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Showing content with the highest reputation on 2019-12-01 in all areas

  1. Lithobolos_light attacking ranged animation:
    6 points
  2. @Alexandermb In case you didn't know the engine also supports animations variants for packing and unpacking. Thanks @Angen for noticing. Pack.prototype.Pack = function() { if (this.IsPacked() || this.IsPacking()) return; this.packing = true; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_Pack, "PackProgress", 0, PACKING_INTERVAL, { "packing": true }); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("packing", true, 1.0, "packing"); }; Pack.prototype.Unpack = function() { if (!this.IsPacked() || this.IsPacking()) return; this.packing = true; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_Pack, "PackProgress", 0, PACKING_INTERVAL, { "packing": false }); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("unpacking", true, 1.0); };
    2 points
  3. Do you think people would show up for a Q&A livestream? I could consider doing something like that. I'm afraid people would only come to troll or complain about lag... And we'd end up looking like this
    2 points
  4. Oh my god, @feneur, @Lion.Kanzen, it was really as simple as that. Just needed to write something in the header.... I'm so sorry to waste your time, and thank you for the help!
    2 points
  5. I just tested, you need to write something in the "Say something about this video", then you can click share and it will upload it.
    2 points
  6. Upcoming new artillery preview: Small 2 Operator lithobololos: For those who always asked for a "Tower" Artillery, this could fit a tower (and if it doesn't tower will fit on it). Following references made this siege artillery wich is an smaller version found on a reference but not seen only one but multiple times, specially on some artistic drawings of macedonians on a river using it wich can be appreciated that isn't that big in some cases and it does in others. So the point is Split artillery in 3 Classes. Light Artillery: Oxybeles/Polybolos/Scorpion. Fast shooting light artillery, good agaisn't infantry. 1 - 2 operators. (Yes the plan for modders (not main game) could be upgrade wall towers into roofles towers for small artillery). Med Artillery: Lithobolos, Roman Ballista Medium size ideally for ambushes were the artillery is faster to move carried in a wagon as usual but with shorter range and smaller stone projectiles. 2 - 3 Operators Heavy Artillery: Roman Heavy ballista, Carthage Heavy Lithobolos, Reinforced Heavy lithobolos. Ideally for besiege towns from a long range, Expensive specially on wood, acquirable only by some factions, stronger, slower than a Ram and if its possible it should be good to have a Tech to unlock them,. 4 - 6 operators This could make artillery a 3 phase gameplay being workshop available at 2nd phase unlocking only light artillery, Med artillery and Ram at 3rd Phase and Research about some kind of education recquired by the greeks and romans of that era wich allowed them to do this possible). This is only my thought, this isn't a gameplay choice im placing above all other decisions. But thats my plan, Hopefully maybe someone add it to a mod or maybe it reaches main game. Some references i have for my plan:
    1 point
  7. 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
  8. Well Alexander, I've had in mind trying for Archimede's famed 3-4 talent lithobolos used during the siege of Syracuse since the ballista tower project, but you seem to be having fun here would a 104 kg/ 229lb stone thrower catch your attention?
    1 point
  9. Sure if this gets done it should not be rushed.
    1 point
  10. Since it only sink inmediatly i've only done a simple animation of the main wooden support lit towards, So the weapon isn't destroyed but "disabled" however maybe i can make it a lil bit heavier tearing apart some pieces after death, only the main pieces.
    1 point
  11. Yes, please, make a Q&A livestream. I'm signing up as the troll.
    1 point
  12. I use Chrome / Edge Chromium. Check my page and you can see some recent gif there. Add some text. "Wait for attach video" Public share.done
    1 point
  13. Hellon how do it ? thank u
    1 point
  14. Given that Mac OS Catalina was released afterwards I'd have a tendency to say we should go for the latest in this case.
    1 point
  15. I've noticed that @ValihrAnt cast and commented the first of the 50-pop game replays! You see what happens when you don't keep your replays hidden on your hard drive.
    1 point
  16. First it is only visual assets changes, i've already done with the medium artillery lithobolos, now i will have to make at least 2 big versions of lithobolos, 1 medium ballista for romans, Finish my Polybolos wich is only UV adjusment and finally make a new Scorpio. However for properly implement them whitout having a weird visual glitch like kush hero archer gattling gun, i would like to propose that gameplay change on siege (propose, not force neither commit it whitout asking any1 else) why? Because we already see a disproportional size visualization on Rome Ballista with all the lithobolos, while i've already seen enough reference of greeks having the same size of artillery so.. for more realism and immersion i vote for giving light artillery they own template, as well as medium and finally Heavy. Giving this to the main Civilizations with restrictions giving a limit of the recruitment could also help but also i try to aim for historical accuracy Visualy speaking wich is my only area. Size, Usage, Skirmishes/Ambushes or Besiege Cities. So templates could either be light, medium, heavy artillery or Boltshooter Stonethrower, Heavy_Stonethrower.
    1 point
  17. It's hard to do, that's why I made a mod :/ But I guess @nani's solution is nice
    1 point
  18. It's barely noticable, atleast in my experience. I'd gladly take the improved performance over it. I suppose a setting to turn it on/off would be nice.
    1 point
  19. @GunChleoc So the fourth is genuine?
    1 point
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