage" is based of gathered Information.1 point
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Well, in the context of the section it's more like "information" (English) or "Informationen" or maybe "Erkundung"/"Erforschung" (German). A I understand it the German "Spionage"(English "espionage" I guess, not sure, also "intelligence" I guess) is meant for gathering information about something a 2nd party explicitly claims to be information owned by it - and that doesn't really apply to e.g. resources on the map. However, I also stumbled across "Informationen sammeln". I lean towards "Erkundung" which might most closely be translated to "Exploration" in English.1 point
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Take a look here and you'll see I've committed a couple of special techs and civ bonuses: http://trac.wildfire...changeset/12748 Basically, many of the civ bonuses can be done with technologies. And there are many more technology effects being added all the time: http://trac.wildfire...chModifications Eventually, a real tech tree will be designed, and then using the civ profiles (e.g. the Athenians) each faction will pick and choose from the standard tech tree, especially regarding economic techs. The major difference between the technology trees and how they're designed between the factions can be the way they upgrade their military. So, while the economic side of the tech tree would be fairly standardized, with some factions just getting more than others, the military side could be customized per culture. Non-Military Technologies OutlineCivic Centre Settlement Phase x3 Structure Health/Structure Build Rate x2 Structure Cost/Structure Armor x2 Structure Repair Rate/Structure Loyalty Regen Rate x1 Population Cap Bonus Houses/Population Cap Bonus Civic Centres x1 Mill Wood Rate/Wood Capacity x3 Stone Rate/Stone Capacity x3 Metal Rate/Metal Capacity x3 Farmstead Farming Rate/Farming Capacity x3 Forage Rate/Forage Capacity x1 Hunting Rate/Hunting One-Shot Kill x1 Corral Animal Breed Rate/Animal Food Amount x1 Domestic Animal Trickle Rate/? x1 Dock All Ships Speed/All Ships Acceleration x2 All Ships Armour/All Ships Cost x2 Fishing Rate/Fish Boat Capacity x1 Trade Ship Health/Trade Ship Build Time x1 Trade Ship Profit/Trade Ship Garrison Capacity x1 Market Barter Ratio/Reduced Tribute Fees x2 Trader Speed/Trader Vision x1 {Unlock} Allied Shared Vision House Female Aura Radius/Female Aura Effect x1 Female Train Time/Female Health x1 {Unlock} Train Females From Houses Temple Temple Garrison Healing Rate/Temple Garrison Capacity x2 Healer Healing Rate/Healer Healing Range x2 {Unlock} Garrison Healing for All Buildings Barracks {Unlock} Batch Training for Organic Units (soldiers, females, etc.) Fortress {Unlock} Batch Training for Mechanical Units (ships and siege) Walls Walls Health/Walls Build Rate x3 Military Technologies OutlineHellenic factions (Athenians, Macedonians, Spartans): Their upgrades are on a per unit-type basis. For instance, you upgrade your spearmen separately from your skirmishers from your cavalry spearmen, and so forth. Celtic factions (Britons, Gauls) and Iberians: They upgrade per weapon type. Sword, spear, javelin, etc. I could even see splitting their barracks into a Barracks (at reduced cost) for training and a Blacksmith building for upgrading. Carthaginians: They could upgrade their troops by ethnicity. North Africans, Gauls, Iberians, Italians. So, their Barracks would have upgrades that affect all North African units, and their individual Embassy structures would have upgrades that affect their respective ethnicities. Persians: They upgrade based on whether the units are Infantry or Cavalry. Most infantry upgrades would focus on the Health/Train Time dichotomy. Cavalry would focus on Armour/Cost and Attack/Cost. Mauryans: I haven't figured them out yet, but perhaps we could focus on their "4-armed" military philosophy (Infantry, Cavalry, Chariots, Elephants) in some way. Romans: Now, these guys are a little different. Bear with me. What they could do is have 1 tech pair per phase, we'd call "Reforms", and each tech would have multiple effects. So, the player chooses between batches of effects ("Reforms"). ConclusionSo, the economic side of the coin would be fairly standardized, allowing new players to learn the economic tech tree easily. The military side of the coin is where real faction differences can come into play.1 point
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Another aspect of the game that could use some general improvement is the look and layout of the tooltips in the game. Currently, it seems that the tooltips keep getting loaded up with extra information making them look worse and worse. I think it's time to step back and redesign their look. Here is something that could look nice for a "basic" tooltip: A "detailed" tooltip layout could follow similar designs.1 point
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@Gallaecio This is a problem with windows10. Before I test the https://trac.wildfiregames.com/changeset/23140/#file13 in this file, it didn't make this mistake, however, use the file generated errors Changeset 23175 for ps/trunk/binaries/data/mods/public/l10n/zh.public-templates-other.po1 point
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Can't promise that. One of my goal is to split Pyrogenesis From 0 A.D. so that people can play whatever mod they'd like with Empires Ascendant and Empires Besieged being the two "Official Mods"1 point
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Depends how many errors will be discovered in them. And also @Alexandermb is doing some improvements what requires variant changes. Well there are 7 release blockers that need to be fixed (patch) or confirmed they are fixed.1 point
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Well it could but it mostly save us bandwidth and reduce the stress on the servers...1 point
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Always thought about having a decent RTS game of our Spanish Civil War. - A lot of ideologies clashing in two sides (fascists, nazis, nationalist, monarchist, conservatives vs republicans, anarchists, communist, stalinists, socialist, liberals...) - Can be seen as a start of the WWII, almost caught by months. Some techs and strategies (tank battalions, heavy air bombings) were tested for first time in SCW. - A lot of foreigners participated in one side from a lot of countries, as a undercovered allies or individual civil volunteers. - Late WWI tech with early WWII tech. Some trench warfare, but also effective tanks and jet aircraft. Mostly bolt rifles, some few SMG.1 point
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I'd like to have turrets but it needs review. Well I guess people can start working on A24 balance. Indeed.1 point
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Thank you for making it possible @HMS-Surprise Thank you to all players who played. Well played to all1 point
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Hi Stan, for next days, please: - wiki:Manual_SettingUpAGame - wiki:Manual_BasicGameplay - wiki:Manual_OtherFeatures - wiki:Manual_Quickstart_PlayedRTS - wiki:Manual_MainMenu - wiki:Manual_Buildings - wiki:Manual_Units - wiki:HotKeys - wiki:Manual_Terminology - wiki:Manual_Settings - wiki:Manual_Cheats and please take a look at wiki:Manual_Buildings. Is it right that there are links to pictures that are not visible? Andreas1 point
