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Showing content with the highest reputation on 2021-03-03 in Posts
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You need to move it out of the bottom panel object, i.e. replace: <!-- START of BOTTOM PANEL --> <!-- Limit to the minimal supported width of 1024 pixels. --> <object size="50%-512 0 50%+512 100%"> <object size="50%-512 100%-200 50%-312 100%"> <include directory="gui/session/minimap/"/> </object> <!-- Supplemental Details Panel (left). --> with: <object size="0 100%-200 200 100%"> <include directory="gui/session/minimap/"/> </object> <!-- START of BOTTOM PANEL --> <!-- Limit to the minimal supported width of 1024 pixels. --> <object size="50%-512 0 50%+512 100%"> <!-- Supplemental Details Panel (left). --> (Or whatever the size is you're using: it's size="left top right bottom".)3 points
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First version released for download https://www.moddb.com/mods/mayas-0-ad/downloads/maya-preclassic-0ad3 points
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not exactly in 0 A.D article, but if you use an image capture of our game as an preview for his video about history of Spain and I follow this freelance journalist who is also a historian. Last year after reading his two books a world that changes and Jesus more than a rabbi. That César Vidal put in the preview, although in reality who does this is his editor Isaac, but that in his YT podcast and on his channel he has an image of our video game 0 a.d. to explain the Iberian culture.2 points
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You still benefit more if you use the extra effort to use control groups and separate formations of troops and positioning them and all that. I myself have been experimenting a lot with the right-click drag positioning feature (funneling enemy attackers to the center, arraying ranged troops to the rear, properly spacing cavalry flanking maneuvers so that they spread their attacks more efficiently across the desired target units, etc.).2 points
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Okay, so, the case for a dielectric, transparent, glossy layer over a diffuse base begins similarly to the case of dielectric over specular metal. We have a sunray coming in, 'a', that hits our dielectric and splits into a reflected ray, 'b' (the name of which got cut off in the pic), and a refracted ray 'c'. We already have the math for all that, except for one detail: My calculation of reflected light by the diffuse base was based on ndotl (normal dot lightray vector, or, the cosine of the angle), but light refracts and changes angle, so I should consider the refracted lightray, versus the original lightray. The good news is that the new Fresnel function gives me the cosine of the refracted angle already, as it needs to compute it internally anyways; so I don't need a special calculation; I just need to use that output of the function. So, our concern here is what happens from the moment 'c' is about to hit the diffuse layer. When 'c' hits the diffuse base, it explodes in all directions evenly. At least that is the simplified model of diffuse optics. Rays shoot out in a semi-sphere of even distribution. Some of the rays, shown in green, make it out of the dielectric layer; and some of them, shown in dark red, reflect off the dielectric interface, heading downwards again. This is simplified because the rays escaping are actually split, with a portion reflecting; however the portion is miniscule and can be ignored here. I put gray lines between the green and red, forming a triangle. This is the escape cone, whose half-angle (radius), which I marked in the drawing as 'x', and therefore solid angle, are a function of the material's refractive index alone. The higher the RI, the narrower the escape cone gets. THIS is what the function in the previous posts was all about. But note, as an aside, that the distribution of rays coming out of the dielectric and into the air is not limited to the cone of escape, because they refract, expanding again to a semi-spherical distribution. With this we can calculate how much light will refract out, and how much light will reflect back in to produce yet another diffuse spherical distribution, and so on and so forth. So, given a 'c' ray, let's follow the saga in pseudo-code: void saga_of_a_photon( vec3 ray_c, vec3 normal, vec3 MatDiffuseRGB, vec3 RefractiveIndex vec3 RefractingOutRGBlight, vec3 ReflectingBackInRGBlight ) { vec3 ExplodingRGBlight = dot(ray_c,normal) * MatDiffuseRGB; //diffuse explosion RefractingOutRGBlight = ExplodingRGBlight * RefractiveEscapeFunction( RefractiveIndex ); ReflectingBackInRGBlight = ExplodingRGBlight - RefractingOutRGBlight; } Before you jump horrified that RefractiveIndex is a vec3 instead of a float, there's a reason for it: most materials' refractive index changes with wavelength, so it is not the same for R, G or B. In the latest water shader I have the index of refraction for water as a vec3, not that I'm going to boast of noticing the difference in the results, but every little bit helps. And you might ask, how am I going to specify these "anisochromatic" refractive indices with only one texture channel, the definitive answer is I don't know yet. But seriously, chromium oxide, whose properties are what causes iridescence in chrome-plated Harley exhaust pipes, has steeply changing refractive indexes. To model iridescence I will need to model them correctly. There is one problem that arises from the picture and the pseudocode. I was going to grab the middle of the 'c' ray as my starting point to define the repeating cycle to then solve as standard geometric series. But now I realize I cannot do that, because the angle that 'c' is coming at is input light vector-dependent, whereas the reflecting-back-in rays are not. In fact, I would say that the average angle of light reflecting back in is (90 degrees - x) / 2. Don't forget we need to compute dot(ray,normal) at each diffuse bounce. So, my repeating cycle really begins AFTER the first diffuse explosion. Time for a break; I'll work on the other shaders for a bit.2 points
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The Ptolemaic Egyptians Hellenized Egypt Above: Ptolemy I "Savior" (left), Ptolemy III "Benefactor" (right) Above: Ptolemy IV "Father Loving" (left), Cleopatra VII (right) Above: Egyptian Priest/Healer Above: Egyptian Citizens (left), Egyptian Slave Laborers (right) Above: Their Minimap Background emblem1 point
