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Showing content with the highest reputation on 2021-03-07 in all areas

  1. I know it was given to all members, but it is a badge, it implies responsibility to wear it. Thank you and I join you in this act of giving thanks, I never thought I would have such an honor, however I do not think I deserve it, but I will not despise your recognition. Thank you all for this beautiful hobby and non-profit work. It is an honor to be with you, even with those who do not hold me in esteem, thanks to my colleagues Sundiata, Genava55 and Alexander, for giving me words of encouragement. Thanks to Stanislas, Enrique, Feneur, Lordgood a very practical leader and to Michael D Hafer who inspires us with his extroverted ideas to keep dreaming together in this project. Thanks to the art team and collaborators. Thank you 0 A.D. community, it's been almost 10 years of belonging to this project, in September I will be 10 years since I joined. if my attitude made you uncomfortable, it was not a bad intention. We have moved forward and improved, I will always give my unconditional friendship to all of you. And to those who have not, I will pray that everything goes well for you and that you improve in whatever you propose to do. @Sundiata @Genava55 @borg- @Nescio @Ykkrosh Thanks to Philip Taylor who was the person who pointed out to me that there was a forum, where I could participate and give my opinion, as well as contribute.
    9 points
  2. @gameboy Constant pinging (of me) won't help. This isn't a major problem, since it only occurs in a minority of situations and with these kind of popcaps the either the game becomes unplayable, or you don't really care about the exact pop-cap anymore. I won't work on this since there are more urgent matters, in my humble opinion.
    5 points
  3. A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
    4 points
  4. Release Candidate, if no bugs are reported I'll release this on mod.io next week:
    3 points
  5. The stats of all units and structures in DE have very little in common with EA (the base game). A24's rebalancing had no effect on DE. Delenda Est's civs are very unique from each other and play a lot different from A24. A big change you'll notice right off the bat is the hero selection screen when you launch a game. Most civs give the player a choice of which hero to have for the entire match. These heroes have a large effect on the game with auras, bonuses, and special technologies. Some heroes even change the unit composition of the civ. For instance, as a Spartan player choosing Leonidas the player has access to hoplite units, while if the player chooses Cleomenes they gain access to phalangite units instead. DE A24 adds the Scythians as a playable civ. They can build their buildings anywhere on the map and have no territory effects or restrictions. Consequently their buildings are cheapest and weakest in the game. Their hero selection screens aren't done yet and their tech tree is in flux, but they're playable. Suebian Germans are also included in DE A24. They have Axemen and Wolf Warriors and cheap wooden structures. As with the Scythians they are still a WIP, but very playable.
    3 points
  6. With the new alpha 24 release, I can download it and work with it at least for testing purposes. I'm using a neighbor connection, thought is shared between 3 houses and the connection sometimes get very awfully. Besides working more than 8 hours pero day. At least with the work I've managed to buy my laptop another 4gb ram and managed to get stable blender working environment with 8gb and also a keyboard and not messing around my laptop keyboard. Sometimes in the night I read the forum but can't answer when the signal is poor. ( literallly the page never load the reply box). Hope continue working soon.
