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Thats... an interesting rant. However I don't think reducing the number of civs would change anything. Art, Programming, and Balancing are done with three different types of people. So you're not stealing programmers time by adding more assets (unless they are really crappy assets) Thank you <3 Well sure sure but so will going on steam, or attracting new players. it's not about the civilisation, it's about the game not being finished, and probably never being finished. Well another way to prevent the castle from leaning is getting your hand dirty and making everyone profit from your vision which you just did. Well the han have new dynamic with the ministers. and the balancing team is supposed to work on differentiating the civilization again.4 points
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@ChronA I liked your rant. However, I don't think you are quite right. For starters, what @wowgetoffyourcellphone said is very much true, balances breaks every new alpha, regardless of the number of civs. Then, I think you may miss that in FLOSS projects like this one, it's not that doing some work for a certain feature really takes away work from other features, becouse everyone does what they like better. Of course some balance is needed, but this is why this discussion is happening. At the end, it's really up to @Stan`.3 points
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I had read that a new push mechanic was added to the game, and I wanted to try it out. This is a comment on that feature. Tag to @wraitii as he/she wrote it. I love the idea, but I don't think it plays out too well. With this new feature, formations are totally worthless, because people move even too well. Since there are no chain bumps slowing down mobs, there is almost no friction when moving blobs of people, which makes retreat very easy. I don't think I like the idea: the damage taken retreating is a big element in game strategy. Also, if moved to point when not in formations, people can form very dense masses that are both OP and weird. I suggest to raise the distance at wich there is repulsion. Another thing I noticed, is that when moving people and rams together, people can pass trough rams like they are made of air, but rams can't do the same, with the result that moving rams is possibly even more frustrating than it already was. Is it possible to add "mass" to rams and elephants, so they can push other people and maybe not be forced to make long roundabouts to avoid people and instead push it? Formations could do the same thing.2 points
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First, the password feature for games to protect host IP addresses == winner. From my perspective, DDOS has dropped off substantially and the person (whoever it is) doesn't do it as the entry point has been raised. Many thanks to @Angen and whoever else implemented this. You can see this feature's effectiveness by logging in late at night and, usually, mostly PW protected games are up. Other games likely have been bumped. Second, there are two additional features that would help augment the effectiveness of password protected games: Private messages between users in the game lobby, and/or (credit to @user1) Allowing users to temporarily put the PW in the game name/title and make it disappear once a game is hosted. (Someone mentioned this to me, forgot who) Ideally, it would be best to allow for "private messages between users in the game lobby." This would be an amazing feature. Something like "/msg Obi, hi, pw is abracadabra". This would allow for users to share passwords with specific users when requested. The added benefit to this is that the community can somewhat self-moderate by not escalating DDOS issues to moderators. Specifically, DDOS is hard to prove (can be proven currently with the PW) but most users cannot prove or show evidence of proving it. To "allows users to temporality put the PW in the game name/title and make it disappear once a game is hosted" would dramatically help at the current state. Specifically, to protect from DDOS currently games get hosted with titles such as "XYZ's game (TG)" where TG is the PW. This protects the host's IP from the lobby. However, this does not protect the game from DDOS as the DDOSer is able to join the hosted game to obtain the IP address. Accordingly, after "XYZ's game (TG)" starts the game could be renamed to "XYZ's game" in lobby thereby removing the PW and making it not possible for the DDOS person to affect the hosting player. I forgot who suggested this idea but it is, in my opinion, a good idea. (Note: You could have a checkbox for "Public PW Announcement" when entering game PW) @aixo @Palaiogos @letsplay0ad @PistolPete @chrstgtr @badosu @Cesar2 points
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@Dizaka see this https://trac.wildfiregames.com/ticket/61362 points
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ChronA I am afraid I cannot agree with you here. I think 0AD is superior to Age of Empires and it is not a clone. The graphics of 0AD is miles ahead of AoE's fixed isometric view and the gridded landscape that does not even allow you to rotate buildings. With 0AD you use your brain in planning the strategy and then immerse yourself in the intense fighting animation and sound effects, unlike AoE's 90s style pixilated I don't know what graphics. The art and landscape models of 0AD are obviously more realistic than what you get in AoE... There are of course similarities between 0AD and AoE as both are RTS games but 0AD has many unique features that AoE don't have. They may have started off as a mod but now it is completely independent of AoE, just like I can't say you are a monkey because you had the same ancestor. How do we know what's good and what's bad if we don't experiment it? After a few games the players will express their views on the forum, then the devs will act accordingly. Being afraid of making a mistake will stop you from progressing forward. Han Chinese has an unique unit composition that fixes some imperfections in other civs and introduces new strategies. For example, if you want to do a spear cav rush followed by an archer push then the Chinese is perfect for you. If you like Kushites but also need catapults then Han is the ideal civ for you!2 points
