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Showing content with the highest reputation on 2022-01-01 in all areas

  1. Wildfire Games would like to thank to all the members of this awesome community and thank you for the continued support and patience. To continue spreading the word about 0 A.D. we designed those two best wishes cards, you can find the XCF template at the bottom for printing. card-templates.zip
    6 points
  2. I think "pop" counts units in the queue, but "inf" doesn't
    3 points
  3. There has been some discussion about implementing attack ground, and I think we should go ahead and decide if this should be implemented for A26. I have no idea about the implementation process. Currently there seems to remain a need to design a graphic to display for the attack-ground radius, I imagine the mouse scroll wheel and using the existing radius for towers and forts might work fairly well. the graphic would probably only be needed when executing the attack ground command, for example when holding 'A' for a group of ranged units. Perhaps there could also be a hud element for attack ground alongside patrol, garrison, and delete. I think more players are beginning to realize what benefits this could bring to the game. Reasons for Attack-Ground: allow players with ranged units to attack significantly beyond an amount of melee units. "silent nerf" for pikes (as opposed to reducing armor, which would basically make them bad again) "silent buff": for units with higher range (ie archers, which are considered weak, primarily because their range benefits are hampered by their limitation to shooting closer units) Reducing Overkill: Allows players with ranged units to better allocate their damage high pierce units will have even less overkill Overkill seems to be calculation-heavy, might even reduce lag if many players use this. In general: adds more creativity, balance, and skill to fights involving ranged units. Attack ground: id like to test this in more realistic situations to see if it has the benefits I outlined above. Here is a video posted by @Freagarach a few months ago. I could test this with a group if it became a mod. Could I get an idea of how favorable people see this for A26?
    2 points
  4. Here the matches of Letswaveabook vs me Letswaveabook_vs_WeirdJokes.zip
    2 points
  5. Happy New Year everyone Kicking 2022 off with a live recording; Replay files below MD.25_2v2 Battle on the Frozen Lake.zip
    2 points
  6. Have you seen https://code.wildfiregames.com/D1838? Do you have played a bit with them already?
    2 points
  7. Greetings! I'm from Sri Lanka. I speak Sinhalese and a little Tamil. I'm happy to help you if you plan on developing this civ in the future and I think adding the Tamils is a great idea because they were the biggest power in Southern India. However they don't achieve the height of their power until until the medieval age (900 AD - 1300 AD). The same could be said about the Sinhalese. In my opinion both these civs would be more fitting in a millennium AD mod. But still they both did exist in the 500 BC - 500 AD time frame and had a good level of sophistication.
    2 points
  8. That is correct if with succesful you mean effective. It doesn't mean it has a 52% chance to succesfully attack a target. I agree, if anything, the stats for attack should be inverted. Elephants should be a shock unit, not a siege unit imo.
    2 points
  9. Agreed. It should be "Target Group" or something like this.
    2 points
  10. Here are some tutorials for making procedural materials (Materials that doesn't exactly need a texture image for looks good) Have fun. Eyes making https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Procedural_Eyeball_in_Cycles Marble/Stone like materials and Cracks/veins https://cgmasters.net/free-tutorials/blender-cycles-tutorial-stonemarble-how-to-make-any-texture/ Letters animations (Maybe for making introduction videos).
