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Showing content with the highest reputation on 2021-07-05 in all areas
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3 points
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Themistocles? I have an idea for him, but I am not sure it wouldn't get shot down as ToO RaDiCaL.3 points
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3 points
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3 points
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This is great but I think that asking to micromanage garrison of chariots is too much, chariots shout come out the factory fully garrisoned. I think that what Wow did goes plenty in that direction, but a solution should be find for the problems about directioning fire and UnitAI.2 points
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I would say that it might be easier to balance than you might think with the current paradigm. Women are essentially the current dedicated labourers of the game (Which in some cultural cases is a bit odd as well, but I digress). Slaves were primarily used for mining purposes, much to the expense of the slave's quality of life. Making slaves good at quarrying and mining while competent but not exceptional at other tasks would be the best sort of approach. The disclaimer might not be a bad idea, but I think that maybe just giving a blanket statement to the effect of 'there are practices represented in game that we do not condone' might be simpler. 0 AD oftentimes is a game in which winning requires virtual genocide, just about as problematic as slavery to me.2 points
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2 points
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Or maybe something like this?2 points
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There's now a patch to add this to the game at https://code.wildfiregames.com/D4191 but it will need feedback and review.2 points
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2 points
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The problem with defining profanity would persist. I consider myself to be pretty civilized, but I'm also able to use language that would make sailors and prostitutes blush. In fact my stupid pixel people are regularly the recipients of the worst insults I ever utter. I guess 'oh darn it' would be acceptable while the somewhat stronger 'oh da_n it' would not. (The forum's nanny-bot actually changes the m to an r, as I've found out...) So ~we would still have to draw lines, define what profanity is.2 points
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Ionian Mercenaries. it is ironic that the alpha is going to be called what they and they are not present2 points
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2 points
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We are not woke, we just want our lobby to be a civilised and friendly place for all players.2 points
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2 points
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1 point
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For my mod, Mare Nostrum, I'm trying to make a "Government Center" for each faction. For the Romans I've chosen the Comitium. The Comitium was part of the Roman Forum. It served as an open-air meeting place for the Curiate assembly and other popular assemblies during the Republic. It was located in front of the Curia, the meeting place of the Senate. Many different Curiae were built over the course of the Republic and Empire, but I'd like to use the Curia Hostilia in particular. The Comitium actor should consist of a circular tile platform in the middle plus four surrounding props. I've made a very rough model of how the props should be placed: i Here's a rundown of the props: Curia Hostilia: The Curia Hostilia was a very simple structure, basically a square house with a triangular attic. At the front it had a small bronze doorway with a small window above. Each side had two small windows near the roof. It looked very similar to the Carthaginians' "Italic Embassy", but without the Portico in front. It should be roughly the same size as the Athenian Prytaneion, but with a square footprint. The Prytaneion has a radius of 16 meters, so the Curia should be 32 x 32 meters at the base. Rostra: The Rostra should be based on the Rostra Vetera. The Rostra should curve around the perimiter of the Comitium, like seats in a theater. At the top should be a platform equal in depth to the steps (this was where politicians would speak during assemblies). The outside should be lined with a series of small arches. On the side furthest from the Curia there should be a narrow tower with a triangular roof, only slightly taller than the Rostra platform. The Rostra should be no taller than half the height of the Curia. Graecostasis: The Graecostasis will be a simple rectangular tile platform, with a couple steps leading onto it. It should be much shorter than the Rostra. Columna Maenia: A typical Roman honorary column, in the Corinthian style. One of the columns from the front of the existing Roman cc should do nicely (without the statues on top). Some pictures for reference: The Curia Hostilia The Rostra Vetera The Graecostasis The Column of Phocas (the Columna Maenia wouldn't have looked very different) A map of the Comitium (disregard all Curiae other than the Curia Hostilia, outlined in red). A map of the Roman Forum during the Republic, Comitium at the top-center. Locations of the Curia, Rostra, and Columna Maenia labelled. The overall structure should have the same have the same footprint as a greek theater (circular, with a radius of 25 meters). The Curia should be placed under art/actors/structures/romans, since it could be used as a structure in its own right; the other props should be placed under art/actors/props/structures/romans, as usual.1 point
