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  1. Version 1.3 is here. Fixes issues with Fresnel refraction factors with light going into the water, and with light coming out: e.g., when the Sun is low, very little sunlight should be able to enter the water, most of it reflecting back up instead; therefore bottoms of water bodies should darken faster than by mere ray-dot-normal. The light reflecting off the bottom and coming back out again is modulated by fresnel refraction, except in this case it is calculated by eye-view vector angle, rather than the Sun's angle. Particularly noticeable in the second picture below: The shadows of the floating leaves are not too dark. Why? Because sunlight is attenuated by Fresnel, and so most of the light the bottom gets, with the Sun so low near the horizon, is bluish light from the sky, rather. The wet coast hack looks a bit better now. Modulating water's specularity linearly over a couple of yards is a noticeable artifact, really. I now modulate water's index of refraction, instead, as I fade in bottom darkness. The way it works is it darkens the bottom early (as if we are walking towards the water), but water's reflectivity (and foam) fade in more slowly. If you have any problems with the mod, try maxing out settings like "number of shaders" and most graphics quality options, EXCEPT sharpening and MSAA. I keep MSAA at (4x); good enough for me. And be sure to report here. And if you have nice screenshots to share, don't hesitate. metal_shader_set_v1.3.pyromod
    5 points
  2. I made a little demo video, for the undecided ... The fish need alpha.
    4 points
  3. The biggest proof that a24 is better than a23, is to join a team game and see at least 6 different civilizations, where before we only had two haha
    3 points
  4. The walls were given because they usually did fortifications on hills (like a lot of cultures, btw) "The guerrilla warfare" (associated to Spain in Napoleon times, where the name came from the spanish) was more a Lusitanian thing. Iberians tactics weren't so different from spear walls. Also the sling thing it's more a feature from Balearic Islands, that were'nt connected to Iberians by any kingdom or Empire Before redesigning the uniqueness of civilizations, make a table and think collectively instead of adding and deleting design quirks individually on every civ. I would give the guerrilla/ambushing features to Britons.
    3 points
  5. 2 points
  6. It'd be good if you could get a more consistent description because it sounds _very_ broken, but we've not really had reports of anything like that except from you as far as I recall. Maybe try playing and recording your screen/input? Ah, yeah, that problem. Indeed that will trigger H if you drop space before H. TBH this is really my fault, I did not anticipate that this would be a problem, and I guess I'm lucky in that I don't personally experience it using control groups (I guess I naturally drop the # first). I'll fix it for A25, but in the meantime the best advice I can give you is to avoid conflicting/ambigous hotkeys or train your brain to drop the letter first. The reason why I changed this was that there was unexpected behaviour in A23: for example if you pressed Ctrl, then D, then 'Ctrl' hotkeys remained active, but his did not happen if you went "D then Ctrl". There were a number of related oddities. Unfortunately in fixing that I assumed that 'retriggering' hotkeys when releasing a key was the most logical behaviour, when it probably would have been better to not do that.
    2 points
  7. I know I'm totally irrational about this, but I loved watching the elephants putting wooden beams on buildings with their trunks.
    2 points
  8. @mysticjimIn your user.cfg file, you can add `gui.scale = "1.25"` to increase the size of everything, including the icons.