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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.1 point
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Yes, I'm on SVN. I'll check out Delenda Est, thanks. Where do I find it? I just found another error in the current, official terrain_comon.fs: The normalmap only affects diffuse lighting; not specular. It's funny because normalmap is best shown in specular; that's where it really shines; but in this shader it is invisible to specularities. I'll fix that, of course; but this is generally how my shader set keeps getting closer to becoming a reference. All I'd have to do is remove metal detection, etc, and they would be far more of a reference than the official shaders. You might not think much of this bumpmapping gottcha, but chances are that you, as an artist, using the current shaders, might think your normal-mapping looks too subtle and strive to increase it. Once you see it through a shader that uses the normalmap in both diffuse and specular, however, it may look transdimensional. I also don't understand why is there parallax in so many of the shaders, but not in the terrain shader. And why there's no skybox. EDIT: Sorry, it was in your signature.1 point
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Until the git repo is up and running I can provide you with screenshots or videos of anything you need for your critique or adjustment. Are you using the SVN version of the game or Alpha 24? You may be able to download and run my gameplay mod "Delenda Est" which includes all the new terrains I have created so far.1 point
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Oh, I completely agree that many of the brighter terrains are completely blown out. That's part of the fix for the terrains I'm working on, in addition to bringing normal/bump maps to all terrains and increasing resolution and overall quality. Terrains are, IMHO, the most important thing to get right visually, as they take up a huge percentage of screen space. Here is Acropolis Bay with some of the new terrains (high res image):1 point
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Strabo put the Astures in the same group with the Galicians and the Cantabrians, saying they have the same custom. Probably they are an intermediate step between both, an ancient Indo-European culture being Celtized by Celtiberian culture as well.1 point
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Just replacing women with slaves, perhaps a unit with different pros/cons (better than women in some parts, worse in others) would be a good first step. Would differentiate the faction and be historically accurate: slaves were basically all of the spartan economy, any labor was looked down by citizens. Also at some point we'd like to get rid of women as economy units, as having them comparable to slaves in-game does not bore well, while being historically inaccurate as men were too (sometimes overwhelmingly so) farmers, woodcutters, miners, etc.1 point
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you were certainly born to design video games. I had thought of one, but the other about buy hero time...1 point
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So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves are your primary source of wood. Now, also in DE you can build Storehouses and Farmsteads outside your territory. This creates a soft concept of "weak countryside; strong city", where a lot of raiding happens outside of the home territories of the players. But instead of suggesting EA adopt DE's features, I've come up with something specifically unique that the core game could adopt. It takes the DE concepts and pushes them forward a bit. So, imagine the map has these Forests and Farmland areas. Forests would be a collection of large wood-bearing objects similar to DE's groves with a Gaia Lumber Camp nearby, while Farmlands would be large open areas of furrowed land terrain with a Gaia Farmstead nearby or centralized to it. The basic game still doesn't let you build Storehouses or Farmsteads (I would rename the player-built object to Granary to distinguish) outside your territory, but it does let you capture these Lumber Camps and Farmsteads which are outside your territory. (the overall concept is similar to the capturing Stone Quarries and Metal Mines idea, which are resource bearing objects outside your home territory). So, instead of the old "slotting" concept, you just capture these Lumber Camps and Farmsteads which are already there. Forests become "renewable" sources of wood (it regenerates wood over time if not reduced to 0), but slower to gather than individual straggler trees (which don't renew) that you find inside your home territory. You can still build farms in your home territory, but those on the Farmlands are much more productive. Lumber Camp mockup: Capture the Lumber Camp dropsite (Yellow) and now you can gather wood outside your territory. Forests are made up of Groves (Red-cartouche footprint; Blue-circle footprint) and can be depleted, but they regenerate wood over time, faster if left alone. Groves have other attributes, such as they can be "garrisoned" by some civs' soldiers for an ambush effect, and they also have auras that cause units to have lower vision and movement speeds within their footprints. Straggler Trees (Green) are gatherable, but do not regenerate and can be built over by player structures (the tree disappears).1 point
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Yep! 2003-2004 I believe. The engine was also used in an earlier game, Celtic Kings, and a later game which never received a US/English language launch. It seems Haemimont was very interested in tweaking the way the game worked internally, so each game plays rather differently according to the reviews I've read. The minimap is great with the abstraction of the dots. You can see unit flows easily and clicking somewhere on the map drops you out so you can see what it is. Edit: I think the mechanic of the fullscreen mini-map might have been borrowed from the Tactical (?) view in Homeworld (earlyish 3D space RTS).1 point
