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  1. 3 points
  2. Many times in game, a player can tell when one player or the other advances to p2 or p3 or builds a new base just purely because they had pre-scouted the land, I believe it isn't fair as it wouldn't make sense for the enemy to know the territorial claim of your land without going to check it again, this would be a balancing request what is everyone's Thoughts on this?
    2 points
  3. Yes, thank you. I think I fixed all those bugs this morning with the release of version 2.0.2. Added as well. Bug reports on GitHub are always preferred, as we can then easily point to the fixed issue with the commit. This helps to manage things better. Since I think these bugs are already fixed, there is no reason to post on GitHub again. If there are any bugs with the new 2.0.2 version, please do so.
    2 points
  4. could replace with "阙que" https://en.wikipedia.org/wiki/Que_(tower) Stone structure (pillar or tower) build in pairs outside the gate of city or building to express rank and prestige...
    2 points
  5. This. You can monitor enemy berry expansions for by just looking at territory expansion by berry patches. If expansion exists there likely is a grainery and to rush.
    2 points
  6. Masterpieces musical score by Hans Zimmer.
    2 points
  7. As the producer for an other FOSS project Vegastrike it's a space shooter/trading game I very familiar with the scale thing as we model solar systems and our capital ships are kilometres in length we do model real physics and a certain Arcade style simplification and there is a need for our units to maintain their specifications to very specific units otherwise the differential equations just don't work. All that is just the background though the game must still be playable/fun we play fast and loose with time to make that possible but the issue with 0AD is that the game scale is not consistent it's a composite compromise with several different scales to make displaying the game elements possible/understandable and easier to code the underlying simulation so the actual units are just abstractions not connected to the real world BTW I've been coding since the sixties and with Vegastrike since 2005. Enjoy the Choice
    2 points
  8. I don't think it's gonna be a good idea as it will extend the footprint and might confuse players into thinking they are actually defense towers.
    1 point
  9. Hey user1, The player quit when he was loosing. Lobby: Eternal Blizzard Offender: Manas123 Thank you as always for your help. commands.txt
    1 point
  10. I circle my enemies at least once by 4/5 min. If I'm rushing at least around min 2. That way I can plan attack and retreat routes. This only addresses p2 and p3, when rushing really doesn't happen. Most rushing happens in <9 min. Anything after that is harassing and a full on attack. This. The battles of the buldges. This is why, some players who are higher ranked, actually build their farmstead in such a way that there is no territory expansion to see this. Being covert > overt.
    1 point
  11. what is wrong with swords or spearmen to beat this? how does this relate to territory? I guess you can see when they are p3, but this does not show how many rams will come and the direction they come from. Dizaka is talking about p1. berries can form on the outside of your territory, so if there is a small bulge there, then you can reliably assume it is a farmstead for women gathering berries. As a joke we should all change our pfp to purple D.
    1 point
  12. https://www.pureref.com/ Those are only reference, someone needs to create the actual designs
    1 point
  13. 1 point
  14. Really a lot would be different, maybe on vacation I think of something, it certainly won't be something very close. The idea of Stella Artis (StarCraft) is very good, maybe what is missing is a little more conceptual art and more direct lines, kind of if someone is willing to do something they will be a little lost in what to do, for example which civs, which structures will be available etc. I have a pure ref document with a lot of images
    1 point
  15. Here's an Higer Quality Image while we wait for the 4K version from @Lion.Kanzenand a Printable on the side, I'll seperate them by phases
    1 point
  16. I'll see if I can make a graphic or such but for 0 A.D.
    1 point
  17. I wanted to upload some more replays. In the first one I saw Aslan was Seleucids and estimated that he would go for an early p2 and turn to cavalry archers. He went to p2 with mostly women, no barracks at 72 population and 4 stables to create cavalry archers. That plan was ruined because I had two stables and paid him a visit before he was able to get going. So that highlights the weakness of that particular strategy of Aslan. Thereafter we played a game on Hyrcanian Shores and that had some cavalry commitment of me and Aslan as well. We were on the same team, but we ran into Alre's spear mercenary cavalry which proved to be efficient. I struggled in that game as I was badly hit by alre for an unlucky moment, shortly after recovering I run out of wood in my territory and migrated some units to the shores to build a dock for some wood collection. In the end I had 170 women as Persians. Cavalry arches vs. Jav Cav.zip Hyrcanian shores.zip
    1 point
  18. Sorry, I thought it was merged already. ^^' My bad! You'll need to compile yourself. https://trac.wildfiregames.com/wiki/BuildInstructions
    1 point
  19. It's a blend file and it's here: 0AD animation intro blend in art_source/trunk/grafx and mockups/0 A.D. and WFG Logos – Wildfire Games The font is however, unknown.
    1 point
  20. This of course if the unit doesn't have a walkspeed. Else it reads the template... speed = cmpUnitMotion->GetWalkSpeed().ToFloat(); As you saw the patch isn't complicated. It would only be used for modders though. Not sure it would work well on a 2D pathfinder, also performance might be pretty bad no?
