Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-11-11 in all areas

  1. Meat shield is important too. Personally something close to 2:1 - 3:1 for ranged should be good. There is probably a wide range of working ratio, especially if you can afford to retreat if your meatshield is done but the enemy is still going good. I'd argue that the closer your ranged units is to the skirmisher line (low range high damage), the closer you will be to a 1:1 ratio. Meanwhile archers can afford to have a more imbalanced ratio. Mixing the type of ranged units can also be good btw.
    2 points
  2. https://www.xataka.com/videojuegos/hay-age-of-empires-codigo-abierto-todo-pronostico-lleva-veinte-anos-version-alpha#comments-close Get some main ideas from the author. There is an open source Age of Empires. Against all odds, it has been in "alpha" version for over twenty years. An eternal 'Alpha' version. It seems surprising, but the developers do not seem to consider that the game deserves to leave the Alpha version in which it has been since it was created. At this point the game is actually very polished and is comparable to any final product that is simply being updated. That qualification seems almost anecdotal, but they don't seem to be in a hurry to abandon that appellation.
    2 points
  3. After more experimenting, I got this, which I think is pretty good but maybe the pattern is too visible?
    2 points
  4. Ok I found this review sometime ago. ------- http://blog.en.uptodown.com/0-d-free-spiritual-successor-age-empires-saga/ Youve surely seen it in one of the many top-games lists or collections of best freeware games for Windows but as its free you probably didnt give it a shot, thinking it would be second-rate. So naive! 0 A.D. is, by all accounts, exactly everything you could ever ask for from a new installment of the Age of Empires saga: a real-time strategy game with a historical setting and a deep development system for your cities thats constantly being expanded and is now available for Windows, Mac, and Linux. Once upon a time, the game was going to be a mod to Age of Empires II: The Age of Kings, but the project was gradually expanded and since the year 2001 has been undergoing transformation to the point that, eight years later, it was officially announced that it would be developed as a completely freestanding and open-source game. Wildfire Games is made up today of nearly 50 fans who donate their time to develop the game. In 2013 they tried to finance the project with a crowdfunding campaign, but didnt have much success. Nevertheless, they forged ahead with development of an alpha version. That said, the advanced state of this game doesnt make it look too much like an alpha. Dont be fooled by the fact that the game isnt finished. 0 A.D. contains an enormous amount of content. It includes 12 different factions in the form of iconic historical civilizations, including Celts, Spartans, Persians, Romans, and Athenians, each with its own aesthetic for units and buildings as well as strengths and weaknesses. Its precisely in the buildings that you can see the might of the progress system. Each civilization has 20 different constructions, each with its own function in powering the collection of primary materials, population growth, or military development. With nearly 15 years of development, the games level of detail verges on sickening. To give an example, if you decide to hide a unit within a building, it wont disappear as if it were inside, but rather youll see soldiers hanging out on the roof or walls. The fauna that populate the game will change in accordance with your geography and flourish depending on the resources available, meaning itll be normal to see a pair of elephants playing along a riverbank or a herd of antelope wandering on an empty steppe. The expansion of your cities is totally customizable. There are no geographical or structural limits, so you can place any building or wall anywhere that its physically possible to set it. The enormous number of collection systems will make it so your city residents can hunt wild animals, cultivate plots of land, care for farm animals, cut wood, or extract minerals from quarries. Although it doesnt have an official campaign, you can set up a match with battles between up to eight civilizations in more than 20 settings, where youll have the option to play against either the computer or other users via LAN, or online through game rooms that you can either join or create yourself. You can also customize the battle by selecting a condition of victory, which could be simple and straightforward domination on the battlefield to a race to see which civilization can technologically develop first. But the battle mode is not the only game mode, as you can also participate in preset scenes to take part in famous battles between certain civilizations and with predetermined objectives. As if that werent enough, the game also includes a complete scene editor to create your own campaigns, and in fact, a bit of browsing online will reveal many mods created by the community.
    1 point
  5. The game already has larger projectile actors you can use.
    1 point
  6. No, I meant that slingers have lower range but higher pierce damage than archers in their template, and skirmishers have lower range but higher pierce damage than slingers. Edit: In other words, if you are using skirmishers unit it's probably wise to have more melee infantry in your army than if you were using archers
    1 point
  7. Not enough spearmen, it doesn't matter that your units do more damage if the enemy can just attack your ranged units with much fewer overkill.
    1 point
  8. It's reasonable to translate resource names in that messages. I don't know why it's not translated. But Silier sent a link to a related file which is a good point to start, shouldn't be hard to figure out.