    1 point
  11. Hello everyone, We're happy to release the first testing bundle of 0 A.D. Alpha 26 (name to come). Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected. We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind. Downloads - Current bundles are for SVN revision r26108 (See below for updated bundles) Linux data and build macOS Windows Snap build is available at latest/edge Things to note: Translations are not complete & may be buggy -> Play in English for now. Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. Changes: https://trac.wildfiregames.com/wiki/Alpha26 Points of attention: Acceleration Currently known issues: AI is slower to attack https://code.wildfiregames.com/D4391 Maurya palace triggers errors https://code.wildfiregames.com/D4392 Gui scale popup might close quickly https://code.wildfiregames.com/D4318 What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) Example video Connect to and use mod.io ( Try to download and install the linux libertine font) Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
    1 point
  12. 0AD Newbie Rush - Game Replay Archive - Alpha 25 I've been asked to make the replays I feature on my YT channel available to download, so here we go. Please note, I'm going to add new ones as they are broadcast and if I have time I'll trawl back through the older ones ----- 02/03/2022 - MD.28 0AD 1v1 - Rama Lama Ding Dong! Download Replay ----- 13/02/2022 - SG.78 0AD 4v4 - Revenge of the Kush! Download Replay ----- 06/02/2022 - SG.77 0AD 4v4 - Raiding the Stronghold Download Replay ----- 30/01/2022 - SG.76 0AD 4v4 - Noob Massacre! Download Replay ----- 23/01/2022 - SG.75 0AD 4v4 - Incredible Team Battle Download Replay ----- 19/01/20221 - MD.27 0AD - 1v1 Duel on the Dunes Download Replay ----- 16/01/2022 - SG.74 - 4v4 Conflict Comebacks and Capitulation Download Replay ----- 12/01/2022 - MD.26 - 1v1 Fiery Vengeance! Download Replay ----- 09/01/2022 - SG.73_4v4 Towers of Doom! Download Replay ----- 02/01/2022 - SG.072 OAD - 4v4 Don't Poke the Bear! Download Replay ----- 01/01/2022 - MD.25 0AD - 2v2 Battle on the Frozen Lake Download Replay ----- 31/12/2021 - F4A.3 0AD - 5 Player Deathmatch Download Replay ----- 30/12/2021 - TU.08 0AD - Build Order Guide – Athenian Infantry Onslaught! With Yekaterina Download Replay ----- MD_26_1v1 Fiery Vengeance.zip MD.27.1v1 Duel on the Dunes.zip SG.76.4v4 Noob Massacre.zip SG.77 4v4 Raiding the Stronghold.zip SG.78 4v4_Revenge of the Kush.zip MD.28_1v1 Ramalamadingdong.zip
    1 point
  13. @Dizaka Yes. Problem in python > 3.8 $ python3 mozjs-78.6.0/python/mozbuild/mozbuild/util.py mozjs-78.6.0/python/mozbuild/mozbuild/util.py:785: DeprecationWarning: Using or importing the ABCs from 'collections' instead of from 'collections.abc' is deprecated, and in 3.8 it will stop working Try my patch mozjs-78.6.0/python/mozbuild/mozbuild/util.py --- mozjs-78.6.0/python/mozbuild/mozbuild/util.py.orig 2022-01-02 01:30:06.252368078 +0300 +++ mozjs-78.6.0/python/mozbuild/mozbuild/util.py 2022-01-02 01:28:37.594372830 +0300 @@ -22,6 +22,13 @@ import stat import sys import time + +try: + from collections.abc import Sequence +except ImportError: + from collections import Sequence + + from collections import ( OrderedDict, ) @@ -782,7 +789,7 @@ self._strings = StrictOrderingOnAppendList() self._children = {} - class StringListAdaptor(collections.Sequence): + class StringListAdaptor(Sequence): def __init__(self, hsl): self._hsl = hsl p.s. Mainstream bug/commit: https://bugzilla.mozilla.org/show_bug.cgi?id=1719144 https://hg.mozilla.org/integration/autoland/rev/2418633d529c
    1 point
  14. SpiderMonkey should be installed using a python3: $ tail -n 1 libraries/source/spidermonkey/mozjs-78.6.0/js/src/configure exec python3 "$TOPSRCDIR/configure.py" "$@" So there is no need to uninstall python3 - the problem is different Please attach full python error backtrace, to understand the sequence of the call
    1 point
  15. When there are to many boomer around, you can in a TG go for a fast siege tower build. Ptolemies are the fastest for that and I managed to produce a siege tower before some of my opponents reached p2. The lobby would be a better place if more earlier siege tower strategies were there. early siege tower.zip
