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Showing content with the highest reputation on 2020-05-04 in all areas

  1. Report is in the process of being published but new release is still of because of problems with some libraries and developers not satisfied with the polish and new features....
    2 points
  2. Could also be like that for navies; unlock Nydam ship in empire phase, if only having the Hjortspring ship is too unbalanced. If my idea for regional mercenaries is implemented, you could have so the North Sea region unlocks a naval mercenary (Roman Patrol boat stolen by Batavian rebels).
    2 points
  3. 2 points
  4. In the interest of transparency, the Wildfire Games team would like to report on its finances as of 2020-01-01. In 2019, 0 A.D. had funds in two places: A legacy account on Flattr, a Sweden-based microdonation provider. Funds earmarked for the project and held in trust by US-based non-profit organization Software in the Public Interest, Inc. (hereafter “SPI”); Flattr Legacy Account In the beginning of 2019, we had 865.28 EUR as well as approximately 2 USD in our Flattr account. At our request, SPI helped us withdraw the portion of funds that were in EUR in 2019-02. This portion of the Flattr funds is now part of the SPI earmark for 0 A.D. (see below). Only the latter portion, that was in USD, remained on Flattr. Since sums under 10 USD cannot be withdrawn from Flattr, and the balance is not likely to reach that threshold anytime soon, the Treasury Committee decided to delete the account and let Flattr take the remaining funds. This completes the consolidation of 0 A.D.'s assets and prevents problems down the road. The Flattr legacy account is now closed. SPI Earmark for 0 A.D. As of 2020-01-01, the 0 A.D. earmark is USD 34,970.84 USD (Source: SPI Treasurer’s Report). This grand total includes the Flattr funds, which made up about a quarter of the income for 2019 (926.61 USD out of 4384.99 USD). Taken together, this represents a small increase in 0 A.D.'s assets from previous years, and shows that the project's finances have been stable over time. Concluding Remarks The 0 A.D. project finances are managed by the Treasury Committee: Erik (“feneur”) and Aviv (“Jeru”). We need you! We invite members of the 0 A.D. community to volunteer on the committee and help us put the funds to good use. We also welcome your questions, comments and suggestions.
    1 point
  5. Most city walls (plus siege walls) have short, medium, long lengths of 12, 24, 36. (ptol are slightly longer, sele slightly shorter, it seems.) Palisades and cart low walls are much shorter: 4.5, 9, 13.5 respectively. In my opinion they are too short and too much hassle to actually build. They should certainly be shorter than city walls, but I would highly appreciate it if palisade (and low wall) lengths could be increased by a third, thus to 6, 12, 18, i.e. half as long as their city wall equivalents. Not sure whom to ask. @Stan`?
    1 point
  6. I downloaded the public SVN Code (wiki/BuildInstructionsGettingTheCode). I followed the Building Instructions (wiki/BuildInstructions). Two library problems with gnutls & icu. Found the solution here (#5729) Workspaces. Run test & Start pyrogenesis. (Added Delenda Est from Github to the mod folder) Problem: The game window looks like in the picture below. Everything is clickable but you have to operate through the black by trial&error. I read the article wiki/ReportingErrors, so I chose to create a new topic in the Bug Reports forum. interestinglog.html is empty (no errors or warnings) Build Version: Alpha 0.0.24 - 03.05.2020 , MacOS Catalina 10.15.4
    1 point
  7. Where can I find the Rabbit armature? Maybe I can take care of the modelling of this
    1 point
  8. So this is it, isn't it? Haha okay I'll finish the thing
    1 point
  9. There you go palisades1.blend
    1 point
  10. Hey btw @OptimusShepard and I might have found a fix for it
    1 point
  11. This is true. Artists might hate this suggestion but I think they should be standardized in size. It was probably a mistake to not require this years ago when they were first being modeled. I blame @Mythos_Ruler.
    1 point
  12. You will probably find it here (I remember someone insisting about providing source): https://trac.wildfiregames.com/browser/art_source/trunk/art and more precisely here: https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes%20and%20animations/skeletal/animals
    1 point
  13. Hello @user1: @user1 In the game I am Lord_Jack. I was fighting against alexanderk in a 1vs1 rated game. He quit the game being who creates the match in the first minutes. I had to resign to play another one. I did not lost the game.I attach the commands.txt for your review. @user1 Thanks a lot commands.txt
    1 point
  14. It seems @Pablinski2 has some kind of message cap? Can someone left him that? @feneur?
    1 point
  15. Hello @user1: @user1 In the game I am Lord_Jack. I was fighting against stribog in a 1vs1 rated game. When I was going to defeat him he quit the game without resigning. I attach the commands.txt for your review. @user1 Thanks a lot commands.txt
    1 point
  16. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  17. Choosing regions is a good way portray the diversity of germanics, without having to implement multiple factions (Cimbrians or Rhine tribes might be doable in the future, but a Lugii or Aestii faction would be very difficult to find material on).