    2 points
  9. Is it worth taking a snapshot poll of feelings towards A24 vs A23 now, and then again in a couple of months? I think my biggest worry is going to be if there is a gradual acceptance of things that are problems and a growing tendency to imply they'll be 'fixed' in A25. If a sizable chunk of the community simply find the game less fun right now, for whatever reason, their patience will be very short. And I don't think it's fair to tell people who claim to prefer A23 to simply go back and play that. They won't, they will drop 0AD altogether, like a stone - without looking back. There is a plethora of choice available in this genre, plenty of it cheap - if not quite free like 0AD. I'd be worried if the overriding trend is that A24 makes people less likely to enjoy playing 0AD - I wouldn't be telling them to go elsewhere. Probably because they will! I'm still getting to grips with A24 having not had anywhere near enough time to play with it, so far my only gripes have been the sounds (previously mentioned) and the slight shrinking of the icons (speaking from an accessibility point of view as someone with awful eyesight!). I've yet to encounter the balancing properly, but hope to see that first hand in my first few A24 team games. And until mods are working, specifically the Spec/Monitor mod, I'm not in a position to do commentary videos on other peoples games. I'm waiting to see if that sense of drama and action has changed negatively or been lost somewhat. If it has, if the I find myself getting bored commentating on an A24 game, then I'd say the whole project was in a bit of bother and it wouldn't bode well. Naturally, I hope that won't be the case, of course
    2 points
  10. At least it doesn't convert an enemy by shooting wololo at his face. I like the idea but to work it should be built really fast and I see how it could be abused by some players. By spamming it to block some units
    2 points
  11. Corinthian Ismuth4 does afaik. I like that bonus though What if you consider them surgeons and healers. Sure it wasn't 1940 medicine but they did exist. They didnt wave hands but it's a good abstraction IMHO adding healing camps might be too much mircro.
    2 points
  12. 2 points
  13. Channel dedicated to the study of Ancient History, with particular interest in the martial field, through a multidisciplinary approach in which the study of sources and the analysis of finds are combined with experimental archeology. All the videos are in Italian but numerous videos include some English subtitles. Gioal Canestrelli is a serious guy with some academic background and a reenactor: https://www.ibs.it/libri/autori/gioal-canestrelli https://independent.academia.edu/GioalCanestrelli
    1 point
  14. Hm, indeed, but for whatever reason it seems to be specifically attackMoveUnit. Queuing a regular attack move works... I'll need to investigate this more.
    1 point
  15. If units are in formation, queuing non-formation orders is a bit wonky. It should work if your units are not part of a formation, though. Can you specify what you're doing exactly? Or if you're up for it, provide a replay, which are at "~/Library/Application Support/0ad/replays/0.0.24"
    1 point
  16. Not really, anything you insert there will work, if you want Cavalry+Dog just type `Cavalry&Dog` or `Cavalry|Dog` (one of the two I think the last) after `select.`
    1 point
  17. I believe the Iberians were to be the quintessential defensive civ. Hiding behind their walled settlements sending out raiding parties and wearing down their opponents that way. Along with ambushing/guerrilla warfare, the Iberians would be rather unique in this way. But as development progressed this kind of thinking fell by the wayside, culminating now in what we have in A24. Part of the problem too as you pointed out is that the wall builder js creates ugly inelegant curtains of walls. If you check them out in DE's skirmish maps they look nicer. And another thing that makes them OP is that they come with free gates. In DE they do not.
    1 point
  18. Indeed, even with @Boudicaperformance, it was always going to be tough 3v4, but it was a stunning spectacle. Lets hope the mods start working properly for A24 and get back to this kind of action real soon
    1 point
  19. 1 point
  20. Maybe civilizations with great mercenary potential like carthage, can train level 2 mercenaries instead of 1 like other civilizations, it's just an idea.
    1 point
  21. If the priority is to make something that looks cool and historical, then the post referencing borg, feld, and vali's involvement seems entirely misplaced. And frankly, balance shouldn't matter then since that wouldn't be the purpose. But this obviously isn't the case, so I don't understand why you are defending that position. I will also note that this discussion has come up in the immediate context of me saying that I and several other players felt our opinion was completely disregarded. To which the reply essentially said: "you are not like other players, so your opinion does not matter." Again, not trying to be petty, but I do want to point this out, especially since this thread concerns how 0AD should look in the future and is involving player feedback and I (and others) now essentially have to argue that my opinion has worth. To bring the discussion back to the purpose of the thread, even if the point was to just the game look cool and historical, it can be done in ways that also address gameplay concerns. Here, being that a large portion of players do not like this alpha for many of the reasons stated above. I hope it is properly addressed.