    1 point
  16. Happy New Year to all and thank you again for this great game that you bring to life and evolve
    1 point
  17. Gelukkig nieuwjaar iedereen, ook voor @Grapjas!
    1 point
  18. Yes, it's a nice effect in battles, while not affecting buildings much.
    1 point
  19. Not useless. But maybe not the best CS unit in game. Remember melee units will continue to fight other melee units, where pikes will do well, and range units quickly fall when melee is able to directly engage with them. In response to your question, I think it depends. Is it the situation where you pick an area or pick units. Pick units would follow. Pick area would disengage after they leave. No strong preference for me here, but I do think both could encourage more movement in fight, which could be interesting (ie large-scale luring or moving your units into safety
    1 point
  20. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/you-dare-bring-light-to-my-lair A general overview of Lairs, a new Wildlife feature tied to the Node System. Posted by The_Undying_Nephalim on Dec 30th, 2021 You dare bring light to my Lair?! Last time we took a look at the upcoming Node system and how maps will be designed and bases will work. Another feature I've been wanting to add to Hyrule Conquest is directly connected to map Nodes, and that feature would be Lairs. Once again if you have played The Battle for Middle Earth you have some idea of how Lairs work. Lairs are "structures" that a player can encounter that continually spawn hostile wildlife until they are destroyed. Often they represent some kind of nest that wild creatures settle in to raise their families, lay eggs, or otherwise spawn future generations of themselves. - A happy little Tektite Nest on the Zora shores, ready to be plundered by your armies. So how does this tie to Nodes? Simply put, players will have to overcome and destroy Lairs in order to actually capture Nodes. With some exceptions, most Nodes start the game with some kind of Lair guarding them. The size of the Lair and the number of creatures that live nearby scales with the value of the Node. As an example, a Lumber Node out in the middle of the woods probably will only have a tiny Lair occupied by several Skulltulas, while you can expect the extremely valuable Outpost Node to house a giant cavern full of an entire pack of raging Dodongos ready to slaughter your approaching troops. - Apparently not all Dodongos dislike smoke. Not all Lairs are equal, however. The biome of a map and the nature of the creatures occupying the Lairs can change the dynamics of how players must deal with them. A cave full of Dodongos will likely mind their own business until you go out of your way to antagonize them, never leaving the bounds of their territory if you decide to run away. A den of Arachas on the other hand may go into a frenzied rage and send swarms of attackers to retaliate and destroy your base once you've attacked them. - Probably best to not mess with giant scorpions Other creatures like Leevers will actively leave their Lairs and seek out prey to kill, only returning if the Lair is being threatened. The insanely huge roster of creatures from the Zelda series means that there will be no shortage of Lair encounters and there will be a lot of fun in discovering just how some of these creatures react to your armies when you threaten their nests. - Leevers, every Hyrule Conquest player's favorite wildlife. Ultimately, the game-ending Wonder Nodes are guarded by a giant Boss monster. You'll have to earn that Wonder Victory by defeating such a Boss. Several Boss creatures have been in Hyrule Conquest for some time, and more details and features for these huge creatures will be added down the road when the Hero system and Hero abilities have been added to the engine. - Molgera hopes that one of these days he'll be more than just a damage sponge. And that is a general overview of Lairs, a very simple feature but one that I really enjoy and look forward to putting more detail in as time goes on. Next time I'll go into more detail about yet another new feature that is directly tied to the new Node system, a feature I've been extremely excited for for a long time. - Until then, just imagine all the possible monster nests you'll be nuking to get Rupees.
    1 point
  21. Maybe: 800 health 80 hack and 20 crush 200 food, 200 metal, 30 seconds, 3 pop Attack type should be Tusks, not Trunk (lmao). Game needs trample effects. If implemented, the attack can be lowered a bit. Or, perhaps elephants can deal melee splash damage.
