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Showing content with the highest reputation on 2022-06-08 in all areas

  1. Here is the third 'Release Candidate' of Alpha 26 - Zhuangzi Downloads - Current bundles are for SVN revision r27067/TBD Linux data and build macOS (x64) macOS (ARM) (Unavailable for now) Windows Things to note: Mind your mods -> they might introduce issues or Out Of Sync. Save your A25 config file somewhere, ideally. What changed: Alpha26 – Wildfire Games What changed since the last RC. How to port my mod PortA25ToA26 – Wildfire Games 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? Upload 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. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. 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 Play in LAN Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios) Enable feedback and see if it works (Main menu) See this video Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test deleting all saved games Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
    9 points
  2. Based on that logic then you shouldn’t change anything since you haven’t done any tests. By my count, only 2 people (including you) have said they want this. Several have expressed concern. In fact, as many people have proposed an alternative of just giving Persia sword cav. Again, it’s not hard to imagine a player massing 15-20 of axe cav early in p1 and being able to wipe out an entire enemy’s men and CC. If men are wiped out then those 15-20 axe cav can destroy a CC and eliminate a player by the 8 min mark. It will be particularly possible because axe cav use metal, which isn’t in demand in p1 and can be easily donated by allies. To demonstrate how this is possible, Vali has shown how merc axe inf can destroy CCs in p2 despite requiring multiple special buildings and reaching p2. None of those obstacles will be required in this proposal. The proposal doesn't even sound like good game design. By your sown admission, axe cav aren’t good in p2 and p3. Axe cav are also designed to be good at taking down buildings. Why should we make a unit available in p1 that specializes in taking down buildings? Why should we make CCs vulnerable when they have the least units to defend themselves and players are least able to recover?
    3 points
  3. Valley of Forgotten temple 0.1 this is the reverse of the original, in the original you start in plains and not in high plateaus with a central valley.
    2 points
  4. 2 points
  5. Oh... wow. I have been busy working on Java. Okay, I will start learning Java script. Thanks for the advice.
    2 points
  6. The patch will have a different proposal for ax than @real_tabasco_saucedoes. One patch does not change the other.
    2 points
  7. or simply a good amount of lag or a pause, then it only requieres a bad internet connection, someone else dropping or a bad excuse. That's where the design flaw is.
    2 points
  8. Of course we remember you.
    1 point
  9. I don't think you understand how this works. I'm not a leader or anything, I'm just gathering information from various players to try to create a patch that is accepted by the majority. You can have as many patches as you want separately. It's okay to have multiple options. @Stan`I'm having problems with the checkout. I'm able to download only 5 mbs then the speed drops to 0 and nothing else happens.
    1 point
  10. The translation seems fine to me. I guess it's just that German words are longer on average. Since space isn't that critical in that corner, allowing the box to have a line or two more seems like the best solution for me. But I don't know if we have someone working on UI. Since cut-off sentences are obviously not ideal, maybe alternatively the German translation could be shortened to fit in the box.
    1 point
  11. Are you sure it's not for well, the readme? Ah yeah thanks for reminding me of this. Two C++files control this and since we do not do a full rebuild the date doesn't get updated.
    1 point
  12. I enjoyed both the mountain temple and the valley temple. But the plateaus of metal in the latter map was a dream come true! I ended up with 200 champions and hadn't really dented my metal stock. None of the AIs had any interest in those locations.
    1 point
  13. At some point. I expect some balancing changes
    1 point
  14. Based on what? We never made the proper tests to know if this unit could be for phase 1. Every unit can be played in phase 1, as long as it has the necessary adjustments. For ax, I think an increase in training time is enough. Overall it's a weak unit at age 2 and 3, which is why it would adapt better at p1.
    1 point
  15. Make sure all the objets are joined using CTRL + J before exporting.
    1 point
  16. Link => https://github.com/stereotipo/millenniumad
    1 point
  17. Race to the centre eae Seleucids are OP on this map: spam colony and cav
    1 point
  18. @real_tabasco_sauce @AIEND new map with irregular terrain.
    1 point
  19. I think it is best to keep them separate, as one is unit balancing/differentiation and one is more civ differentiation. One thing is for sure: we cannot allow axe cav in p1, buff or no buff. I like allowing spear and javelin cav in p1, maybe archer cav too, but definitely not axe cav.
    1 point
  20. I wonder if it is ok to add slinger in p2 or javelin in p2 for some of those civs that suffer most from this. If merc cav are eventually nerfed appropriately, this might save some of those civs from being bad.