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Instead of the horse that rotates it's the guy riding the horse, so archer cavs behave more realistically also allows for parthian shot and run n gun gameplay a la horse archers in total war (which could be annoying and/or OP).1 point
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About the OP, I would say that better to have different bonus for every civ. If Han have to be implemented, the bonus could be given only to them (China have places with good climate, and rice have more calories than wheat)1 point
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Ah sorry, yes it's a known bug, and seemingly not resilient code.1 point
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Easy solution: 1. Replace the cavalry template with siege tower template 2. Tweak the siege tower template slightly 3. Replace siege tower actor with cavalry actor Just tell me what stats you want and I will make it for you. I think the Scythians and Parthians deserve this feature, as this was how Rome was smashed at Carrhae. Hmm, why has no-one mentioned Parthians yet?1 point
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I mean it works it's just not looking good I think orders are not forwarded though a bit like defense towers.1 point
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Matrix and Xmpp (Used for the lobby) are nice but they aren't gamer friendly. Same with Rocket Chat. We're at the edge of the Foss world and the Gaming world. Keeping the foss world usually gets more developpers, and doing commercial things brings more gamers so it's a balance that has to be found.1 point
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Okay, so for "naval" heroes, such as Themistocles, I think it could be possible to have a tech pair, where you can choose 1 of 2 auras for him to have. So, he'd have his naval aura as a possible choice, and then perhaps a walls/fortress aura, and the player can choose which one for him to unlock.1 point
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According to Trundle in his book about Greek mercenaries, the Ionians didn't serve as hoplites in the Persian army from their integration in the empire during the end of the 6th century BC. This is due notably to the increasing availability of professional mercenaries from mainland Greece, better than levies.1 point
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Less ranged play and more melee action. Give Macedon champions upon reaching phase 3 without the need to research the tech. More hero variety as in, tweak some very good heroes and add new bonuses to weak heroes.1 point
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I think it's possible to merge the replay files for one game, but I never did it. Suggestions: - reconsider the availability of Cretan merc archers only at dock/trireme (Athenians); I'd love to have archers, but there's not a single puddle on the map (like a lot of MP maps) - reconsider potentially useless team bonuses (ele bonus for non-ele civ, naval bonus on land maps...)1 point
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This is one of the various reasons we haven't made an official one yet. 0 A.D. is on Mastodon but that's analog to twitter (see the links on the homepage for all the platforms we are on)1 point
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It may not be that important, but either the game should work to properly establish the social class of the units it represents or not do so at all. At the moment, I think that just removing the citizen class from units might be the simplest and and easiest option. If we want to actually represent social class in a simple but intuitive way, I did write up a potential framework that could be used, but that is obviously beyond the scope of this topic.1 point
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1 point
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Well, I like @Yekaterina's idea of a white list system. To my understanding, nobody would then have to worry about how different cultures - not to say different people - define "profanity", e.g. politically incorrect, vulgar, offensive, sexually harrassing, (extreme)nationalist content, content of hate, etc., all reflected in different degrees by different people at different ages with different background. If this is not the right place to further discuss it, we can open a new thread, e.g. 'Lobby white list' or similar.1 point
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Exactly this would be also my wish. For the time being, I will not allow our kids to play online. Nevertheless, 0 A.D. is a great game and its developers, contributors, supporters and the community really great.1 point
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1 point
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I did no micro; all I did was put them in close order formation then aim them at 1 enemy.1 point
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Nice simulation. Didn't know pikemen could be that fast. The problem with this is that all unit have violent stance by default, and units with violent stance will break formation once an enemy is on their vision range, regardless of AI formation (clearest example is the one against 20 Hoplite + 30 Slinger). It could have different output if the the other side use standground stance, or if it was controlled by human player as well. Have you tried using AI for both sides, or let UnitAI handles the pikemen side without player intervention?1 point
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1 point
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See also the PPA in my signature. BTW this was already asked a ton of times, you may found many similar threads...1 point
