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Showing content with the highest reputation on 2021-06-23 in all areas
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3 points
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I would say that a simple double click would do the job a lot better. Double-click and your unit starts running provided that it has stamina. Once its stamina is spent, it cannot continue running. Obviously stamina could be extended to make the act of attacking even drain stamina and have a unit being idle regenerate stamina at a faster rate, but I digress.2 points
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Good afternoon fellow gamers, I have consulted with The Oracle (Stanislas) and I have figured out that the best thing to do is to open this topic thread to prevent my introduction thread from diverging too much. I am opening this thread because I am an avid Rise and Fall owner and player and I always wonder whether there are any, or many, others left out there. The original page for the game, Rise and Fall Heaven [ http://raf.heavengames.com/ ] seems to have been closed down several years back but there are still archived discussions there that are viewable and very useful. One of the main things that let the Rise and Fall: Civilisations at war game down was that the "Editor" that shipped with the game was an unsupported feature and you couldn't get any guides for it. I originally purchased the game years back and through several moves, including half way around the world, and a crashed and irretrievable hard drive I lost it. So, last year, I purchased the game again, in the U.K., for around $20 USD. Now I am happy again...! LOL I have regained the knowledge of the base Editor that I had lost, namely the problem associated with getting your AI enemy to spawn combat units. I have that again, as shown below this message. If there are any RaF Gamers out there I would like to hear from you with regards, particularly, to the editor so we can create an "Editor Users Guide" for the game. Y'know, Stanislas asked me, "Why don't you play 0 A.D.?" I answered, "I do, occasionally" and I probably will more so now that I am here but as I explained to him; hopefully adequately, it's kinda like when you have an old fire engine toy as a kid and someone buys you a brand new one, the new is nice and all but you are kind of attached to the old... if that makes sense. RaF fits my concept and idea of the abcient battles game experience, I know it, I am comfortable and very familiar with it... I like it. As I also mentioned to Stanisals, I have nothing whatsoever against 0 A.D. and I read the forums about it, I just have this 'old fire engine toy' that I really love. Maybe that makes sense, maybe it doesn't, who knows. I'd just like to see RaF in its rightful place amongst the strategy and tactics games again. Living in the past? Well, gimme a break, I'm old... LOL Respects, T2 points
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Roystonea regia this palm use palm_areca texture PalmeraRegia.7z2 points
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Did you know that the game is eventually released for free by Midway, around 2008?2 points
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Thanks for the offer. On Transifex, I am pretty much self-sufficient - I can promote people to reviewers, you were just faster with Ceres People can just ask me. It has also been a while since someone new applied as a translator. However, I do have some questions about Transifex in general, but I'll open a separate thread for that. Also, I will try to create a Phabricator account so I can submit patches (it will probably be text changes) and actually propose changes on the side of the source strings. It's true, some of the English strings (a patchwork from the past 10 years) may have potential for optimization.2 points
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https://trac.wildfiregames.com/wiki/Modding_Guide E.g. your mod folder: "EmpiresAtWar" in that, a folder: "art" in that, a folder: "textures" Et cetera.2 points
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Hi, can someone tell me when a unit walks and when they run? I suppose normally they walk. Is there something I can do to make them run?1 point
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I've looked a bit into binaries/data/mods/public/simulation/components/Formation.js, but I'm not familiar with the code, or with Javascript either, so I'm writing here some suggestions to make formations look better. Assignment of units to formation places At now, when soldiers move into formation, they do a lot of switching places, I can't tell if you have implemented already some algorithm to assign positions to men in an effective way, but if you have not, I can propose a simple one: take the 2d point C = the final destination of the current movement, if men are making the formation in place, take C = centroid of the positions of the men (I believe the script already does this) compute the set F of 2d points representing the final position of all men in formation. These points will be placed around C. If different classes of units should take different places, compute an array of sets instead F_1, F_2... each including the positions that will be taken by each class of units for each class of units K: take the set of points A_K = the current positions of the units of that class make A_K an ordered array, with the farthest from C first, and the closest last for each element P of A_K (in order from the fartest to C, to the closest): take the point in F_K that is closest to P (if not already assigned), and assign the unit in P to that point this should be reasonably fast and effective, often resolving in the best possible