    1 point
  18. That's a good question, i was wondering the other day how Aurelian could be featured as a hero (Possibly as Dominate hero, since he paved the way for it). Third century crisis fits between Dominate and Principate. A way to portray that time period without being too similar to the other two, is through a Palmyra civ.
    1 point
  19. Added version for github DE (A24)
    1 point
  20. -SDL2_VERSION="SDL2-2.0.5" +SDL2_VERSION="SDL2-2.0.12" modified the build script updated the library Workspaces. Run test & Start pyrogenesis. Problem solved PS: For almost all library files there are more updates available, I thought this overview might be helpful. If you want me to update the file "build-osx-libs.sh" with the latest libraries and replace http with https. I think I can do that. I am only hesitating because of Krinkle's comment on the ICU update. ZLIB_VERSION="zlib-1.2.11" (OK) CURL_VERSION="curl-7.59.0" (Update available 7.70.0) ICONV_VERSION="libiconv-1.15" (Update available 1.16) XML2_VERSION="libxml2-2.9.8" (Update available 2.9.9) SDL2_VERSION="SDL2-2.0.12" (Updated to 2.0.12 from 2.0.5) BOOST_VERSION="boost_1_64_0" (Update available 1.73.0) WXWIDGETS_VERSION="wxWidgets-3.0.3.1" (Update available 3.0.5) PNG_VERSION="libpng-1.6.34" (Update available 1.6.37) OGG_VERSION="libogg-1.3.3" (Update available 1.3.4) VORBIS_VERSION="libvorbis-1.3.6" (OK) GMP_VERSION="gmp-6.1.2" (Update available 6.2.0) NETTLE_VERSION="nettle-3.5.1" (Update available 3.6) GNUTLS_VERSION="gnutls-3.6.13" (Updated to 3.6.13 from 3.6.8) GLOOX_VERSION="gloox-1.0.22" (Update available 1.0.23) ICU_VERSION="icu4c-59_2" (Update available 67.1) ENET_VERSION="enet-1.3.13" (Update available 1.3.15) MINIUPNPC_VERSION="miniupnpc-2.0.20180222" (Update available 2.1.20191224) SODIUM_VERSION="libsodium-1.0.18" (Update available 1.0.18-stable)
    1 point
  21. Hey @Langbart thanks for trying. I believe this a sdl2 bug because we use an outdated version. You could try modifying the build script to a more recent one.
    1 point
  22. @Genava55 Another headdress; Coincidentally from Cork, like the horns i previously posted maybe a cultural quirk of that region ? It had two horns (the second one broke off). https://arthistoryleavingcert.com/pre-christian-ireland-2/iron-age-la-tene-in-ireland/ http://www.visual-arts-cork.com/irish-crafts/petrie-crown.htm
    1 point
  23. Yes, I think this should definitely be a core game feature. I believe it was this way in AOM as well.
    1 point
  24. Tell what you need and i will do my best!
    1 point
  25. I think that a problem that is summarised to an extent by Nescio is the issue with arguing that just because wood is used, spearmen should require wood. Probably a better approach to take would be to have most basic units cost some ratio of food and wood with the amount being arbitrary to an extent. Cavalry, being more expensive to field, would cost not only more food, but also an amount of metal, and any unit that begins with an amount of experience would similarly cost metal. Champions would cost even more metal while mercenary type units could cost only metal. Stone should probably only be reserved for siege weapons and buildings made available in the Town Phase. Metal would be an additional cost when building structures available in the City Phase. I think that what could be explored in much more depth, however, would be the time investment. For most technologies, I think that it would be interesting to not necessarily care as much about the amount of resources spent on a technology compared to how long it would take to research. The same could be considered with units, in which the training time, something I covered a good while ago, is ridiculously short compared to even fast paced RTS games like Starcraft.
    1 point
  26. Hi Pablo and welcome to the forums we are indeed in need of volunteers , almost everyone is using blender, before you start contributing sign this tasks could be found here https://wildfiregames.com/forum/index.php?/forum/409-art-development/ If you look at pipelines https://wildfiregames.com/forum/index.php?/forum/434-tutorials-references-and-art-help/ https://trac.wildfiregames.com/wiki and go to category for artists If you need some help you can ask @Stan` @LordGood @Lion.Kanzen @wackyserious and others.
    1 point
  27. These are excellent suggestions. I never considered Old St. Peter's Basilica! That would actually be very good. As for the East, the Palace could work, or the Forum of Constantine Or the Hippodrome.
    1 point
  28. hello, @user1, a player left without resigning, i would please want my points.. 90 minutes over, a guy total defense and leave at the last second.. while mocking in chat. my username is jozzi , his username is Mativen1983. Please take a look, such people really take the pleasure away. commands.txt
    1 point
  29. That's for the main game; this discussion is for the Delenda Est mod, so a different system in place. There could be an integrated Successor faction with differing heroes (Edit: and technology), but probably the same units and structures and with some minor alterations in between. Edit: @wowgetoffyourcellphone: the armor textures of Philip and Alexander on foot and mounted do not match with each other, are these intended or will be re-textured from one to the other in the future? Same with the Craterus' helmet using different models.
