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Showing content with the highest reputation on 2021-01-30 in all areas
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4 points
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Going in to Hero Mode could be unlocked a couple ways, either with a Delenda Est-style resource like Glory that can be used to buy Hero Mode time, or maybe allow the Hero to rank-up with kills like other units, ranking up far enough to allow Hero Mode. While in this mode the hero has double resistance and double attack. The mode has a time limit, and takes time to recharge. Upper left button: Hero button replaced by the "Back to Strategic View" button; hotkey: Spacebar; take player out of hero mode. The health bar here indicates how much health all of the player's units have (if you see it dropping precipitously, you might have an indication that there's an attack elsewhere killing your people and might want to go back to Strategic View to deal with it) Lower right: A panel combines the Unit Viewer information and the health bar of the hero. W: Move Forward A: Strafe Left S: Backup D: Strafe Right Q: Turn Left E: Turn Right Z: Toggle Weapons - Whichever weapons are available to this hero X: Army Command - Follow; affects nearby soldiers, causes them to follow and guard the player's hero C: Army Command - Charge; affects nearby soldiers; causes them to charge ahead of the hero by 50 meters in an Attack-Move3 points
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2 points
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On most skirmish maps in DE, there are capturable structures and units that affect gameplay and add strategy. All of these objects are invulnerable (cannot be killed or destroyed). Probably the most consequential capturable map object, the Mercenary Camp allows the player to train a number of Mercenary Soldiers, which only cost coin and no population. These camps are map-specific and allow the training of dozens of ethnic mercenaries specific to that map location (Gaul, as opposed to North Africa, or India, for example). The occasional Shrine allows nearby units to heal and can train Elite Healers specific to the culture of that Shrine. Another common capturable object is the Trading Post. This allows the player to have long and profitable trade routes. They train Traders specific to the culture of the Trading Post and the Slave Trade tech allows Slave units to be trained twice as fast. Horses, Ponies, and Donkeys are similar to Catafalques, in that capturing them gives the player a bonus in the form of a global aura. Capturing Horses and Ponies gives extra health (+2% each) and faster train time (-5%) to cavalry units, while capturing Donkeys gives extra gathering speed to Citizens (+2% per donkey). Captured animals can be garrisoned in the Corral building for safe keeping.2 points
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I would like to share with you incredibly high level 1v1 replay. Unfortunately I do not have the metadata file. Maybe someone else could upload the complete replay. Amazing show. Outstanding performance. Well played both of you guys: berhudar and @borg- 2021-01-27_0000 berhudar vs borg.zip2 points
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also, can you share your experience with 0ad on M1 mac. I still have an old intel based MBP and was very eager to upgrade to a new mac this year or next. Definitely M1 based. What frame rates are you getting, with default graphics settings and what are you getting at max graphics settings? FPS can be enabled via settings or press "alt "+"f".1 point
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1 point
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The title of the page is light blueish so, yes he is at least using fgod1 point
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You're very likely using Fgod or Autociv which are not compartible as far as I am aware.1 point
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Hi all, I've made a new map that is actually a remake from a map in Red Alert 2: Yuri's revenge. I've played this map quite alot back then because it was definitely one of the harder maps to play out there. It felt as if the AI was extra aggressive on that map in Red Alert. I really like the layout because you can do pretty much any strategy you like with it. Anyway, here a quick comparison: This map will be included in my new mod that includes player position randomnization and makes sure that ridges cannot be abused by ships by unloading units over them. I've done my own take on the iber defense on the start of the game which can be seen in the screenshots below. Download my mod here New mod: Grapejuice - Game Modification - Wildfire Games Community Forums1 point
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1 point
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I came around looking for where to update the patch I submitted a few days ago, but could not find it for the life of me. I'm still working on this, though just for myself, (I may end up forking this), and I've finished a major milestone; namely, all the Vector2D, Vector3D, FixedVector2D and FixedVector3D classes are now fairly cleaned up. Well, there are still a few ugly things... The cacheing of sqrt in FixedVector3D remains, and works beautifully. The cacheing of sqrt in FixedVector2D is still there, but I'm not sure how much use it gets; I might remove it. In Vector3D I tried to do a similar cacheing, but the class is used structurally in many other classes, which changes their size, and in some cases it breaks their interfacing to other libraries that expect a fixed format. The use of alignas() has proven extremely detrimental, precisely in that it breaks structures that include the aligned structures. Everything I tried to do with alignas() I had to eventually undo. It is a directive from Hell. I also at least partially cleaned up the color classes. CColor I renamed it to RGBAcolor. I found cases where Vector4D was being used to carry color information, and I jumped to change interfaces to use RGBAcolor instead; but the use of Vector4D was going too deep, into shaders and uniforms and whatnot, and I got cold feet and reversed course. But so what I ended up doing instead is adding a conversion operator in RGBAcolor to Vector4D, which simplified a lot of the code elsewhere. Also, many places in the code had specially coded conversions from float to char color formats; I put getR8(), getG8(), getB8() and getA8() functions in both RGBcolor and RGBAcolor classes and managed to simplify a lot of code elsewhere. Getting back to vectors, not only am I cacheing the Length() results, but I also sped up the isqrt64() routine by using a double sqrt(), single instruction. It was tricky to get it to past the tests, but it works. It was just a matter of trimming overflows. The end result is that the gameplay feels smoother, but of course this is a subjective thing, and I have no idea how to use Profile2. I've no illusion anyone here is going to either look at my work or even try it for a minute, but just in case, I attach the diff, which is current (the last svn up I did was a 2 or 3 hours ago). What I said in my first post about making points and vectors separate classes, I've done the work of defining CFIxedPoint2D, CFIxedPoint3D, CPoint2D and CPoint3D. They are in the same files as where the vectors are declared, just below them. But I have not used them yet... That's what I'm about to do next. So, the diff is attached. Cheers! diff.txt1 point
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Thank's a lot for the tip ... Yes, this was only a try, i was inspired by the models from "The Enterables". Those models are really high detailed, but we can't use them in the game, because the exported dae's are giant and "Atlas" doesn't like them . While going on to add more buildings i'll take only a cube or plane for the doors and windows. For this case i've added the bottom "Kanthölzer". Below them i'll add a cube, texture it with a stone/wall texture similar to the most models of the game. Thank you very much for your feedback. For now i've finished the "little shed", i've seperated the sections of the model for reusing. Next i will try to create a dock.1 point