    1 point
  21. Persia isn't my field of expertise, but I like this differentiation plan, I shall look forward to the Roman discussion
    1 point
  22. what: python autoKey script (you need measure your screen dimensions and adapt) use: F1 = player 1 view and select CC of player 1 (eventual you want jump to railway point later) F1,F1 = observer view import time x = 1700 y = 10 y1 = 10 mouse.click_relative(x,y,1) playerNumer = 1 y += (2+playerNumer)*28 mouse.click_relative(x,y,1) keyboard.send_keys('<ctrl>+c') # keyboard.send_keys('ä') # select relayPoint # set eventually to Observer if double click # retCode = keyboard.wait_for_keypress('d',modifiers=['<ctrl>'],timeOut=3) # works # retCode = keyboard.wait_for_keypress('<f1>',modifiers=['<ctrl>'],timeOut=3) # works time.sleep(.10) # retCode = keyboard.wait_for_keypress('<f1>') # works retCode = keyboard.wait_for_keypress('<f1>',modifiers=[],timeOut=1) # retCode = keyboard.wait_for_keypress('f9',modifiers=[''],timeOut=3) if retCode: # set to Observer mouse.click_relative(x,y1,1) playerNumer = 0 y = 0 + (2+playerNumer)*28 # y += y1 + 28 time.sleep(.10) mouse.click_relative(x,y,1) # myMessage = 'Wait for keypress exit code was: ' + str(retCode) # dialog.info_dialog(title='You pressed <ctrl>+d')
    1 point
  23. @Stan`@borg- It would be nice to add some features to Persians for the first release candidate. So I would like to get some indication on when and what is happening. I think @real_tabasco_sauce has put forward a bold approach on differentiating the axe cavalry. My suggestion would be that @borg- creates a patch that does not conflict with @real_tabasco_sauce axe cavalry. I think it is fair to accept the proposal of @real_tabasco_sauce as an essential part of a community project is respecting the proposals of other people. I would like to ask borg- what his plans are for his patch on RC1. Finally: Stan` can you give a deadline for patches to be shaped and accepted for the first release candidate?
    1 point
  24. BTW there is another way that I like to use with units that have higher dps like champion archers, crossbowmen, or slingers. Alt (option) allows one target for each unit in your selection. For example, if your enemy lacks final pierce upgrade and you have mace champion hero, or if you have will to fight and champion hero, then you can kill ranged units in one hit with one crossbow, Alt(option) click the enemy units and they will go down as fast as you can click (if you have around 15 crossbows). I am not sure which method is best but I suspect that there are times to use shift queues or Alt(option) queues.
    1 point
  25. Good question! @Dakara I think that to really use the funds effectively, we would have to develop a common vision for the project, and then that would serve as a basis for the budgetary process.
    1 point
  26. Thanks So far I came up with: if you guys like this uncluttered map layout leave your +1, so i know it is worth working on this, in order to push it to mainstream 0ad. Maybe this mode could be activated using the toggle button on the corner of the minimap?.
    1 point
  27. Hi guys! Water Engine. I've searched for this and haven't found. Is that so difficult to make water flow from higher altitude to lower altitude in the game? I think it would be amazing. If the water were related to the resources needed to a civilization grow in the game it would be super. I know the game started as a Age of Empires mod. But I think is a bigger thing now. I'm trying to use the game to teach some economics matter. All games like Empire Earth, Rising Nations, AoE, etc have resources but none of them have water witch is basic and the most important resource in the past and today . The water Engine would make possible great new scenarios. I can't stop thinking about what to create. Let me know what you think about it. Best regards!
    1 point
  28. Taking inspiration from this thread : Following Stan suggestions, I decided to experiment a bit this feature in my mod by creating some gradual damage textures. Although not perfect, I'd say the result is not too bad either. Still better than nothing. I imagine Stan had some better ideas when he talked about various prop-points for fire and smoke effects (right now everything is all kinda basic). The material is, as usual, in the same repository on github. I don't know about the poison/"burning effect" to deplete the health. This is something I still have to look on. But yeah! I'm open to feedback and suggestions. I guess it's easier to experiment alternative feature elements on a spin-off mod before implementing anything to the main game
    1 point
  29. - More historically centered had been the introduction of an additional building to the Umayyad faction that allows to unlock advanced techs that reflect the high sophistication of their civilization. They were called "diwans" and were various councils that administered the bureaucracy, organization and decision within the caliphates. https://en.wikipedia.org/wiki/Divan The main concept behind this administrative building (similarly with Carolingian's library) was to offer more options and decisions to take also in the late game, hopefully improving the longevity of the game experience that, in my personal experience, tend to slump towards the end. All of this is still obviously a beta test to try out some possible options that can be explored as gameplay Anyway open to feedback / suggestions! EDIT: forgot, credit to @Lopess for the 3D model of this and also many other buildings of the Umayyad civilization
    1 point
  30. Some screens from the current build: https://github.com/stereotipo/millenniumad
    1 point
  31. Guys.. let me introduce you the new Rus civilization for Millenium AD!! Finally, after some troubleshooting and a quick deep dive into 3D modelling, I managed to bring my customized CC into my new civlization!! Since now I was only experimenting with dummy models, but now I think I can really transfer those initial concepts to the actual game! Thanks to everyone that answered my doubts/questions!! It had been a big, big encouragement to not despair from the very beginning! EDIT: yes, I can still make that model a little bit prettier.. but overall is a decent result of what I had conceptualized! Next one: add props, decals, etc... Rus_civic_centre_08.blend Rus_civic_centre_08.blend1
    1 point
  32. I have found that sometimes my enemy is fighting an invisible enemy although it certainly feels like they wanted to fight me ;-) I'm blue, and yellow is the enemy. After sometime the units start moving towards the walls one by one till they eventually are all killed :).
    1 point
  33. he starts sending ton of tribute, i had to pause so messages are visible(already gg, ofc) i tell him to resign, he says "im leaving bye" and abandons. then he says in general chat that he resigned, while im afk(writing this). i ended game, alegedly he resigned, then he wont give points ofc(no point transfer since i ended) stupid way to abandon game and pretend it wasnt his fault, ofc wont give points after either. heres replay, and screenshots. commands.txt metadata.json
    0 points
  34. it wasn't you who didn't want to be with wildfire games anymore?
    0 points
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