    1 point
  30. The approach outlined in the design document and implemented in 0 A.D. is largely descriptive. E.g. spearmen cost wood, because their spears and shields are made of wood; however, part of their equipment was also made of iron (e.g. spear point, side-arm) and bronze (e.g. spear counterweight point, helmet, greaves; shield rim, boss, spine, decorations); and how about things that can't be easily grouped under one of the four resource types, e.g. a linen cuirass? Moreover: food is a bit different (farms), but all other resources are gathered basically in the same way all resources can be obtained equally from traders units can cost food, wood, stone, metal structures can cost food, wood, stone, metal technologies can cost food, wood, stone, metal So, in practice, there is not much fundamental difference between different resource types in 0 A.D. A different approach is prescriptive: define which function each resource type has, then stick with it (or redesign it, of course). This is the approach I'm taking in my 0abc mod. Both are valid approaches, one is not necessarily inferior to the other. To be fair, I'm not even sure the current implementation in 0abc is an improvement; I've overhauled the resource system more than once, and I might do it again in the future. Besides, that something works in a mod doesn't mean it's a good idea for the 0 A.D. default too.
    1 point
  31. I may still give them a "Covered Ram" upgrade in the Imperial Phase for balance. If the Covered Ram looks suitably primitive, it can still be justified from a visual standpoint.
    1 point
  32. New version for DE : - Ported most of the new features from the vanilla version of the map - Improved farmland placement a bit
    1 point
  33. Frankly, I think core game should just adopt DE's resource placement style so you won't have to worry about it.
    1 point
  34. That's awesome. Finally a random map with real DE features. Stoked. I don't know if you want to develop with the github version of the mod, but here it is: https://github.com/JustusAvramenko/delenda_est
    1 point
  35. Second wave of designs. _________________________________________________________________ this only must work with hexagonal shield. here an Alternate if I miss with the first.
    1 point
  36. If I posted in the wrong section, or if this is a commonly discussed topic please tell me and link me to the relevant sections / threads. Over time I've introduced a few friends to 0AD, and one reaction I've invariably got, is that the lag makes the game a bit of a frustrating experience. Every time I play I notice that actions are carried out after a short delay, and especially troop movement gets more and more delayed as the game progresses. I remember reading somewhere that the pathfinding is a performance bottleneck and that it is being improved, but I'm not sure, it could very well be performance issues of my own computer causing the lag. Searching the forum for "lag" returns no results for some reason. My questions are: Is this a general issue of the game, experienced by others, or is it me playing on outdated hardware and slowing the game down for everyone in my multiplayer games? If it is indeed a general issue, what causes it? What is being done to address it?
    1 point
  37. The lag can be made bearable by avoiding some match setting options: High population limit. I remember times when the population cap of 150 was the norm for 4 vs. 4 games. Lower population games teach players how to cooperate better and they aren't any less fun. What isn't fun is when the game starts running at a third of its normal pace. Maps with a big amount of trees. Too many trees are hard for both the pathfinder algorithm and the renderer. When you select from Random maps, which are popular among advanced players, you can typically select a biome that is easier for the CPU. At least avoid the Tropical biome, or try going for Savanna and Desert options to be sure. Large map sizes. Again, I can remember times when we used Medium map size for eight player games. Yes, the strategy is a bit different, but it still isn't unfair to anyone and it isn't any less fun. You avoid situations when an ally dies too fast and you are unable to come help because of the huge distance. When you consider how much fun even a tiny map 4 vs. 4 game can be (those are called pizzas and the real pros love those), I don't see a reason to consider the smaller map size as limiting. Maps with many obstacles and impassable areas. Units can get stuck on the choke points and it's not generally easy for the pathfinder when there are too many units at one place. Thinking about it, there are quite a few known ways to reduce the lag, which makes me ask why we play with lag settings so often. I guess having a fast game isn't a real priority for quite a lot of hosts. It's similar to the typical lobby waiting time. People don't care that 20 minutes pass and the game hasn't yet started. I don't really know who introduced these norms.
    1 point
  38. Yes it's a general issue of the game. The speed of the game is conditionned in multiplayer by the slowest computer in the bunch. The game is a CPU intensive task which is mostly mono threaded ( As in not able to use more than one CPU core) Since in MP all the clients compute the game the AIs and whatnot on their own they have to sync regularly so the slowest computer defines the pace. Also in MP "turns" are slower than in SP (200ms per turn vs 500ms) I believe I answred most of it in the above post. There is some work being done to improve things for A24 mainly threading the pathfinder and the networking and @vladislavbelov is working on making the renderer a bit faster. (The renderer is also a bottleneck) Welcome to the forums @2fftr
    1 point
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