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Showing content with the highest reputation on 2019-12-07 in all areas

  1. hello @Narxes, Could you please upload replay of that match? (https://trac.wildfiregames.com/wiki/GameDataPaths) I will look to it. Thank you and have a nice day
    2 points
  2. https://trac.wildfiregames.com/wiki/BuildInstructions#Running1
    2 points
  3. Thanks, I will keep you up to date with the models I make for this game, and I will edit the hyena, definitely going to possibly take a better look at the proportions and edit them, also I will fix the texture incase of stretching, the animations work good in blender as far as I know, I will let you guys know what happens with the hyena.
    2 points
  4. Here's a clearer outline of one of the factions I proposed: Placeholder Name: Nomads (or Horde) Lore: Earth gradually dwindled itself of resources, and humanity had to leave, but all attempts to terraform planets proved expensive and resulted in failure. Instead, the people who survived of the human race did so through intense genetic engineering. Now they roam from planet to planet, taking the resources before finding a new target. The few that remain unaltered humans are the elite, commanding their thralls from the comfort of small habitats suitable for the true remnants of the human race. Bonuses: Nomadic: All buildings are mobile, but there are limits to how many can be built. Training units and researching technology can still be done in a moving structure at the cost of increased time. Scavengers: Resources are gathered faster but are diminished at an even faster rate. Units and Buildings: Cloning Facility: Produces Workers. Worker: Primary economic unit. Collects resources faster than others. Barracks: Produces Scavenger and Grunt. Most weapon upgrades available here. Scavenger: Infantry unit that is able to gather resources like the worker but at a much slower rate. Good cannon-fodder. Grunt: Infantry reinforced with an exoskeleton. Slower than Scavenger but much beefier. Recon Centre: Produces Angel, Scout, and Dragoon. Requires Genetic Engineering Lab and Barracks. Angel: Fast unit capable of flying short distances. Scout: Unit capable of camouflaging. Has a strong sneak attack that reveals it. Slower when cloaked. Dragoon: Cavalry unit that is fastest unit available to the Nomads. Possibly can attack while moving. Emplacement: Self-propelled artillery battery that can also train Sappers. Sapper: Suicide unit does explosion damage when attacking. Genetic Engineering Lab: Area where most technologies that unlock units and provide improvements to existent traits of units. Glider: Unit that can be built that transports units. Not a fast unit, but one that allows for creative attack angles. That's a general template of what I've got. One of the reasons I would say there is some merit to this race is that it would allow for a Starcraft-like faction to exist without just a copy-and-paste of Terran, Protoss, and Zerg. I tried to make for some interesting mechanics that fit with the thematic picture I'm also trying to portray.
    2 points
  5. True, but there was quite some time between the wars in which those engines were obtained and the wars in which they were used. It's similar to the example of Scipio (a few posts above), who seized a large number of artillery when capturing Carthago Nova and used those a few years later when about to besiege Carthago itself. However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely. In some earlier alpha, rams were capturable, but that was later reverted. I think it makes sense to have capturable structures but uncapturable units. Gameplay changes should probably be discussed somewhere else, though.
    2 points
  6. @The Undying Nephalim just ask for a sub forum already bruh.
    1 point
  7. `sudo apt install 0ad` after `sudo apt update` upgrade might use the priority list and pick the one in universe or backports or something.