    1 point
  21. My thought is, that is amazing to witness some comments here, documenting they don't get the simple mathematical concept of factorization. I am saying, the engine can and is being configured with default values. So far so good. But actually using a scaled speed as default value is in my view uhm suboptimal. Hence any project using the engine will have to use the hardcoded 3.6 scale, hard coded in atlas for defaults, the rest comes from templates. So if my project used a different scaling, my team would run into problems, apart that I would want my team work against real defaults. Its easier to eg research the avg walk speed of a horse and put the value in the template, instead of working with scaled speed. Ideally, you scale everything at a certain ratio, atm, afaik, the engine uses different scaling multipliers for different things, some is scaled, some is not or differently scaled. It is an approach the devs took, which is fine, but the engine is not really customization in terms of default settings with this appraoch. This would be a non issue, if real values were used, and the scaling multiplier gives you the speed you need in scale. I was just thinking, there is also competition in open source RTS engines, and this may sound like trivial issue, but a tendency would be atm to recommend say spring engine. Example. 0AD sets walk speed at 7 m/s, I doubt all balancers are aware this is actually a scaled speed at a factor 3.6, ie m/s to km/h. So a default avg walk speed is 1.9 m/s x 3.6 = ~7 m/s Difference is, walk speed is based on a real life reference point, no guessing required. Balancing team would simply not have to care for scaling, they look up real measured values and put it in the template. Can then be fine tuned as desired.
    1 point
  22. I actually agree with this sentiment. There are a lot of things in 0 AD that could be improved, or at least made more unique, with greater realism. However I don't see why anyone would take special umbrage with miss-scaled walk speeds specifically. Distance and time relationships must be inconsistent with reality in a game like this in order for it to be playable. In the real world humans are basically tiny little fleas compared to some of the structures they build and they are positively microscopic compared to the distances they travel in the course of their daily affairs. So to even have actors visible on screen you need to massively inflate them relative to the features of their environments. Likewise with projectiles, you need to massively foreshorten typical engagement distances and inflate and slow the projectile models just to be able to see who is shooting who with what. But the distance dilations for combat are still not even within an order of magnitude of the dilations to the environment. Thus inconsistent space/time scaling is basically unavoidable if you want to have a functioning RTS. Therefore it seems to me that what you are really asking for is that each of those relationships gets its own unique standard of measurement so it will conform to reality. But is this really helpful? Why do I actually want to know the walk speed of my units? Well for me there is only one overriding reason: I want to know how long it will take them to do things in the game. E.g. how many seconds will it take a spearman to close the attack range of a slinger (and thus how much damage is he expected to take during that transit). This is easy to calculate right now. Under your proposed system not so much, because the spearman's speed may be listed as 1.5 m/s and the slinger's range may be 300 m, but 300 projectile m / 1.5 walk speed m/s != 200 s... But lets even suppose coding and mod compatibility were non factors, and the dev team decided to rebase all distances consistently in the engine so that the human actors would be in their proper scale (i.e. 1.5 to 1.8 meters tall instead of 4.5). (And for the record, if coding and mod compatibility were non factors, I agree that this would be a good move because it would stop all the people making stupid mistakes like setting the projectile gravity wrong!) But if we did this, even then would we ever want to give our units their real-world walk speed of 1.5 m/s? I don't think so. Waiting for people to leisurely saunter to a destination is boring. And if you are the omnipotent god who ordered them to go there, anything less than a resolute power walk or sustainable jog implies that they don't respect your authority! There's a reason Doom Guy's default walk speed is 2.5X faster than Usain Bolt's fastest sprint... So uh... it seems from your posts like you have some ambition or interest with respect to the Pyrogenesis engine and 0 AD's asset library. What I am trying to say with my word vomit is that wonky distance and velocity scaling seems like an odd thing to be a deal breaker. Maybe you should give some more thought to what you want to do, and maybe even give us a hint so we can provide more helpful insights.
    1 point
  23. Late Sunday advertising. Sorry, announcements delayed due to a sleepless night and an early morning visit by an ambulance crew! Just a typical Saturday evening/Sunday morning in Newbie Rush Towers!