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Hi, ok Please let me translate the manual next. And i need 2 pages to test the language switching, e.g. the wikis localisation page1 point
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@Beise@ Good work so far. Small nitpick Can you add edit messages when making changes? So that we can actually track the page history. If you need me to create pages when you are done with one please ask me here1 point
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You were banned for much more and then you were crying to be unbanned, who are you to say who should be banned?1 point
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Ships being unable to ram, unable to know if you're being attacked, missing Factions. These aren't balance issues. They're more gameplay-related issues. Anyway, people here can differentiate between the Complaints that Deserve Sympathy and the Complaints that are Plain Trolling. Posts that assume the latter just insults the admins' intelligence and are easy to dismiss. Instead of just complaining, why not join the posts where people are actually trying to solve them? You know... Battle Sounds, Game Balance, etc. are being talked about just before you posted here... which makes me think that you just cobbled together a rushed set of complaints based on the Forum Topics.1 point
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> Swordcav and Lancecavis useless. Archers own them in mass! Does not seem like someone who understands interactions between these units. > U still dont get notified when u r in a battle wiht a player and another player is raping ur base. Not sure what this means, I think it's lack of attention span unless it's a bug I never faced. > Ballista are totally overpowered. 3 ballista can rape army of 100 with eles. I am not sure an experienced player would have an issue here, ballistas are powerful yes but they have major drawbacks that can be easily overcame. > Melee units are trying to convert opponents siege instead of destroying it. I mean, I understand that the defaults may not be your personal preference, most of the time you'll want to destroy instead of capturing. But not paying attention to a simple default is not reason to blame 'balance beyond bad'. This assertion is true, it does not mean that the accusations aforementioned are objective truths as opposed to frustration.1 point
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Well you mainly stated facts with which I agree. You also offered two solutions which do not help the issue. Adding a 14th civilisation while nice would not help make the game more balanced. You can still convince your friends to play Terra Magna or DE (which might more balanced even though you lose the Random Maps) For the wall thingy it's planned Pratice is the only reason you are not banned With practise comes patience. I'm just wondering though, if Age of Empires is so much better, why are you not spreading your love on their forums instead of spreading your hate of this FLOSS game here ?1 point
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Hello @Beise and welcome to the forums. Thank you for your interest in helping with the game documentation translation. That would be great however Edgewall Trac doesn't support page languages yet, see https://trac.edgewall.org/ticket/1513, therefore I'm not sure how you can proceed with that. There is no manual yet, a proposal for an auto generated LaTeX one was submitted, but I never resumed the work on it. https://trac.wildfiregames.com/ticket/1840 Let me know If I can help you more, Best regards, Stan.1 point
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Actually it's the contrary. People playing with toasters urge us not to do it1 point
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Most current issues relate to things that we have to write for ourselves regardless of engine like pathfinding, AI, etc. All a separate engine could really provide is a somewhat better graphics capability, at the cost of massive rewrites. We could use that effort to just improve the graphics portion of our engine without the dependence on external engine development. However, the main reason we don't have fancy graphics in 0 A.D. is mostly because we are trying to support old versions of OpenGL and by extension, old graphics hardware. According to the recent talk by @vladislavbelov if we dropped old hardware support, we could very easily add many nice graphical upgrades with our current engine.1 point
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not all are programmers , or artist other are simply linguist or historian experts.1 point
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The art and coding are separate you know adding civs is mostly art related while the performance and battalions is code all with different people who actually do the work involved besides we are all volunteers who really just do what we individually want to do Enjoy the Choice1 point
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@saavedra29 You can't make a unit run with a command yet. Anyway, you can see running units in 2 cases: 1) When a unit is in passive mode and is attacked 2) To enter in the formation that you created when they are far from it.1 point
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Hi Causative, That's a good call, I didn't know you could select "Only" soldiers via that method. May try that later today when I get back... As I do see and experienced your point, when raising the alert and the women jump in the defence towers before the soldiers, which then means the towers are not as effective... So yeah, shall give that a try... thanks Lister1 point
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there already is a idle worker "flag", in the right-bottom corner of the minimap there is a button selecting an idle worker. when the button is greyed out there are no idlers, when it is coloured there are idlers. When selecting units, there is a selection ring around the footprint of the unit. When selecting differnt types of entities simply use shift click on the wanted entities and then ctrl + click to make it a group. Using shift +num is selecting the currently selected units and the specified group, but does NOT add the currently selected units to the group. One should use ctlr+shift in order to do that. sometimes big units like elephants and rams get stuck in a forest due to a short pathfinder bug (one can get those out by ordering very small movements out of the forest), further formations are mostly bugged and indeed get stuck often.1 point
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I'd rather they fix performance issues and implement formations/battalions before they start throwing in a thousand factions they can't and shouldn't wast time trying to balance when they've still so many missing features. This isn't a grand vision, it's just moar civs, and I'm a little disappointed to see such an uninspired suggestion coming from you wow, you're much more creative than this.0 points