    1 point
  8. Just to clarify, the problem is the spamming?
    1 point
  9. Triggered by @Alexandermb's recent activity, I revisited artillery in my 0abc mod and organized the templates as follows: template_unit_siege_boltshooter.xml template_unit_siege_boltshooter_large.xml template_unit_siege_boltshooter_medium.xml template_unit_siege_boltshooter_small.xml template_unit_siege_stonethrower.xml template_unit_siege_stonethrower_large.xml template_unit_siege_stonethrower_medium.xml template_unit_siege_stonethrower_small.xml bolt-shooter : small , medium , large per shot: pierce damage : 50 , 75 , 100 thrust damage : 30 , 45 , 60 metal cost : 2 , 3 , 4 unit cost: iron : 50 , 75 , 100 wood : 100 , 150 , 200 time : 60 , 70 , 80 miscellaneous: garrison size : 4 , 6 , 8 health : 100 , 150 , 200 pack time : 4 , 6 , 8 upkeep per second: silver : 0.03 , 0.04 , 0.05 food : 0.06 , 0.08 , 0.10 stone-thrower : small , medium , large per shot: crush damage : 90 , 120 , 180 stone cost : 3 , 4 , 6 unit cost: iron : 90 , 120 , 180 wood : 180 , 240 , 360 time : 90 , 100 , 120 miscellaneous: garrison size : 9 , 12 , 18 health : 180 , 240 , 360 pack time : 9 , 10 , 12 upkeep per second: silver : 0.06 , 0.08 , 0.12 food : 0.09 , 0.12 , 0.18 (Other stats are equal for different sizes.)
    1 point
  10. Thanks keep it coming. One thing though it would be nice to avoid to need extra features as much as possible because it makes the mod maintenance harder :/
    1 point
  11. Interesting. I made a unit you can check it out in the mod. Maybe it can be reused.
    1 point
  12. Art style from Beyond Earth, the three affinities:
    1 point
  13. I submitted a patch to improve flying behavior to allow for flying units without them circling in the sky.
    1 point
  14. From artist view: Define first what are the mechanism/motion of the factions engines such as aircrafts, tanks, morphological build of the entities. IE: Following Warhammer 40k; Tau: Have squared levitating tanks and armorships wich also are squared but behave as an Exo-Skeleton firing and moving. Eldars: Very different from Tau having soften edges on tanks and Tall machines wich are clearly controled by itself or by another kind of entity whitout crew. So from a Starcraft view this would be Tau - Terran / Eldar - Protoss. Very important to avoid having mixed designs between factions.
    1 point
  15. Would be nice to have the three faction names so we can come up with wiki pages and advance development.
    1 point
  16. I don't want it to be the same Starcraft story. At least the origin. Humans roam the universe for different reasons. The dictatorship could be good if the leader does not seek absolute power, just as the defenders of the oppressed could simply be anarchists. Let's add this as an ingredient of the human being out of curiosity, and to know secrets, as well as unconscionable and unethical scientific ambition. All this gives a cocktail of different alliances and enmities between them, as well as conspiracies and a couple of human faction that deviated from the route in their journey through the universe. Humans create (zerg) with his unnethical experiments, similar to Virus and biological weapons in resident evil. Humans are trying to reach center of universe but they need reach the other side opposite to old solar system where the earth was devastated.
    1 point
  17. Sounds good. I wonder if that could be drafted in the github wiki. I'd like everyone to contribute
    1 point
  18. If you want more inspiration from a lore pov, Civ Beyond Earth have also nice ideas to the question, how the humanity would adapt to the future in a new colonized planet: -"Stay human" civ: bio and mechanical tech to enhace the humanity, but clearly separated. Adapt and change the environtment (Terran) Ethos: Human problems, in the space. Dictatorship, corruption, but also freedom fighters, in the space. Gameplay: Standart. Adaptability. - "Cyborg" civ: replace every possible part of the human body by tech to bypass biological limitations. Adapt the environment to humanity and to a computational net. (Protoss). Ethos: Efficiency and egalitarian by the mathematic decisions, but the inflexibility can bring unappealable bold decisions Gameplay: Expensive, Hit hard. - "Gaia" civ: chage the biology of the humanity to match the environment and to perfect itself. (Zerg) Ethos: playing with bioengeenering makes them defenders of life and environment, but also egocentric mind that plays to be God, sacrificing lives contradictorily without caring at all.