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#: maps/scenarios/triggers_demo.js:73 msgid "Testing the yes-no dialog. Do you want to say sure or rather not?" msgstr "Testet den Ja-Nein-Dialog. Möchtest du sicher sagen oder eher nicht?" This is a map for testing dialogs by developers.2 points
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From playing games I never had any problem identifying the units type so I don't really see the problem.2 points
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The theory, as I understand it, is that someone is using a program to scan the games in the lobby, which provides the DDOSer with the host's IP. Once the DDOSer has a host's IP, he/she can make DDOS attacks. By protecting the game with a password, the scanning program cannot obtain the host's IP. So no what you propose is not possible.1 point
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I don't really see the issue myself. Costs can always be adjusted to compensate for that.1 point
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I like that a lot as a viable option. I like that because it redefines the term "password" to a more neutral tone of a "buddy game" and adds utility to an existing mechanic. As a "Buddy Game" the icon, instead of a locked lock, could be 2 heads representing a "Buddy Game" and a Sword (or bow) for "Open Game." Edit: Thinking about it, I like this idea a lot. Simple to the end user. Doesn't use terminology that makes it seem "weird" (e.g., password protected). "Password-protected" is weird in the sense that it functions like an added-in feature rather than a feature that was "naturally designed." (idk how to explain it, it just makes more sense to make it "buddy games" and "public games" vs using terminology that is exclusive like "private").1 point
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https://www.transifex.com/wildfire-games/0ad/1 point
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I hope that they don´t give them automatic rank 2, since that would be a hell of a difference. +1 armor (equivalent to +10%HP),+25% HP and +20% attack. I would hope that instead the are given a smaller bonus like only +20% HP instead of promotion. Well, stand up and walk to the window. Why don´t the neighbors have 4 pyramids in their backyard? because pyramids are expensive.1 point
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This map is called Pyrenean Sierra not Two Seas. It is found in the 'random' category of maps. Hope that helps.1 point
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I gave it another try. Well, it's hard to say much as I'm simply not used to the changes and all feels new and wired So some minor stuff mostly: an own logo on the start page would be nice default play speed should be normal me thinks scouts seem to fast cc still capture-able sele barack has tech to select either champion a or b but neither are available sele theatron should probably be dropped or a purpose be found As you went with the hide territory border approach I wiped up a minimal patch to hide them on the mini-map as well, unfortunately the c++ part needs recompilation. Use as you want. minimap_territory_borders.patch1 point
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Exactly, it's just a placeholder. :) No such thing as unnecessary traffic, after all this is the whole purpose of a forum and same to you.1 point
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The game already had some planned features, they are not just random ideas. http://trac.wildfiregames.com/wiki/GameplayFeatureStatus And yes, every alpha breaks the game.1 point
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Ah, so our kid found the right map! But what is meant by "Do you want to say sure or rather not"? Or is this really just a placeholder to test 2 answer buttons, so the question could also be "What was before, the hen or the egg?" (with hen/egg as possible answers ) Sorry that I might have created unnecessary traffic here about this. I wish all of you a good weekend!1 point
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Probably a minority opinion: I oppose adding any more civs to Empires Ascendant at this point in its development. In fact I think the development would benefit greatly from temporarily dropping official support for all but 6 or so... although I know there is exactly 0% chance of that ever happening, because it would royally piss off and probably destroy the entire community that sustains this project. As such I am hesitant to even air this prospective. It feels like just adding another rage post to the fire, but I think it is vital to any collaborative work to try to understand how others are feeling, so here it goes: Great buildings must be built atop strong foundations if they are to endure, and in game development terms the foundations of an experience are the gameplay features and balance design. But 0 AD's foundations are weak. In terms of gameplay, Empires Ascendant is just a very mediocre Age of Empires clone. Its distinguishing feature (and saving grace) is literally that it is open source. There are a hundred different ideas on these forum about how to shore up those foundations: battalions, morale, 10 different management-minigame concepts for city building and resource gathering, 20 ideas for new aura and damage-type interactions, 50 ideas for making better-differentiated unit roles... The problem is how are any of those ideas ever realistically going to make it into the game? There are currently 13 going on 14 fully fleshed out and playable civilizations inhabiting this unfinished tech demo of a game. If any new feature breaks even one of those civs (whether through balance perturbation, or missing assets, or just rubbing someone with a practiced