    1 point
  22. I personally don't use walls because I don't like them and I don't think they should be in the game. Strategically, I am rarely in a position where I need to use walls because I am usually the player on my team that makes the offensive push. Regardless of whether you think it makes sense or not, it is empirically true that the vast majority of top players never use walls. If anyone uses anything, it is palisades, which the vast majority of top players never use. And there have been threads/complaints calling out the players that do use palisades for their abusive tactics. and there will be complains for Roman's being op because they have siege workshop and camps to produce rams which most players don't know how to counter? There were siege camps in the last several alpha and very few people complained about them being op. And, the players that did complain about them being op were the ones who did typically did not know to use swords on rams. If that is the base level that you are concerned about then siege shouldn't be in the game or at least should be extremely difficult to make (unlike now). The Nisean horses technology (city phase) is still available to pers and sele only. The techs have changed. The Nisean tech in old alpha is more analogous to the horse breeding tech that gives a 10% health buff in this alpha. Horse breeding tech is available to all civs now. Before the Nisean tech used to be a 20% health bonus to all cav. Now the Nisean tech is a 20% health bonus buff, 10% increase in production time for champ spear cav only. Persia/Sele's bonus used to be relatively stronger/more versatile. This without a doubt makes persia/sele's cav less special than it was before. This is unfortunate, I don't like it much either. The reason it happened is because it's more important to get the basics right and having a balanced core gameplay, from which to further differentiation later. This isn't really necessary, though. There was differentiation before. The biggest problems with balancing was that slingers were too strong and archers were too weak. That problems were corrected this alpha. And, those changes have nothing to do with anything I have complained about or about the civ differentiation. In fact, I initially said this is one of the things I like most about this alpha. Regardless, is having 12 civs that are boring and really just one civ better than having 6 OP civs that are fun and 6 civs that need a buff? You can ignore that 6 bad civs, but you don't get the choice is all 12 civs are basically the same. Regardless, as I have said earlier, a lot of the civs are basically the same as one another with extra features, which will eventually prove to make a new list of OP civs that everyone plays. I'm sorry your experience has been an unhappy one. We're all human in an imperfect world. Gameplay and balance are discussed in numerous threads on these forums, as well as in private conversations and via other channels. It's impossible for anyone to keep track of everything. Moreover, making changes is a slow process, it's not unusual for a patch to be committed (or abandoned) months or even years after it's proposed, which means that even if some comment was read and replied to in the past, it may have been forgotten by the time a final decision is made. Therefore it's really important to keep the discussion unified in a single place: the relevant patch on https://code.wildfiregames.com/ , because it's there the actual development happens and commits are made. In case you're referring to https://code.wildfiregames.com/D2507 : you left one comment there and disappeared. Others continued the conversation, on-and-off, the patch was revised six more times, and in the end several people agreed it should be given a try; it was left open for a couple more months and finally committed in December. If it turns out to have a horrible impact, then it can be reverted in A25, of course, though so far I haven't seen people complaining about palisades in A24. Can you clarify which change you're talking about? We certainly want to avoid this type of situation. If you no longer voice your opinion, your opinion will _indeed_ be ignored. 'We' are not some secluded private studio with a completely opaque decision process: every diff and commit is available and open-source on https://code.wildfiregames.com. You literally have no reason not to voice your disagreement or concern with changes there. It's possible a few diffs get committed without player consensus, but I want to highlight that this really isn't how things have been done in general in the A24 process: most if not all gameplay commits got some agreement from some top players, including usually borg-, feldfeld or valirhant. it is water under the bridge. This was a hot topic for a week or so and I thought I had added more to the thread but apparently it was just talking in the lobby with and without devs. The general feeling was that we had been ignored, so we didn't beat a dead horse. I have been asked in lobby by devs for my opinion on other matters and felt I had the same experience. I am not trying to be petty, I am just trying to point out how in the ideal world we can all improve and in this instance that safeguard of borg, feld, vali clearly fell apart because in this instance only one liked the proposal and others did not. I have been around for multiple alphas. I remember when a22 was released and players immediately recognized that cav was broken. And, I remember when a23 was released and players immediately thought it was an improvement. I am not saying all changes are bad. But I am saying that some changes are undesirable. Regardless, the point of this is try to make the game better now that I (and a large number of other players) think we have taken a step back.
