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Showing content with the highest reputation on 2022-04-29 in all areas

  1. https://play0ad.com/0-a-d-empires-ascendant-alpha-26-feature-freeze-update/
    6 points
  2. I uploaded a differential which can be (re)viewed at: https://code.wildfiregames.com/D4625?id=20173 @Nobbi, if you think the discussion is going off topic you can ask Stan` to split the topic.
    3 points
  3. Regarding the AI sending help, it will check whether there are enemies in/nigh the territory of one of its allies and will come to their aid if possible. (So if you really want that help, try to keep the battle in your territory instead of just outside of it.) And yes, it would be nice to use the flare for assistance.
    2 points
  4. Hi I am fairly new to the game but wanted to give some feedback in something that makes it a bit hard to get into. I don't know if I'm just getting old and my eyesight is not what it used to be but I find very hard to identify at a glance the units in the battlefield. While having the units be on a pretty correct scale compared to the buildings it makes it pretty hard to distinguish one unit from each other. I can zoom in but then I miss out a lot of peripheral vision. Besides that, units are very hard to tell between each other, they do look realistic but see in the screenshot attached, I have a very hard time distinguishing which ones are spearmen, swordsman skirmishers (and that screenshot is really zoomed in). Maybe emphasizing some aspect of the unit would make them more distinguishable. Ranged units make are specially frustrating because most of the time arrows are virtually invisible, I can't tell if my unit is being hit by a tower or a castle. I was wondering if this was something to be considered subject to change in the future. Or if there are any mods that make units/arrows more easily identifiable (even if it is less historically accurate). Also I have noticed almost by accident that the default camera angle makes the game laggy, I usually press "Ctrl + S" for a slightly more overhead view and performance improves dramatically. I wish there was a way to save the camera settings or set the default angle/zoom (maybe even lock zoom out) Besides of that I am enjoying the game a lot, I hope you guys don't take this as criticism, the game is amazing as it is. The soundtrack is outstanding, definitely has nothing to envy to other famous RTSs. I listen to it while I work Thanks for such a cool game!
    1 point
  5. I second this but the AI rarely help when you are advancing (even when you ask for their assistance). They are too busy getting an army ready and by the time they do, my party of rogues are wiped out. You usually have to wait for them to advance first and then join them.
    1 point
  6. I think he means the Sparabara spearmen of Persians
    1 point
  7. https://store.epicgames.com/en-US/p/just-die-already Free until 05.05.2022 at 5:00 PM https://store.epicgames.com/en-US/p/paradigm-875c5c Free until 05.05.2022 at 5:00 PM Recenty added to steam and free old classics from Bethesda https://store.steampowered.com/app/1812290/The_Elder_Scrolls_Arena/?curator_clanid=33028765&curator_listid=35539 https://store.steampowered.com/app/1812390/The_Elder_Scrolls_II_Daggerfall/?curator_clanid=33028765&curator_listid=35539 https://store.steampowered.com/app/1873030/Wolfenstein_Enemy_Territory/
    1 point
  8. Thank you for parsing the issue. This is the solution I went with and it fixed the issue! @anony5496 This will be fixed in the next release.
    1 point
  9. Well, yes and no. They cost "0" coin and glory (inherited from template_structure), which means for (let resourceType in ccCost) will still loop over coin and glory. But g_NomadTreasureTemplates[resourceType] then doesn't exist, such that Engine.GetTemplate(treasureTemplate) will fail. You(/We) have some options to fix this: Add coin and glory treasures to g_NomadTreasureTemplates (in maps/random/rmgen-common/player_DE.js). Change the function to either (or both) not account for zero-cost resources. fail/warn when no treasure template exist. Don't have standard cost of "0" for structures (not specified resources are already assumed "0", be aware that this might not be true for every piece of code). These options can be mixed and matched.
    1 point
  10. Aye: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/ai/petra/attackManager.js$58.
    1 point
  11. @Freagarach Does asking for an attack on someone have an effect with the AI?
    1 point
  12. El soldado que sirvió para hacer este retrato es. José Serapio Guitierrez. En aquel entonces tenía 18 años.
    1 point
  13. No soy una persona woke( progresista) para ofenderme con facilidad. Opino que están bien, tampoco es que se sepa demasiado de los Lencas. La imagen más icónica de un Lenca es la del indio Lempira en el billete que lleva su nombre. Está basado en un soldado hondureño Lenca para retratar a su antepasado.
    1 point
  14. No code was added for the flare.
    1 point
  15. Kind of related: Should war dogs have a Sentry stance, where they bark when enemies are within a given distance from them?
    1 point
  16. It seems the key mapping for the hotkeys is not included in the translation. Of course there is no need for the most of these (e.g. letters, F-keys) but a number of keyboard keys have a native description in daily use (e.g. space, left bracket). Can these be added to the translation? Or, in the case of punctuation and so, let the character itself show? Like with the arrows.
    1 point
  17. The principal ores used in the Roman iron industry were iron oxides (haematite, goethite, limonite, magnetite), carbonates (siderite) and, less commonly, weathered hydrated silicates and sulphides ores might be used [44]. The ore was broken up, then roasted to remove water and carbon dioxide and to increase permeability. The particle size produced would be somewhere between 5 and 20 mm in diameter. This preparation was often carried out near the ore source [45], although the furnaces were not necessarily in the same location. Roasted ore is found at smelting sites but the roasting sites themselves may be more difficult to identify. During the smelting process, the fragmented ore was reduced and metallic iron formed, sometimes forming as a skin on the surface of the ore particles, [46] and agglomerated in the hottest part of the furnace near the tuyères. At a temperature between 1100°C and 1300°C, molten slag was produced from the gangue, (mainly silica, lime, and alumina) which drained to the bottom of the furnace with unreduced iron oxide. It was removed either by tapping, while liquid, or as a solid block when the furnace cooled, depending on the design of the furnace. - Roman iron and steel: A review. Materials and Manufacturing Processes, 32(7-8), 857–866.
    1 point
  18. I suggest that all "armed" buildings need certain conditions to resist occupation, including barracks, stables, and CCs, because once these buildings are captured, they will be used by the enemy immediately, causing great danger to the original owner, so it must be guaranteed These structures cannot be "complete" when they fall into enemy hands. I suggest that buildings can only be captured when their HP is lower than 25%. At the same time, buildings with HP lower than 25% cannot be garrisoned, so that if the player who captures a building is defeated later, he will also quickly lose the building he just acquired.
    1 point
  19. Hi @Grapjas. I tested you mod for a few games now and i must say it's a very interesting mod. It took a game or two to get the nuances of ranged combat (with the new ammo system), but nothing too difficult. So far, what i was able to noticed was: Javelins have aren't viable for long term skirmishes (although they have high damage, their 3 ammo limitation turns them into a worse spearman very quickly, unless they are under a fortress) The two weapon system is very helpful against siege engines (since ranged units will use their melee weapons instead of ranged ones) The persian champion chariot is bugged (has no cost besides population, produces very fast, but doesn't attack or do damage) Great clashes seem to be laggier than the base game (which isn't unexpected considering that it has to deal with charge and ammo now) Loved the changes to the priest and the addition of the healing camp. I find it weird, though, that it can't be built on owned territory). It seems that you removed certain techs from the game (the archery tech in the arsenal that reduces spread, hoplite tradition and woots/toledo steel) =========== That's it for now. If i find anything else, i'll let you know. Overall, nice mod!
    1 point
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