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Showing content with the highest reputation on 2022-04-14 in all areas
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What about a snare status effect? A unit that gets hit by a pikeman gets slowed down for some time. And the same thing could be given to spearman to help vs cavalry but compensated with some stat reduction with respect to infantry swordman.3 points
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I'm traveling taking advantage of the holidays (Semana Santa). My girlfriend's family lives in the Pacific Ocean area. I have been taking photos of the Flora. This one, is measured more than 2 meters. It is a plant that is found throughout Central America and Mexico in arid zones. This one is very tall Pinus Ocaarpa. Very present in mostly of temperate forest in Central America. Younger version. Photos by me. You can use as reference and textures I let CC0 permission.2 points
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2 points
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Players shan't be able to set enemies' buildings on fire but should have to do so with their own?2 points
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I disagree with @BreakfastBurrito_007 and @faction02 that the CS system makes siege units more important. In most RTS games, an idle army is wasted time and is a serious limitation to your chances to win. In 0ad an attack does not need siege units to be effective. Pikemen weren´t well protected so the high armor values doesn´t seems historically correct IMHO. The main protection of a group of pikeman was that undisciplined soldiers don´t want to walk towards a wall of pikes. Personally, I am no fan of adding arson to the game and I prefer the capture mechanic. The capture-delete mechanic is not a great design choice. Maybe instead of deleting buildings, a player should be able to set his own buildings on fire to slowly destroy it instead of instantly deleting them.2 points
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1. Download and install TortoiseSVN Dowlnoadpage https://tortoisesvn.net/downloads.html Standard setting during install will work After finishing installation create a new folder in your Userdirectory. It should be located in "C:\users\username" . I called my directory "0adsvn" Then right click on the new created directory and choose "SVN Checkout..." In the Checkout mask just enter the URL of repository: "http://svn.wildfiregames.com/public/ps/trunk" Then click on "OK" Now it starts downloading the 0ad SVN version. Depending on your Inet speed this will take 20-45 minutes and needs arround 1,5 -2GB free HardDisk Space After the checkout is complete, you can start the SVN game from the "pyrogenesis.exe" binary wich is located in your created folder under \binaries\system\ I created a shortcut for this and placed it on my desktop. Dont forget to updated your 0ad SVN copy every time you going to play in svn. This can easily be done by right click on your 0adsvn directory and choosing "SVN Update" Have fun1 point
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I don't know what the lobby's MOTD says, but if you have a rating dispute and want to report it you should go here: https://wildfiregames.com/forum/topic/67875-ratings-disputes-and-offence-reporting/ The first post will tell you what to do. @Stan`I don't see the value of this thread; maybe lock it?1 point
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More related to #941 - [PATCH] Experiment with camera FOV (2/Sep/11) @historic_bruno mentioned the issue that a higher field of view (FOV) causes this behavior. Ticket #941 comment:2 @Ykkrosh (Philip Taylor) recommends: Ticket #941 comment:10 If you keep your current values and reduce the "view.fov" it should fix your issue.1 point
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In fact, rather than burning down my own buildings, I prefer to have a setting similar to Command and Conquer that demolishes buildings and recycles half of the material cost. Of course, it is also unreasonable for the demolition process to take less than 10 seconds. (if the building is bigger and more complex, it will take longer to demolish it).1 point
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You can give units whatever damage profile you like, arson is just visuals. It's certainly not conceivable that units would carry torches and lighters around, so I see this as a request to replace the somewhat lame capture delete with something more pleasing and setting fires and seeing buildings burn sounds at least great on paper. Blowing buildings into the sky with ultra sonic cannons might also be fun, just that this is hard to argue for in this setting. Edit: fix hard to understand typo.1 point
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More great artwork from @wackyserious . Phase IV? Something I liked about AoE2 was, you had Castle Age where you get unique units and knights, defenses dominated so you had great battles but it was hard to destroy cities. Then, you had Imperial Age where you get much better siege, especially ranged siege, so you could destroy defenses easily. Maybe we can have an Empire Phase with emphasis on siege.1 point
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What I had in mind wasn't quite like that, I was thinking that it would be more like a "Target Area" function. Rather than ordering the units to attack a group, they would instead target any units within a selected area of ground. In that respect, it would work quite similarly to attack-ground. However, instead of actually firing at a selected point on the ground, they would automatically target any units within the selected area.1 point
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It looks like a nice feature, but the video looks like most of the arrows are missing the target. That make this seem like an extremely inefficient way to use ranged units, since most of the projectiles will be wasted. Would there be a way to have attack-ground, instead of firing at an area of ground, automatically target any units within that area? That would be a better use of the soldiers, and probably better for game performance.1 point
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- Quick update: I moved some of the discussions around concepts and production on a separate Discord channel to not pollute too much this forum with inside debates and too much of technical conversations, but I'll try to offer an updated view of the progress also in the forum. Currently I have to thanks @Andronikos Medina for the historical background and @Dasaavawarfor participating with feedback and ideas! - Together we came up with an initial review of the current meta of the game (Gameplay_sketch) And, from that, we distilled a plan of present and future features that would be possible to implement: https://docs.google.com/spreadsheets/d/1gEokmKtmHw_1vQwC2tTUMvgxO_ttm3Z_Xq1GBUeMKT8/edit#gid=2057863749 (it's meant to be a general blueprint, some things may be further reviewed in terms of gameplay balance) - The main focus would be on the current roast of civs: Byzantine, Umayyads, Carolingians, Anglo-Saxons, Norse + a new faction: Rus. Some things have to be completely updated (Umayyads buildings set, thanks also to @Lopess support!) and some things may be refreshed following a organization of civs into 3 main categories: "Empire civs", "Medium civs" and "Tribal/Nomadic civs", to help manage the balance of each of them. Something that @Dasaavawarhad already conceptualized in this thread: https://wildfiregames.com/forum/topic/58002-civ-differentiation-playstyles/?do=findComment&comment=460284 - Currently we've decided to focus on refreshing the Byzantines, the most complete and central civ of this mod, thanks to @Andronikos Medina particular interest and expertise around this civilization and historical period. We decided for the introduction of an administrative building (Bouleterion, based on the monastery of Nea Moni) that could: 1. Mark the imperial status of this civilization 2. Offer a blueprint to update current buildings/texture pack somewhere in the future 3. Experiment new techs that could be adapted to the following civs and revive the gameplay that hasn't been updated since a23-24 After this first step we would have maybe reached enough maturity and expertise to tackle maybe a new civ like the Rus' and hopefully provide a new, fresh update to Millenium AD. but we're still at the very beginning of the adventure! Gameplay_Sketch.txt1 point