playstyle the wrong way) the commentariat will raise an unholy stink about it and the idea will die. This is not a situation that is conducive to agile evolution. And of course I also understand how it got to be this way. In open source you have to make use of the development resources you have at hand. However that doesn't preclude applying foresight to prevent future impasses. Ancient China is an incredibly cool culture (one of my favorites), but what would adding them to the game at this point in time actually achieve? Would it help refine the balance of the game. Would it explore new unit dynamics? Would it just be a superficial reskin of other civs that are already in the game? Or would it contribute to the slow death of gameplay development by bloat and crushing inertia? I know what I think: adding towers to a fortress built on the sand is folly. But then I'm not the guy hauling the stones, I'm just the feckless guy who's watching from the hill and shouting that your castle is leaning.1 point
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I am from Brazil (-3 GMT), my name is João Paulo - but you all can call me John if you want. My nickname is the same I use to play (also my Twitter account) - and yes 'cos I like Hexadecimals (; I've tried 0 A.D. some years ago but unfortunately hadn't much time to appreciate… However last year I had to install some games to my kids and accidentally rediscovered this awesomeness source of pleasure with them.1 point
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If you want to fix some of the flaws Nescio mentioned with buildings be my guest (New walls and or new fortress) Yeah so much pressure1 point
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Some people, like FloZi, makes sporadic contributions. But there is not such active developers (not even me now)1 point
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My point is not this, as I see a limitation of texture variations for shields will not do much in the case of the identification units (which for me was never a problem, but if other players report this difficulty ok). In my view, limiting this would only leave aside a good work of art and research done by someone.1 point
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m7600 has a point here. You can never fully get the balance right until you let the players test the strength of this civ in competitive matches. After which they will start filing in suggestions / complaints and we can act accordingly.1 point
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1. Better Scouting https://github.com/JustusAvramenko/scout-mod Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate <- https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=52924 Bundle; Test Bundle Release 2. Theban Greeks https://github.com/JustusAvramenko/theban_greeks Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate Bundle; Test Bundle Release <- https://0ad.mod.io/theban-greeks 3. Two-Gender Citizens https://github.com/JustusAvramenko/0-A.D.-Alpha-24---Two-Gendered-Citizens Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate <- https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=52921 Bundle; Test Bundle Release 4. Classic Mode https://github.com/JustusAvramenko/0-A.D.-Classic-Mode Concept, Discussion, Design Development Phase Testing Phase Freeze/Release Candidate <- https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=52920 Bundle; Test Bundle Release1 point
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Oh no, it is very much illegal. But laws are just words. They are not necessarily correct, ethical or the moral high ground. It's just what someone wrote down.1 point
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Current unit roster in the mod: Support Female Citizen Nǚ Healer Rú Trader Shāng Rén Government Minister Zhèngfǔ Bùzhǎng Infantry Spearman Cháng Máo Bīng Swordsman Dāo Fú Shǒu Archer Gōng Shǒu Crossbowman Nǔ Shǒu Cavalry Spearman Tú Qí Swordsman Qīng Qí Archer Gōng Qí Champions Infantry Swordsman Hu Ben Infantry Archer Hu Ben Cavalry Spearman Cavalry Crossbowman Nǔ Qí Heroes Han Xin Liu Bang Wei Qing Siege Stone Thrower Mangonel Bolt Shooter Shoushe Nǔ Does not need to pack or unpack Siege Tower Lin Chong Lu Gong Che Ships Fishing Boat Yú Pái Merchant Ship Shāng Chuán Light Warship Zhuàng Chuán Medium Warship Lóu Chuán Heavy Warship Dà Lóu Chuán Trains Infantry Swordsman Infantry Archer Fireship Chì Chuán1 point
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Heroes? Need at least 3, up to 5. Ariovistus Leader of the Suebi and other allied Germanic peoples in the second quarter of the 1st century BC. He and his followers took part in a war in Gaul, assisting the Arverni and Sequani in defeating their rivals, the Aedui. They then settled in large numbers into conquered Gallic territory, in the Alsace region. They were defeated, however, in the Battle of Vosges and driven back over the Rhine in 58 BC by Julius Caesar. https://www.wikiwand.com/en/Ariovistus Maroboduus King of the Marcomanni, who were Germanic Suebian people. He spent part of his youth in Rome, and returning, found his people under pressure from invasions by the Roman empire between the Rhine and Elbe. He led them into the forests of Bohemia, adjacent to the Quadi who already lived nearby, and established a large alliance. https://www.wikiwand.com/en/Maroboduus Arminius Was a Roman officer and later chieftain of the Germanic Cherusci tribe who is best known for commanding an alliance of Germanic tribes at the Battle of the Teutoburg Forest in 9 AD, in which three Roman legions under the command of general Publius Quinctilius Varus were destroyed. His victory at Teutoburg Forest would precipitate the Roman Empire's permanent strategic withdrawal from Magna Germania. https://www.wikiwand.com/en/Arminius Thinking putting him into the Sueabian mercenary camp, since he wasn't technically a Suebian. Who else?1 point
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Feel free to commandeer D2936, you have my permission. I don't know if I'll work on it when I get back.1 point