    1 point
  23. Is there a possibility where I can revert back to 3*8 icons when possible and use the smaller icons only when necessary? For me it really is very impactful because my vision isn't that great and having big buttons is really nice. Maybe I can edit user.cfg with an icon.size command?
    1 point
  24. More wildlife! This time, camels!
    1 point
  25. That spec mod should just be folded into the core game repo. @Stan` @Freagarach @Angen
    1 point
  26. Because Sundays just wouldn't be the same without it!
    1 point
  27. That's not to say there won't be midweek games ever again, but it was hectic this week with a full house. I managed to work it to have three whole weeks off over the Christmas period, the final week - this week just gone I was supposed to be on my own, and would have done commentaries for about the next four weeks plus a tutorial and two Mods videos. Instead, I have my son staying with for all of the lockdown, likewise my partner, my washing machine died and spent the week trying to relentlessly flood my kitchen - and next week I've got to find out how working from home and simultaneous home schooling of a ten year old works!!!!!!!!!! But there should always be some Sunday content, promise
    1 point
  28. More 4v4 action to feast on! Happy Sunday!
    1 point
  29. Very late, but here is the first replay for 2021
    1 point
  30. Hey, merry Christmas everyone At 7pm tonight I've got a premiere of a 1v1 game featuring Borg that was very kindly donated. Alas, I don't think I'll be able to make it for the prem - I shall probably be indulging in a late Christmas dinner!
    1 point
  31. I love a bit of gratuitous conflict on a Sunday morning 0AD 4v4 Insane Body Count!
    1 point
  32. Empire is a great map! also very easy to make eco wrong, most people get confused. Nice vid.
    1 point
  33. Are PeerTube videos allowed? The very first post in this thread says: https://peertube.debian.social/videos/watch/7d134d11-0b25-42bc-92dd-13c496863e8e Stanislas DOLCINI - MiniDebConf Online - November 2020
    1 point
  34. To brighten up your Wednesday
    1 point
  35. Hi I just saw that i could again try to contribute to the game so using the reference i made this does it fits you ? Regards, Stan
    1 point
  36. From here that looks that they are too big. Maybe Adding the elephant model to you workspace would help you
    1 point
  37. According to this I should scale it down a little. Thank you. I was sticking to the model so i didn't really think about it. I could turn them a little down like on the other side and make them uniform. About water since there is space on the planks, maybe that wasn't an issue. Okay, I will fix this. EDIT :
    1 point
  38. IMO the main thing to fix is the unit lag. If you get rid of that, players will come. Because even if its still in alpha this game is more playable than a lot of finished games. Adding stuff will be good when the base will be fixed. Now what would be nice would be a resolution changer, because i don't think the minimum specs are this low anymore. So at least that would make it playable for old machines. If it is not in the menu an ini file would be great. Something that could be good to is to update the art thread which displays all the task needed. I have some 2d artists friends that could help if i could tell them exactly what to do. Moreover i think each faction should have its thread or at least its subforum. I don't know what you need in terms of programming. I know how to do C and some C++ but i don't see many methods to calculate square roots except the dicotomia method, which a slow loop or a big switch, in which you could also have a possibility of calculation if the value doesn't exist.
    1 point
  39. Here are some variations of the model, which one do you prefer ?
    1 point
  40. Well I'm not offended though its hard after working for hours on a model to be asked to get rid of everything
    1 point
  41. Thank you Anything else ? EDIT : Updated with swords also Improved the cask texture.
    1 point
  42. Hello, Small Update : - Raised Roofs - Added Details to walls and roofs - Added Props - Scaled to the size of the javelin man Next Update - Add Falcatas on the table (I need the model though) - Improve according to comments
    1 point
  43. Would it be possible to have some steps when building a building. Like some scaffoldings.
    1 point
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