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Showing content with the highest reputation on 2020-04-25 in all areas
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3 points
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Yes, it happens because of bounding boxes bigger than actual models. If even a small piece (like 1cmx1cmx1cm) of a bounding box is visible then the whole model is going to be rendered. Possible solution is to use occlusion queries, but it doesn't fit good for old hardware/drivers or low-poly models. Another problem is that it's still possible to see all these models, from a hill for a example. So it might make sense to make angle limits smaller (mostly vertical cameras). Also you might use developer panel (Alt + D) to enable/disable culling and debug camera bounds instead of calling JS functions.3 points
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3 points
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2 points
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IMHO... hack damage is for melee, pierce for ranged, crush for siege. But I know Empires Ascendant enjoys using the scattershot approach.... so, why not... give it "crush" attack. lol2 points
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I believe that the 7 wonders of the Ancient world can be increased and those of other nations, I explain: some civilizations can have two, only one is chosen to build athens: the statue of zeus at olympia, parthenon Sparta: Colossus of Rhodas, Temple of Artemis Persians: hanging gardens of babylon, Istar Gate ptolomeos: lighthouse of alexandria, the Mausoleum of Halicarnassus egyptians: pyramid of cheops, sphinx of giza When you click on the wonder icon, the menu appears which of the two you want to build, you can only do one.2 points
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2 points
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I dont know about any other game. But 0 AD with night and day cycle would be new thing. With night all buliding would show torches, also line of sight decreases. And other things which happen at night. Also attack at night and defending it would be fun. Some unit great in night others would lose some speciality. Like range unit would lose some range at night (may be) Some like this with night and day.1 point
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1 point
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I'd like to discuss about that unit. Welcomed inputs: history, classic RTS design, artistic, balance and more. I took time to reinstall 0AD alpha 23 b to have a common basis discussion. === === === About design docs on trac. The unit was not in the unit list of the initial version: https://trac.wildfiregames.com/wiki/Civ%3A_Mauryas?version=3 It was introduced as a swordman (light armored) called Yoddha: https://trac.wildfiregames.com/wiki/Civ%3A_Mauryas?version=11 It was equiped with an axe instead of a sword: https://trac.wildfiregames.com/wiki/Civ%3A_Mauryas?version=24 The idea of giving it a club: https://trac.wildfiregames.com/wiki/Civ%3A_Mauryas?version=25 Renames as a maceman: https://trac.wildfiregames.com/wiki/Civ%3A_Mauryas?version=37 === === === About the history of the unit template. https://trac.wildfiregames.com/log/ps/trunk/binaries/data/mods/public/simulation/templates/units/maur_champion_infantry.xml Apart the Crush damage, one of the main change is adding a parent template so macemen become a new kind of generic unit in r20682. === === === About the unit history and artistic design. I can't provide any input. I find the unit kinda cool. === === === About the unit role and the balance. It's kinda fun to give units special attributes. But really that should be a bit more thought now. We have melee units with axe, club, mace (and sword, spear, sarissa, ...). Should they have generic templates ? Should they have specific kind of damages? Currently we have a unit which look pretty heavy and which specific use is to destroy building with a crush attack. It's really not intuitive for a casual player. === === === Inputs welcomed!1 point
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Charging with a time like a kind of power. Check Empire Earth Legionnaire throwing pilum.1 point
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It seems that they now only require to be credited, but they say some images have a specific copyright?1 point
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In Fellbach-Schmiden, Germany, some kind of wooden reliefs or statues have been found https://bawue.museum-digital.de/index.php?t=objekt&oges=99 https://bawue.museum-digital.de/index.php?t=objekt&oges=575&cachesLoaded=true Some reconstructions have been proposed: One of them could represent Cernunnos. It isn't impossible it had horns as well. It's nitpicking, it is not important if you have more urgent stuff to do.1 point