    2 points
  7. That's looking promising, thanks for sharing! It's important to get some details right, though: the palace at Aigai (now Vergina) was larger than the Parthenon in Athens or any other building in Classical Greece; columns were Doric and not part of walls (engaged columns were used in imperial Roman architecture) the inner courtyard was square and had a colonnade on all four sides; the east side (front) had two storeys, each with a colonnade; the north side had a veranda, which gave a great view at the theatre, temples, and rest of the plain below; at the west side there was a smaller extension with another square, colonnaded courtyard. Some images showing how the site looks nowadays:
    2 points
  8. New premiere - probably the last time you'll have to suffer me doing a lets play style video, back to proper commentary from next week
    2 points
  9. the concept comes from RoN where there is no such uncomfortable problem of deleting captured buildings, or losing large portions of territory at the cost of losing the CC. in our case is only to reduce the capture points and the HP to a certain point. my proposal is, apart from capturing, before you can control an important building like the CC, you must be able to assimilate. In ancient wars, strategic points or buildings were captured and then the peace was stabilized to destroy any attacker, such as the siege of Jerusalem in 70 AD. in this case(0AD). it would be all civic buildings with the exception of temples, special buildings and the market. military and defensive ones do not fall into this category and should be considered separately. troop-producing ones should be captured separately as well as the fortress. Why? in order to avoid destroying them as soon as they are captured. also if there are a certain number of houses in the radius of the CC perimeter, they should give a "civic morale" bonus, that is, they should give resistance points to the CC. When Titus sieged Jerusalem he had to take the city piece by piece bit by bit, and he had to capture the temple of Jerusalem separately, which together with the Antonia fortress, were the last strongholds of rebellion in Jerusalem. what would happen in 0 A.D while the buildings are assimilated? in 0 A.D the following would happen: not to access to self-destroy the building, after being recently captured. not being able to train units from this building in the process of being assimilated. the territory starts to blink until the process is finished. therefore it is no man's land, no one can control it. In other words, it is moving to a new administration. no one can build anything on it, except for the outpost. you cannot garrison units. how to reverse assimilation? ordering units to recapture the building (preferably killing the initial). in addition to keeping temples, markets and special buildings under control, this would increase the assimilation time by 2x. this is my idea let's look at it as a draft.
    1 point
  10. Chrstgtr's apparent disdain for naval games notwithstanding, I feel there are some ideas we might look at for improving vessel operations. Again, referring to SuddenStrike/II game play, ships/boats did'nt go chasing after land units trying to figure out where to intercept them. Instead, boats were *docked*. And while docked they could be loaded/unloaded. Anyone who's tried to use boats on naval maps has probably felt a common frustration at vessel's behavior when trying to use them for transport. What I propose: 1. boats must be docked to load or unload This does'nt mean the vessel has to have some kind of dock construction or be at a prebuilt dock, it only means it's in a docked state (moored/beached) in proximity to the shore to facilitate load/unload opperations. Once docked, the boat/vessel *does not move* until un-docked. 2. If units are to be picked up by a vessel, the land units must be *at the shore* for them to be designated as target for pickup No trying to guess the best place to do a pickup. Put the units at the pickup point, then command the boat to pick them up 3. And of course a docked vessel can be made a garrison target for land units to board (assuming the dock is located on the same landmass as the units in question). For further concept development, we might look at virtual docks or dock rally points (pick your nameOlogy) where a virtual dock location is designated (like a rally point) and stays until cleared. A vessel might be granted automated behavior to shuttle units between two such virtual docks (possibly a tech upgrade, command automation for a fee). Units could be made to rally at a virtual dock on one shore, and a boat/vessel could automatically transport to a destination dock on another shore. This could be repeated as long as units rally at the docks. To keep units from being sent back to where they just came from, units would be given an automatic move command to move off the destination dock. Some of these ideas resemble OpenTTD. Too much automation might take gameplay in a direction we don't want to go, but I think we do want to reduce micro-management workload so the player can focus more on strategy.
    1 point
  11. A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
    1 point
  12. Literally all ww have to do is use the elephant archer mahout actor for the rider.
    1 point
  13. Luckily, Roman heroes in Delenda Est use @Alexandermb's awesome Attic helmets. The old "Imperial Attic" helmet models were very out of date.
    1 point
  14. Dev version, only install if you know what you are doing. Proper update requires further adjustments to avoid people without mod joining room if balanced-map being hosted. balanced-maps.pyromod
    1 point
  15. @nani Would you mind sharing the diff for a24 or the repository if you use a VCS? I'm having a little trouble adapting the mod checker for a24 (sendRegisterGameStanzaImmediate)
    1 point
  16. I guess that would be quite difficult to implement. (imagine the elephant turns and the mahout just slides in an arc along the ground)
    1 point
  17. http://www.kultofathena.com/product.asp?item=ATP11 a slightly more elaborate attic.