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Please everybody...don't go woke...please...that the last thing I want to see on such a cool forum as this one.1 point
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The problem is not the distro, is the forgotten PPA. Xtradeb have 'fixed' this. sudo add-apt-repository ppa:xtradeb/play (Ubuntu 20.04; Ubuntu 20.10; Mint 20.1) The flatpak in the software manager under mint is up to date.1 point
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I guess I'll blog some of my progress here. This week I created a new City Center actor for the Romans by reskinning the extra Spartan civil center actor. In the long run I'm hoping to replace it with something that looks more like the Basilica Aemilia (similar to the current Roman CC, but a bit smaller, and with tapered levels), but for now I think it looks pretty nice. I used the texture files for this to reskin the Roman bathhouse and level 1 farmstead too, so they look a bit more professional. Here's a video of the complete Roman civil center progression now: roman_city.webm Other changes I've made the lately: Civil centers can train citizen soldiers again. I realized removing them from the cc made the early game too slow. Phase upgrade alerts now display correctly and play the sound. This also fixes a bug where all civs were researching the Athenian phase techs. A ton of bugfixes for Delphi bot, mostly checking for entities with undefined position (it seems the AI has trouble noticing when a civil center has upgraded). The most common bugs are gone now. City radius range overlays display correctly now. I borrowed the texture for the overlay from @azayrahmad's city building mod. Over the next few weeks I'm going to start working on a couple different features. I'll try to submit them as patches for A26, since they could be useful for the main game: A gui interface for "popup choices" that can be called from Trigger scripts. The popup choice menu will have up to three buttons, with each button being linked to a callback function that can be used to trigger different events. This will be useful for adding a "choose-your-adventure" element to scenarios (i.e. "Ally with the Rhodians and receive 20 ships" vs "Ally with the Spartans and receive 20 Spartiates"). Allowing technologies to call Trigger functions when researched. This will be useful for technologies like the "Marriage Pact" technology being discussed for the Syracuse mod (i.e. "receive a one-time delivery of 20 Maurya war elephants").1 point
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The C++ code has stuff like this wxGetTranslation("text to translate") or sometimes _("text to translate") Then there is some script that parses those c++ files and creates a translation file. Likely a mo file.1 point
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Microsoft’s Blue Screen of Death is changing to black in Windows 11 If that isn't progress, what is?1 point
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Oh, I didn't see this yesterday. Happy birthday, dear @Yekaterina and all the best wishes to you!1 point
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I haven't yet to check the related code entirely, so my opinion here is based solely on my incomplete code checking, observation on in-game behavior, and also my brief experience joining marching competition as high school boyscout. @wraitii and @Freagarach please correct me if I'm wrong. Formation as currently in 0 A.D. use FormationController to direct the formation. The controller seems to be placed in the center, so when the formation rotated, the units in the center stay put while others move to accommodate this. Also when some of the units are leaving the formation, the entire formation would be rearranged from scratch. However, it is a bit different in reality. Usually the equivalent of FormationController would be the commander, which is placed not in the center of the formation, but usually on front left. Each formation member on the front row would try to follow the one directly in his left, while others would follow the one directly in front of each. When the formation is rotating, every member would not rotate unless the guy in front of him is turning. If you want to check how this behavior look in-game, say you have 10 soldiers. Set Soldier 1 to Guard Soldier 2, Soldier 2 to Guard Soldier 3, and so forth until Soldier 9 is set to Guard Soldier 10. Then move Soldier 10 anywhere, and see how the other units behaved. This is how a column formation is supposed to be moving in real life, only they stand closer of course. My suggestion is that we keep the current Formation.js behavior on the front row, while the second and so on rows using this 'guarding' method to follow the first row units. When some members are leaving the formation, each member that left would first check the front and move forward if his front is empty, and otherwise check the left and move if empty, otherwise stay put. So there would not be too much shifting because the formation is adapted to existing formation members and their positions, not recreated from scratch. MoveMembersIntoFormation function in Formation.js might need to be revised like this. Hopefully I have time in the weekend to check on this further.1 point
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1 point
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It would be nice to have battalions implemented at some point. If I understand correctly, this would be fairly easy to add, at least in a basic form.1 point
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The Han dynasty dominated the south of China in the period of the 0a.d.1 point
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1 point