    1 point
  24. Because I'm nice, or stupid and I believe acts do better than this project than endless arguments: Index: binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml =================================================================== --- binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml (revision 25989) +++ binaries/data/mods/public/simulation/templates/units/samnite_spearman.xml (working copy) @@ -5,6 +5,9 @@ <SpecificName>Samnite Spearman</SpecificName> <Icon>units/samnite_spearman.png</Icon> </Identity> + <UnitMotion> + <ScaleMultiplier>0.555</ScaleMultiplier> + </UnitMotion> <VisualActor> <Actor>units/carthaginians/infantry_spearman_c_samnite.xml</Actor> </VisualActor> Index: source/simulation2/components/CCmpUnitMotion.h =================================================================== --- source/simulation2/components/CCmpUnitMotion.h (revision 25989) +++ source/simulation2/components/CCmpUnitMotion.h (working copy) @@ -247,6 +247,7 @@ "<a:example>" "<WalkSpeed>7.0</WalkSpeed>" "<PassabilityClass>default</PassabilityClass>" + "<ScaleMultiplier>1.8</ScaleMultiplier>" "</a:example>" "<element name='FormationController'>" "<data type='boolean'/>" @@ -255,6 +256,11 @@ "<ref name='positiveDecimal'/>" "</element>" "<optional>" + "<element name='ScaleMultiplier' a:help='Simple multiplier to allow to define relative speed in templates.'>" + "<ref name='positiveDecimal'/>" + "</element>" + "</optional>" + "<optional>" "<element name='RunMultiplier' a:help='How much faster the unit goes when running (as a multiple of walk speed).'>" "<ref name='positiveDecimal'/>" "</element>" @@ -282,6 +288,11 @@ m_FacePointAfterMove = true; m_WalkSpeed = m_TemplateWalkSpeed = m_Speed = paramNode.GetChild("WalkSpeed").ToFixed(); + + CParamNode scaleMultiplier = paramNode.GetChild("ScaleMultiplier"); + if (scaleMultiplier.IsOk()) + m_WalkSpeed = m_TemplateWalkSpeed = m_Speed = m_WalkSpeed.Multiply(scaleMultiplier.ToFixed()); + m_SpeedMultiplier = fixed::FromInt(1); m_LastTurnSpeed = m_CurrentSpeed = fixed::Zero(); That's the engine change you need to make it work. I designed it specially to not break every single mod in existence by making it optional which is the reverse of your approach. I also tested it and it works. Just for the record and because I invested a long time in those discussions, here is what was said about Vegastrike on the forums Showing results for 'vegastrike'. - Wildfire Games Community Forums And we had the same kind of discussions about Ambient Occlusion being baked wrong and all art files needing to be changed. That seems incorrect to me, in fact I started a scifi mod some time ago, with the goal to make it an alternative to starcraft, and walking speeds were the least of my concerns. The ability to make mines sockets and to stop flying vehicles were more annoying that that. Of course the huge number of new buildings and their design to make was also worrysome. GitHub - 0ADMods/stella_artis
    1 point
  25. As I (and others) said earlier, the values _are_ mꞏ*s-1. The values are "realistic" in the sense that a ~4.5 m tall person _might_ be able to walk this fast (ignoring any physical constraints of our structure at that length).
    1 point
  26. Existing mods, maybe something cool to back up with ideas or 3d/textures. https://github.com/0ADMods/pyrogenesis-1861 https://github.com/0ADMods/pyrogenesis-1944 https://github.com/0ADMods/stella_artis
    1 point
  27. With the help of nwtour, I have now converted the first 6 missions to a25. It went a bit slow initially as I was figuring out what has changed, hopefully it will go faster from now on.
    1 point
  28. Thanks for the help in improving the mod. Try to find the "logs" folder (see wiki/GameDataPaths), there is a file called "interestinglog.html", that would be very helpful, finding a way to consistently reproduce the problem would be even better. If the game crashes you can even attach the crashlogs.txt file, the replay where the problem occurred is also useful. Post everything here or on the GitHub page under issues. PS: The "interestinglog.html" file is reset every time the game is restarted, so save it immediately after the problem occurs. Which messages do you refer to?
    1 point
  29. Not when the people doing the walking are 4 meters tall and can build up a whole civilization from a single building in the space of half an hour! Games like this intrinsically operate on Paul Bunyon logic, which as arbitrary as it seems does actually follow a consistent set of rules. The only thing that is illogical is certain people coming in and demanding engine design choices to conform to their personal understanding of real world physics, without thinking about how that would affect other game systems. You are in the wrong here my friend, but you are welcome to make a mod that changes the walk speed to whatever you want it to be and see how the game plays.
    1 point
  30. This is the same **** that makes people keep changing the projectile gravity to 9.81! The distance units in the game are not meters! They are their own thing with no consistent relation to real world distances. The numbers have to be fudged for anything feel right or make sense in gameplay. Yes, units walk insanely fast, projectile ranges are absurdly short, most buildings are comically tiny, and in the real world it takes months to plant a farm.
    1 point
  31. The AIs are run on every client, so your method won't relieve you from that stress, unfortunately.
    1 point
  32. Honestly though, it's in progress - I'm trying to build a buffer of completed match replays to give me a good week or so playing Delenda Est properly. Last time I tried this, I barely scratched the surface of the differences in gameplay between vanilla 0AD and Delenda Est. I recorded the audio of me talking about it, but it wasn't very convincing as I'd barely had chance to play it properly. I do want to do it justice because it's clearly quite an achievement.
    1 point
  33. I'm having trouble adapting it for Youtube. The scope is way too vast and modern CGI just isn't capable of delivering believable results!
    1 point
  34. We have swordcav, which are considered slightly op by many people. If we buff spearcav rather than nerf swordcav, more cavalry units become more powerful, which by weighted average makes cavalry as a class of unit more powerful. What problems would arise? In my opinion, buffing the counter to other cav would make them annoyingly effective at stopping other cavalry during early game, and leave them simply worse than swordcavalry for everything else. I think -1 armor for swordcavalry would be fine.
    1 point
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