    1 point
  18. @m7600, indeed, the model is looking fantastic already! Here's a detailed proposed reconstruction of the facade, that I think looks really great and should be useful to interpret Nescio's suggestion:
    1 point
  19. Hey looking great so far! The plants look good. Don't listen to Carltonus. Wonders should be the most eyecandied objects in the game. I don't think this one is overkill. I would use a different statue on the side, instead of reusing the Roman ones. I think the game needs a lot more statuary in general.
    1 point
  20. Just so you know I JUST noticed this problem myself hours before and fixed it, will update some time later this week. Technical reason: when you save in hotkey editor it removes unused hotkeys from user.cfg but then at restart autociv checks for missing hotkeys then adds them with a messsage. Ideally the hotkey editor should just leave mod hotkeys in user.cfg but as empty string (as in alpha 23) seee: https://trac.wildfiregames.com/ticket/6093
    1 point
  21. Buenas ; (Aquí otros bocetos de edificios) -Templo mayor maya 1º, -Templo mayor maya 2º ; -Edificio especial; Biblioteca 1º ; -Edificio especial; Biblioteca 2º; -Edificio especial; Plaza 1º; -Edificio especial; Plaza 2º; -Edificio especial; Pirámide 1º; -Edificio especial; Pirámide 2º; -Edificio especial; Observatorio 1º; -Edificio especial; Observatorio 2º; -Edificio especial; Observatorio 3º; Disculpen las molestias*
    1 point
  22. here I try to record with a microphone but it don't regulate the audio well.
    1 point
  23. Gratifying to be able to read this from a member so important to the community. Thanks to you for all the dedication you have with 0a.d for all this time. I wanted to share this with @Nescio who was certainly the one who worked the most patchs on a24.
    1 point
  24. 1 point
  25. 1 point
  26. I didn't saw that there was updated
    1 point
  27. 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.
    1 point
  28. This is an alpha release (after 2 years), not a monthly gameplay patch for a Gold-released AAA game. Expect large changes.
    1 point
  29. https://trac.wildfiregames.com/ticket/6063
    1 point
  30. Okay okay... let me put it this way. The options and UI seem a little amateurish compared to a AAA game that guides that player better toward the options, informations, and features the commercial developer knows the players needs. OS games use a kitchen sink technique.
    1 point
  31. The guys are already packing things up for the release and it will be out real soon. I am taking note of this and will add this to my list for the next alpha development! Thanks!
    1 point
  32. This mod should be folded into the main game.
    1 point
  33. As pointed out before, that a buildable wonder is replaced with something more appropiate, doesn't mean the old actor is deleted. 0 A.D. contains a lot of unbuildable assets that are available for maps and mods. The newly created Mausoleum looks great and has been added to the public repository. Stonehenge was built in the third millennium, the Celts arrived in the British Islands during the first millennium. The Uffington White Horse has been roughly dated, but whether it was Celtic or Pre-Celtic depends on whom you ask. Anyway, @Stan` has recently been working on new wonders for both the Britons (see this thread ) and Gauls (see this thread ), which do look promising. The Hanging Gardens may not look bad, but it is historically problematic. Assuming it really did exist (which is doubtful), it would have been Neo-Babylonian, i.e. predating the Persian Empire. (We don't use the Great Pyramid of Cheops as the Ptolemaic Wonder either.) As the new Persian wonder, I'd strongly recommend the Apadana of Darius in Persepolis, an enormous structure which formed the core of the palace terrace, was the location where the Persian king of kings obtained annual tribute from all satrapies, and looked very impressive on both the inside and the outside; by contrast, the Gate of All Nations was little more than a relatively small room with large doors on three sides; have a look at this map (A is #1, GoAN is #4). @Stan`, shoudn't this thread be renamed to “=== Committed === Mausoleum at Halicarnassus”?
    1 point
  34. Looking good, @m7600! The surrounding plants are overkill though, are they part of the palace or your own artistic appeal? Will this be the future pre-Hellenistic Macedonian wonder, or a palace special building like the Persians? Also, I got an "Unrecognized phase (phase_city)" warning while reading the Mausoleum and Stonehedge information on Atlas. Is this normal? The rest of the wonders have no warning attached though.
    0 points
  35. @Alexandermb if you're internet connection and schedule allows it, I think this is a job for you (we miss you )
    0 points
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