    1 point
  22. I don’t quite get what the difference is. My suggestion had always been that a player should be able to drag and select an area where units will focus their fighting on until they are given a different command or no more units exist in that area. This can be done where units focus on the nearest unit with a selected area (like how normal attack move works) or where they spread out their projectiles within a selected area (like how towers work). Ideally both iterations would be possible what I don’t want is a feature where units will just aimless shoot at an empty area (or stand idle) because they were “told” to while enemy units walk right in from of them
    1 point
  23. https://www.epicgames.com/store/en-US/p/rise-of-the-tomb-raider Free until 06.01.2022 at 5:00 PM https://www.epicgames.com/store/en-US/p/shadow-of-the-tomb-raider Free until 06.01.2022 at 5:00 PM https://www.epicgames.com/store/en-US/p/tomb-raider Free until 06.01.2022 at 5:00 PM
    1 point
  24. I'm fine with either, but do we agree to do this or no? do we start with attack ground, or go for attack group?
    1 point
  25. I think attack-group would be better. Though adding functionalities like attack ground doesn't hurt the game, but I won't expect it to be the holy grail for solving balance issues..
    1 point
  26. I think this is what most people want. Attack move just targets the nearest unit, so why can't we have something where we just attack units within an area. This would be similar to how towers and defensive structures work. But more to the point, is there any downside here? Players don't have to use it if they don't like. The only downside I can see is that it decreases micro, which many would see as upside and is irrelevant in large group battles.
    1 point
  27. Modified the short tunic armor mesh sleeves to make it more bulkier (so that we can lessen the reliance on arm props but the problem is that the uv was stretched a bit more) Also, I noticed that we do have, m_armor_tunic_short_med_sleeves and m_armor_tunic_short_short_sleeves in the mesh folder. m_armor_bulky_tunic_short.dae
    1 point
  28. I think ground attack would fix archers in such a way that they may not even need a dmg boost ...
    1 point
  29. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/the-node-system Details on one of the largest additions to how maps are designed and work in Hyrule Conquest. Posted by The_Undying_Nephalim on Dec 13th, 2021 For some time there have been whispers of some fundamental changes to how maps work in Hyrule Conquest. We kept these ideas off to the side while we spent eight months updating Hyrule Conquest to the 0.25 version of 0AD. Now that everything has finally been ported over, our map changes had come up again and we had quite a discussion on how to implement them. We really went all in. So I present to you today one of the biggest and most exciting changes I've been looking forward to. The Node System It should be obvious that over the last several years, Hyrule Conquest has slowly but surely been shifting away from 0AD's style of gameplay and morphing more and more into a Battle for Middle Earth inspired game. Adding in Battalions was the first big move in this direction, and now we are taking another big leap and fully adopting BFME's map design and Node based system. There are several key reasons why we are doing this (other then mine and Exodarion's love for BFME as a game): 1. Lack of many worker battalions will greatly help the game's performance 2. Map design becomes much easier and less chaotic, with the map divided into dedicated nodes it becomes easier to make great "set pieces" that the action takes place around. 3. Our planned Minor Faction system (something I'm even more excited about!) depends heavily on dividing the map up into Nodes So What's changing? The first and most obvious thing that players will notice is that maps are divided up into a series of "Nodes". There are many different types of nodes the player can capture, and each type will allow the player to build different structures and provide the player with different options and resources. To compensate for this system, bases will be entirely linked to Nodes and structures will be built on plots that spawn around captured Nodes. Resource collections will now be completely automated and based on what resources exist within the Node's perimeter. For example, if you capture a node that has three Berry Bushes and a Rupee Deposit, once you have set up your base these bushes and Rupees will begin to drain automatically and added into your coffers. If you have played Battle For Middle Earth, Rise of Legends, or Halo Wars, you'll have some idea of what I'm talking about. -The Hylians capture an Outpost Node and transform it into a happy little base- As you might have guessed after reading the first point, Workers as a unit are no longer viable with this system since buildings are based on Plots that spawn around