    1 point
  9. I think this misses the point of the complaint. The ability to rescale things DOES already exist in the 3D modeling software, and that is great for those who already know how to use these programs and want all that extra flexibility. But for anyone who doesn't know how to use Blender it is a huge impediment to their ability to mod the game. There are a bunch of potential applications where the ability to easily grow or shrink game models without changing any animations would be helpful: like larger projectiles so that its actually possible to see them in flight. Or ships and units that actually match the dimensions of their collision footprints. Or an AoE style tiny trees mod. These become huge projects if every model must be rescaled and exported from source, but would be almost trivial if there was just a number in an xml that could be adjusted in on the fly with a text editor.
    1 point
  10. I think that kind of feature should be on the side of a 3D modeling software, because it might be more flexible there. That seems the most reasonable usage for that kind of scale.
    1 point
  11. Hi! It's a known problem. It needs a horizontal scroll support inside our engine. We don't have it yet. If the window has a height less than 768 then it's the expected behaviour. Because currently 768 is the minimal supported height.
    1 point
  12. Do the user has system_info/userreport from A25? The user could add the following lines to the user.cfg: forceglversion = "true" forceglprofile = "compatibility" forceglmajorversion = "2" forceglminorversion = "1" If it doesn't work might try lower versions: forceglversion = "true" forceglprofile = "compatibility" forceglmajorversion = "2" forceglminorversion = "0" And: forceglversion = "true" forceglprofile = "compatibility" forceglmajorversion = "1" forceglminorversion = "5" We're still able to run OpenGL before 2.1 by using ARB shaders (if it has appropriate extensions), but it's deprecated in A26.
    1 point
  13. You're headed the right direction. The biggest problem with the source image is that the facture pattern gives away the scale (very small). Sharp edges like that melt or even sublimate away really quickly. So stable, geological-scale ice that has been around for a while rarely presents such abrupt, jagged reflection edges. I think you might experiment with applying a bit of blur to give the surface a more smoothed-away look. I'd also suggest trying to add a few little traces of snow drifts. Like, when it is very cold for a long time, snow particles blown by the wind get snagged in little cracks in a standing ice sheet, and then more snow gets hung up on those particles forming little dune-like drifts that follow the course of the original crack. Don't overdo it, but a few spots here and there might help sell the scale of the ice sheet more. Those are my suggestions, but no guarantees they are any good. I'm not an artist of any sort. Just a yearly admirer of winter landscapes.
    1 point
  14. That is not hard to verify, each building has a set build time, so you can start a building with one unit and check that the announced build time is consistent with the tooltip. Personally I think it's fine not to show unimportant stats like acceleration or prepare time. You can easily have a feeling for it. I never checked prepare time of units and play by feeling, and, for acceleration I barely felt an effect from last alpha (though it's probably due to me being inactive before). For precision however, I think it's quite important, also this stat can dynamically change from promotion and technologies.
    1 point
  15. Finished, maybe some adjustments to the model. lamassu.zip
    1 point
  16. 1 point
  17. our game needs more trailer with action, like in this video.
    1 point
  18. Feldfeld vs 011235813 Feldfeld vs 011235813.zip
    1 point
  19. ValihrAnt vs PhilipTheSwaggerless ValihrantVsPhilipTheSwaggerless.zip
    1 point
  20. MarcAurel vs borg metadata.json commands.txt
    1 point
  21. History Archaeological and other evidence shows swimming to have been practiced as early as 2500 BCE in Egypt and thereafter in Assyrian, Greek, and Roman civilizations. In Greece and Rome swimming was a part of martial training and was, with the alphabet, also part of elementary education for males. In the Orient swimming dates back at least to the 1st century BC, there being some evidence of swimming races then in Japan. "Assyrian King Assur-nasir-Pal's army used inflatable animal skins to cross a moat. Records of death from cold water immersion date to ancient times." --- speaking of the Barbarossa case -- The lack of swimming in Europe during the Middle Ages is explained by some authorities as having been caused by a fear that swimming spread infection and caused epidemics.
    1 point
  22. Swimming OP. Best sport full stop. On topic: I feel like this would be a nice thing to give to athenian units. Perhaps that naval hero that is super bad could enable swimming in some way? and maybe Athenian marines could swim without hero or upgrade. Perhaps the animations could have the swimmers tug some of their gear on inflated animal bladders?
    1 point
  23. @SGK7019: DE stands for the Delenda Est mod. This topic is in the mod's subforum
    1 point
  24. Fun read, thanks for sharing
    1 point
×
×
  • Create New...