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Hey again ! Thank you for the feedback, I've made the changes. I did swap temple and workshop, but it's good that the buildings speak for themselves nonetheless. I'll tale a break of some days on this to cleance my palate and go back for the second wave. So changelog: New blockouts: Cavalry Stable Archery Range Wall Gate, Wall Section and Wall with Towers. Greathall (new version) Mesh modification: Tower defense as wooden straight base. Scale of houses seems to be an effect of the screenshot, explanation under. Temple was made wider, but I kept the stone circles. It's quite appealing and iconic (if not as accurate) of germanic faith. Also runic stones will be fun to texture. Textures: Added a basic color palette. It's going to help get a feel of the cohesion and help me along the line to map the uv. It may seem to cartoonish/lowpoly stylised but it's a work in progress. The more models/parts I add the more refined this texture will be and then when I'm sure of the final result I will make a uptostandard version via substance. Points of discussion: The workshop has a ram in the concept art. I would very much like to add it, but: I was lazy to get historically accurate references for the type of siege engine of this civ, and I did not find the original mesh of the engine of the celts or gauls. If someone would be so kind to point them to me (references or the mesh). The archery range is a bit empty, and it's the biggest case from the concept art problem. Once modeled to scale they are not as cramped. There is two solutions: add eyecandy in the mesh or bolsterise everything. Note post_render: so I went back to compare and I found that my models are on the realistic scale side. I'll remake them to fit the greater scale of the others civs meshes. The Current work updated: Civic center Houses: To scale with others in engine: Barrack: Great Hall (new '1 floor' version) Tower Defense, version with stone pyramid base and straight wood. The stone version comes from the concept arts of @Obskiuras. Don't know if they were instead meant for late goth civ. Temple ( As I said I kept the stone circle because I like it, but it would be easy to remove if that's the final strong opinion) The walls and gates Workshop (lacking a ram, I still made some wheels. I'm thinking of adding more miscellanious parts to enhance the 'artelier' fell). The stone path for now a mesh, but it will be baked as a decal on the later stages. Stables (horse is for embellishment sake, from a personal model.) ... ok, ignore the wall near the trough, seems to be a mirror mistake. Archery Range The files: suebian_house_wip.rarsueban_buildings_blockout.blend sueban_buildings_blockout.blend1 point
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Hey ! The works is going steady. I would like to confirm some scales for buildings. I referred Art and Scale The Civ center(CC) is 32m32 (on a blender scale of (1m = 1 unit) and it seems to be the correct scale on the engine with other buildings. However, for the CC I feel 32 is a bit too large. And for the temple. it's 28m28 and it's a bit too small to put the stone circle in the front. For now it's on the side. The defense tower, it feels a bit small. I wonder if 8m8 is a bit small with an house 12m12. Side to Side Barrack CivCenter House 01 House 02 House 03 Temple Tower Defense Workshop1 point
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If I look to the survey, I think we need a compromise. People like @nani, me and some others see the greate chance to improve the performance by a not realy noticeable visual impact. Be able to chose a number means the complete choise for everyone. But I totaly understand the other faction who say that they only want to have a on/off switch because of complexity. There are people who have difficulties chosing the right options. So I want to suggest a drop down menu. Three options. One for corpses off, called "performance optimised". One for corpses on, called "quality optimised", and one option with a corpse limit of 100 called "balanced".1 point
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Unix timestamps of course. A game titled "-2208988800" is sure to arouse some curiosity.1 point
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In the picture you can see the renderer performance profiling for this feature. The graphs are showing the frametime. Lower frametime means higher fps. Btw. sorry for the offset on the x-axis. The red graph representatives the current vanilla version. The green shows the limitation to max 100 corpes, while the blue is showing the limitation to 50 corpses. As you see the start doesn't differ that much. At this time nearly 500 units starts fighting. In the following more and more units die and corpses are generated. As you see, the blue and green graphs are falling, because the amount of corpses are bigger now than 50/100, so they get removed. In parallel the amount of fighting units decreases, which leads to a lower workload. In the red graph, no corpse is removed, the workload doesn't decrease. For my personal experience I can tell, that a limitation of 100 is a good compromise, as you wont notice the removal of the corpses that much.1 point
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A max number slider could be cool. I wish they would sink or something instead of just blinking out of existence though.1 point
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Other stuffs: https://www.facebook.com/dorsetodinists/posts/974389453043295 https://www.facebook.com/SamsonIllustration/posts/3314557838656844 JFOliveras made some illustrations weeks ago about Pytheas' journey, if I really like his art and his skill, I find it sad he isn't properly advised about the material he relies on.1 point
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Possible Moche civ emblems: Moche warrior: Moche war god Ai Apaiec: Moche ear ornament with copper and turquoise: Moche dragon:1 point
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