Nodes and Resources are automatically drained within your captured Nodes. Workers will become purely visual as a worker will begin gathering the resources that your Nodes are draining. With the way bases work now many other awesome non-controlled units will be seen walking around your bases doing stuff such as civilians going to your marketplaces and children playing with each other in the streets. -Even Children will play in the streets of your bases- This method of dividing up maps will create a noticeable ebb and flow to a match where players move their armies and expand, allowing for the creation of "set pieces" around each node to give areas of the map something visually recognizable. It generally makes the design and creation of maps easier and will also help out with randomly generated maps down the road. - Some examples of map blueprints with the Node system - Let's take a look at the Node System in more detail and see what you can capture. Settlement Node There is only one Settlement Node per player on a map, and it's always the Node that you start out with. This large area contains some of each resource to get you started, and plenty of building slots to start construction (Most factions will have 7 buildings plots). Depending on what faction you pick, these nodes may also start with walls and tower defenses around them. Outpost Node The primary means of expanding your base, capturing an outpost will allow you to build a smaller secondary and tertiary base, assuming you can capture more than one. Most factions are provided with five building plots when they capture an Outpost node, and may also have walls depending on your faction of choice. Like the Settlement Node, Outpost Nodes often have multiple resources on them making them very valuable locations to fight over. Camp Node Very small expansions, Camp Nodes let you set up tiny bases. For most factions they will provide three building plots. Camps do not come with Walls, though there are some exceptions. While nowhere near as valuable as an Outpost or Settlement, Camps still often contain multiple resource types and are thus worth capturing and holding. Camps are also the only Nodes that you can construct your chosen Minor Factions' bases on. Resource Node A small node that can be captured and provides you with one slot to construct a resource building. Resource Nodes often contain just a single type of resource (Such as Lumber). While Outpost and Camps are the most tempting targets, Resource Nodes will absolutely be the main means of expanding your economy. Once resources have been completely drained from these nodes, players can convert the resource building into Houses to increase their population caps. Some other factions will also have additional options of what they can build on these nodes, such as Mercenary camps. Small and Large Ruins Rupees are an extremely rare resource out in the wild, thus capturing Ruins and unearthing their treasure is the primary means of collecting Rupees. Ruins will be absolutely critical to take and hold, as they are the main source of Rupees and the only reliable source of them. Ruins will come in two sizes, the small providing only a few Rupees per second and the Large providing many. Unlike other Nodes, most factions cannot build anything on or near Ruins. Some factions however, such as the Darknuts, can actually convert Ruins into brand new bases (Large Ruins function much like an Outpost for them and Small Ruins like a Camp). Other factions (such as the Stalfos) completely rely on using Ruins to construct their bases instead of the normal nodes. Wonder Node Usually found at the center of a map, these nodes are the only location a player can construct their Wonder. Just as often a large and terrifying Boss might be found guarding this node and must be killed first before it can be captured. Capturing this node will allow you to construct a new base with many defenses around it as you begin construction on your imposing Wonder. That is a general overview for how maps will be designed and how the Nodes on these maps will work. This is a very broad and generalized summary of the topic, the particular nuances of how each faction interacts with nodes will not all be exactly alike. I already gave examples of how Darknuts and Stalfos break the rules with this system, and there are some many interesting ways other factions will have interplay with Nodes (I'm looking at you, Moblins...) There are many other awesome features linked to this new change, such as Wildlife Lairs and the previously mentioned Minor Faction system. However I will save those for another article in the future. - Juicy Minor Faction details will have to wait... -
    1 point
  30. I don't know what goes through my head sometimes
    1 point
  31. @LetswaveaBook I totally agree. While it’s obvious that the merc cav are op, I would hate to see them become useless next alpha.
    0 points
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