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Not in our timeframe, at least not that I know of. (@Genava55?) However, in the Migration Period and Early Middle Ages, usage of the francisca was quite widespread by various Germanic peoples (Franks, Saxons, etc.). Maybe something for Millennium AD? (@Stan`?) Source, please? That sounds quite heavy. Just one is enough, thrown just before charging or engaging the enemy with swords. The principle is fundamentally the same as the Roman pilum: a short-range weapon that renders the enemy's shield useless (and is intimidating as well).1 point
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It depends on the source of the height map (They had to be remade with compatible ones) Where are you taking your heightmaps from?1 point
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1 point
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The fundamental problem of 0 A.D. is that it's a mismatch of different approaches. One approach would be that melee units inflict melee damage and ranged units inflict ranged damage. I believe that's the approach taken by Age of Kings, and also Delenda Est. To differentiate unit types one then needs bonus attacks. (In principle you don't even need any different damage types at all.) Another apporach would be to have several damage types (e.g. blunt, hack, thrust, projectile), which allows differentiating units by giving them different armour levels (e.g. if you want to make swordsmen strong vs spearmen but weak vs macemen, raise their thrust armour and lower their crush armour), removing the need for bonus attacks. This is the approach taken by Empire Earth, and also in my 0abc mod. And no, you don't need to introduce a damage type for every weapon (e.g. “axe damage”); units can combine different damage types (e.g. axemen inflict hack and crush damage). 0 A.D. takes aspects of both approaches (e.g. spearmen inflict both hack and pierce damage, but also have a bonus attack vs cavalry; humans have very high crush armour levels, thus necessating artillery to inflict pierce damage in addition to crush damage) and is inferior to either. But that's how it is, changing it would be a fundamental overhaul, unlikely to be committed (the consensus is to favour the status quo). Yes, as anti-structure units, they're inefficient compared to rams and war elephants, and as anti-soldier units, they're ineffective because humans have high crush armour. Maces were not as uncommon as 0 A.D. might suggest, not just in India and the Near-East, but also in the Americas and other parts of the world. Having a separate parent template makes sense, I for one would be in favour of introducing a citizen maceman template too, as well as separate templates for axemen. (But I'm biased, of course.) 0 A.D. also differentiates between spearmen and pikemen. Historically, different weapons had different purposes: thrusting weapons (e.g. spears, daggers) were to inflict deep wounds, severly damaging vital organs; cutting weapons (e.g. machetes) to make broad, painful wounds; blunt weapons (e.g. maces) to break bones. That said, regardless of the weapon or wound, wounded are unable to fight properly, and wounds could get infected, so they might die afterwards. Moreover, soldiers tended to have multiple weapons (e.g. spear, javelin, and sword for Greek hoplites, or bow-and-arrows, axe, and dagger for Scythians), but that's something not possible to reflect in game. PS The Kushite “Nuba clubman” is really a maceman: all variations of its weapon consist of a stick with a clearly visible macehead.1 point
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I am afraid we can't use NASA heightmaps as they could be copyrighted if they used SRTM to get them, see https://code.wildfiregames.com/D957 The maps look good, but maybe you could try to add more grass texture variations? Also that's a lot of crocodiles1 point
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As of right now, balance wise they are not very useful. It could perhaps be interesting to make them efficient vs armored units and less cost effective against lightly armored units . Could be done maybe by introducing new attack type and having other units have very little armor against it.1 point
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Sorry, my mistake "who can read is clearly at an advantage" - i doesn't1 point
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1 point
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New version for vanilla : - Added mineral balancing - Changed a bit how the map looks1 point
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Buenas tardes lo que quiero es aprender como reformar un edificio ejemplo templo de la civ ptolemaica en un templo egipcio con las caracteristicas de abul simbel pero no se como hacerlo si alguien me puede darlos pasos de como comenzar y que debo instalar1 point
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I guess that could be a use case for the grove concept I had in mind with trees ping @Freagarach1 point
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The village phase must be almost same as AoM concept A well or fire pit in the middle or center, very tiny fences. and the rest of gallery structure. made by stucco or wood.1 point