    1 point
  19. Thoughts on buildings: it would be nice for them to move. I see one faction as a nomadic one that is used to exploiting the resources on a planet and then leaving. One of their strengths could be fast but inefficient collection of resources. Their buildings can move, maintaining things like unit production during that time, but if they are idle they can move significantly faster. Some structures could perhaps be even considered more like self-propelled artillery. A huge downside could be a hard cap on how many of each type of structure they could make. Probably they could have a variety of means of transporting troops such as a quick air transport. They would be probably the best faction when it comes to raiding and choosing fights well. Another one could perhaps emphasise buildings that tend to be stationary, but for a nominal cost, they could be teleported to a different location. Their units could be built around providing a variety of bonuses to each other such as movement speed and improved range, making various unit combinations and positioning crucial to effective play-styles. A last faction could maybe have free buildings. These would emerge from the ground usually at a slow rate. The general downside is that typically only a finite number of buildings can be built simultaneously. Perhaps the structures could also have lower hp than others but on the other hand benefit from regenerating hp and some providing healing to surrounding units. Most of their units would tend to be slow, but there could also be faster ones that lose hp at a steady rate. Basically I'm thinking something like space ents. If any of these sound cool, I could try fleshing them out.
    1 point
  20. https://starcraft.fandom.com/wiki/Protoss_Civil_War IRC, there's a conflict between Tassadar helping and being curious about humans, and Aldaris that don't give a nut and he doesn't care about "purify" all life in the infested planets. I supose that the interesting thing about the last discussion, it's how every faction can have it's shades, giving a more complex factions, instead of the bad vs good guys. Heart of the Swarm kind of try to give it a light/grey shade to the zergs, the ones that lacked colour in the original Starcraft. from a gameplay pov, that also justify conflict inside factions. Star Wars also kind of done this between the new films and the original movies. Seems a general direction of the narrative in the last years
    1 point
  21. I will combinated several sci fi fiction stories. is the year 10000 A.D (?) the humans are disperse over many high distances over universe., but they dont reach center of this universe... The United Nations becomes a kind of Republic, very old republic, earth was abandoned around 2,492 A.D after evacated the last remain of humans, those survived the last Galactic War. No Inteligent alien life yet until... Protoss live in other reality, in peace , they dont know about violence, or being greed or about malice until they contacted with Humans. They feels about helping the humans but... Their innocence was too much they crossed to observe us then this universe is corrupted by every single cell, atom... Protoss are the Utopia, Humans are Balance , Zerg are Souless pure animal , without moral, pure evolve.
    1 point
  22. Maybe names could be found after a incial design?: Terran are human (we), adaptative, mechanical, cowboys in the space, with autoritarian dictatorships, but also freedom fighters (even terrorist) Protoss are tech aliens, hit hard but fewr and expensive, saviours but sometimes racist and apply genocide, mix of native american and orientalism. Rounded shapes Zerg are the very bad mindless guys, win by swarming and even suicide units. They want to consume everything, but no individual will, organic shapes. "Revolutionary" tech tree were larva morph intro structures or units, that can even morph more Tvtroopes is a good places to brainstorm stereotypes
    1 point
  23. I liked the one you proposed. It'd also be convient if it could be shortened, etc, athen spart ptol Two resources, the rest can be copied from startcraft A bit of both, I want to reuse mechanics that works so I can offer an alternative to starcraft Nice thanks
    1 point
  24. Before you can start writing templates (which is easy), you first need to decide how many and which phases, resources, and damage types you want to have, next what kind of unit types, and then what structures you'll need for that. Also, is this to be a mod based on some other game or is it to be created from scratch? If you just want pronounceable alien-sounding names, here are a couple three-letter ones: Zaq, Wer, Yui (just typing adjacent keys ).
    1 point
  25. Brainstorming the Human race... In the original SC they create cowboys in the space. Which name can represent Terran or we the earthlings?
    1 point
  26. Well i don't see why you Basiliskos @Tramite have to put my name up without any proof of your claims, Juleferie has not quit a game since 1929! But in any case i would like to report Basiliskos for quitting two more rated games against me. @user1, @Hannibal_Barca commands.txt metadata.json commands.txt metadata.json
    1 point
  27. 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
  28. Actually it's the contrary. People playing with toasters urge us not to do it
    1 point
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