assignment of formation slots. Rotation movement At now, formations resort a bit too often to a rotation movement that, to bee honest, feels a lot akward to me, not only it can waste a lot of time, but it feels artificial and unrealistic to me. I've been looking around if videos exist of formations and parades making turns, but unfortunatly I didn't find any. In any case, I have a couple of suggestions to smooth this transition: when the turn is narrow enough (let's say less than 45 degrees) formation movements don't look that bad, however, the rotation still eats time, and during a battle you don't want to lose any time at all. For a comparison, I noticed that when you move a group of scattered soldiers towards some destination, into formation, they will be first converging to the center of their position, but will soon start to move towards the destination, before completing the first movement. Would it be possible to have the same thing when the formation makes a turn? That it starts moving onward before completing the rotation? Maybe it's me, but I don't like formations making rotations, especially large ones, I don't think they are realistic. And probably you already thought about this, but what if formations were instead re-computed from scratch every time they make a turn sharp enough? It doesn't have to happen for smaller turns, but I think it would feel more natural, especially for homogeneus formations (the most usual), when you command a sharp turn. Column formation Sorry if this part won't be as constructive as the others, but I think that column formation, as it is now, should better be removed completely. A column of men is actually better represented in the game by not setting any formation, while the special "column formation", that automatically switches on when you send a formation of men to a distant destination, is rigid, and very akward. The purpose of the column should be saving time by making men move in a flexible shape that follows the road and bends with it, instead, the column in the game even wastes more time than the simple box formation, because its rotations take longer. I don't think there's much to save in current column formation, so I would disable it completely, until a completely new version is possibly introduced. @Grapjas @Angen @wraitii1 point
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Just above that line, there is the "#: " with the path: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/l10n/id.public-gui-campaigns.po$27. See e.g. https://trac.wildfiregames.com/wiki/SubmittingPatches. Basically, you install arcanist and upload a .diff-file (the difference between the source code and your modification) to Phabricator.1 point
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Yes, fortunately... Someone even created a portable version, it works for me: RaF:CaW. The game is not perfect, especially history-wise, but gameplay-wise it has great ideas that could be implemented in 0 AD, albeit a little unpolished. I never use the Editor though, I'll probably experimenting on it later.1 point
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Imperator of Rome from Paradox Games. It is very complex depends on population units. Which in turn depends on the territory and development in that territory.1 point
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You're definetively right about the food bonuses, the historical basis for this is that much like Egypt, Sicily did provide food for west meditteranean for example Gaius Octivius had to deal with Pompey's son because he controled Sicily and was holding out on grain, making Rome starve. The gameplay logic i was going for was that food bonus= more food and in less time= less women gathering = more resources and pop to make soldiers to either rush or further develop your eco. Sicily does have large sulfur depoits so maybe a metal or stone gathering bonus would also be fitting. I mean A25 is going to make elephants less dominant and a mercenary elephant would be costly.1 point
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@PyrrhicVictoryGuy, I think the idea is cool. The thing is that you should make it as you envision it. I do not want to put my mark on your idea and pollute it with my views. I think if it is about getting it done right, it would be nice to have some good historical sources and see which unit types fit best. I am a little skeptical on food-based bonuses since people of all civilizations ate food and eating food was important to any of them. However I can say that elephants in p2 does not seem to be a smart idea.1 point
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@Gurken Khan I don't think you can look at stuff without an account. I mean, if you really don't want a Transifex account, you can still browse the source on Trac (the *.po files). @Ceres The problem with the comments is that I didn't find a way to look for them, like "show me all the strings that were commented on in the last x days". You can, however, raise an issue in Transifex. These pop up in my notifications and can be searched for. We have to try out anyway which way communication works best, be it the forum, Transifex issues, direct messages or whatever.1 point
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afaik not. It would be interesting to make a stamina mod, and then make a toggle for run/walk. But otherwise a toggle would be useless.1 point
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It means that someone needs to port the maps first to A24b then to A25 since they are working right now only with A23b so basically someone needs to check what code has changed between A23b and A24b and then change those maps accordingly so they will work. e.g.1 point
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