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I get that people don't want their heros to die. But the onus should be on that player to properly micro or place their hero behind the lines in stand ground instead of on the attacking player who is trying to kill the hero. And in the grand scheme of things, losing 1 hero is much less dangerous than losing an entire army. Healers could also have reduced HP if they actually cause armies to chance in a way that causes armies to die while following. Their health could be something like women, which die quickly before a chasing army can get destroyed. But I agree changing the run/walk feature makes sense regardless.1 point
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Bumping now that campaign support has been merged. IMO your "0 A.D. interactions" section should come after Basic Economy ? I definitely need the tutorial campaign should be scenarised too, and not just a tutorial.1 point
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They are boolean expressions that every unit must pass (result in true) to be selected when the hotkey is pressed | means OR & means AND ! means NEGATE value ! has precedence over & and & has precedence over | You can use parenthesis Example: imagine you want a hotkey to select only the cavalry units and your dogs units, then hotkey.autociv.session.entity.by.class.select.Cavalry|Dog = "your preferred key" Example: imagine you want a hotkey to select only units that are cavalry and dog at the same time, then hotkey.autociv.session.entity.by.class.select.Cavalry&Dog = "your preferred key" Example: imagine you want a hotkey to select all units except cavalry units and dogs units, then hotkey.autociv.session.entity.by.class.select.!(Cavalry|Dog) = "your preferred key"1 point
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It's already possible, look for selectors by class feature of autociv buried somewhere in this thread, dogs have the class 'Dog'.1 point
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Some formations only work for certain units and some formations only work if you select more than X number of units.1 point
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Hi, this topic is not used to explain a problem, but a big congratulations to Wildfire Team for the Amazing new Alpha 24! Keep it going! Don't give up!1 point
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I see the a24 server full now. It is normal, every alpha has adaptation complaints. Anyway this is not a dispute between a23 and a24, you can continue playing a23 without problems if you didn't like a24. But in no way will we stop the development of the gameplay and stop in time with a23, as I said before, this is in constant development and some descriptions had to be taken to fix many things that were wrong.1 point
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UI stuff: 1. Too small buttons, it sometimes is hard to click (multiple players complaining about this) 2. lack of their favourite mods changing the UI (something @Freagarach noticed in the lobby chat) Gameplay: 1. Multiple complaints about the game feeling slower.1 point
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Heros1. "Touman"; ---------------------------- ----- (Tūmān)2. "Modu”; ------------------------------------ (Mòdún)3. "Laoshang"; -------------------------------- (Jiyu) This information about the Xiongnu (Duileoga) could be applied to this next release. I am willing to help. Alem has ideas about that.1 point
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Thanks for commenting this game! Was actually tough to be 2v1 on my side, and supporting a bit the other team. I could have done better. Instead of going to Crypto, should have get down WeirdJokes on my first attack, maybe, not sure.. Anyway, I felt bad loosing with @Boudicaepic performance! GG to team 1. The title could be 3v41 point
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Make Spearmen and Swordsmen have the same attack (hack only!), then differentiate them with a 2x bonus vs. cavalry for Spearmen and 2x bonus vs. infantry for Swordsmen.1 point
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So, I think ideally it should be done with the ranking feature, instead of adjusting the actor, footprint, stats, etc. with the "covered ram" tech. Just use the tech to rank up the log to the next rank which is a covered ram. Has that one patch been committed where we don't have to make the required xp 99999 for the log ram?1 point
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We'd need someone to port it to Phabricator. I do not think @vladislavbelov ever did.1 point
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Hi everyone ! That's test over fresh build from source code - creation of units himself. It works for me1 point
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Having both options available wouldn't be bad. As mentioned, custom names could be useful for campaigns and whatnot, and there are a significant number of players that like this kind of roleplaying. I was the one originally which pushed for a UI option that gets rid of specific names, as I felt they cluttered up the UI a bit. Moving the specific names to the unit viewer would be ideal, but this is a different topic.1 point
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I like the original DE concept better, farmstead and storehouses outside of territory does not seem bad. Having territory allows you to protect it better, so it's still encouraged for taking map control. At the same time allows for players using heavy mineral dependent civilizations to not be too far behind if the map gen is not generous, encourages players to constantly scout or make outposts on resource dense spots which is a plus in my opinion. Capturing a stray farmstead or storehouse could make some sense but it feel out of place in my opinion. Farmlands + forests would be awesome1 point
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minrange is easy, however "tell them to switch" is more complicated. See #252. We don't have a ammunition system (yet) so this might be more work.1 point
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That's exactly what I was thinking when I read your first post. Instead of striving for perfect balance, let weaker civs serve as a built-in handcap. I'm not sure how I feel about this, but I don't think it is automatically bad. It does mean that top tier players would have fewer civ options, but that's almost a certainty anyway considering the quantity of civs we have. Historical accuracy could definitely be a basis.1 point
