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Showing content with the highest reputation on 2023-02-16 in all areas

  1. Agreed. Delenda Est has been doing this with Battering Rams for some years.
    2 points
  2. I think it needs to prevent battering rams and siege towers from attacking things other than buildings, so that there will be no situation where the battering rams of both sides attack each other and get into a melee.
    2 points
  3. I was doing different refactorings of our engine for last 1.5 years. It's allowed me to add a new backend (graphics API) - Vulkan. It's relatively new API (as D3D12) which allows us to have a more predictable and stable performance. And in some cases even better performance. But not always as we use it in a single thread yet. Vulkan drivers from different vendors are usually much lighter than GL ones. That's the way to have less driver bugs and crashes. But we still need testing how it works on different hardware. So everyone who has a Vulkan compatible device please try to enable it in options (along with feedback). If you're able to run SVN then you already can test it. Else wait for the next RC. Note: to run the game you'd need to download and install a separate mod with precompiled shaders (it'll be bundled in RCs and the Release): https://releases.wildfiregames.com/rc/0ad-spirv.zip. Vulkan can't run pure GLSL shaders (which we use for GL), it uses a special binary format for shaders: SPIR-V. Vulkan allows us to use different interesting features. For example it allows to select the most appropriate GPU to use. It means no more crashes because of wrong GPU, I hope Also Vulkan supports multithreading. If you still have some time you could run the game with validation enabled. It makes the game slower but validates a lot more different internal things. It should help to make Vulkan stable for the release. To enable validation you need to add the following lines to your usef.cfg: renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Known issues: Screenshots aren't implemented yet, but going to be during Feature Freeze rP27552 Some precompiled shaders are missing, please report if the game says so macOS isn't supported yet, but we have plans to do so via MoltenVk rP27488 Missing silhouettes rP27418 Unsupported depth formats cause an assertion rP27421 Stretching on window resize after fullscreen switch rP27422
    1 point
  4. Hey. Let's discuss a little bit - is strategy like this viable? I want to finish game before P3 when it start to lag I saw some nice game by dakeryas (I hope that's nick) vs vinme that looked almost like this, but it was mostly using Persian long range cavalry which is quite different...
    1 point
  5. I tried with Diogene, too. He reacted much better but it was Map Size: `Medium` instead `Small`. bete-vs-diogene.txt
    1 point
  6. A little bit different strategy
    1 point
  7. Not sure I see the historical justification for this one, vis a vis Chanakya. He was an economic advisor, moral teacher, philosopher, and vizier (administrator). Why not give an elephant aura to the elephant hero?
    1 point
  8. it looks so ugly. Wouldn't it be better to put it smaller in the corner?(I mean the resource).It looks like a parody of itself.
    1 point
  9. Well, the icon is unfortunately the portrait of the object you are upgrading to. I wish that could be overridden in the <Upgrade> code @Freagarach. Right, if we want the trickle to be substantial, then the unlock cost should be expensive. Essentially, the cost of the tech should reflect the impact of its effect(s).
    1 point
  10. Turn rates refer to the time it takes for a unit to turn (like you’re describing in the second paragraph). So when a unit is facing north to move south there is like .1 seconds where turns around in place before it begins to walk south. When there are a lot of obstacles (I.e., units) blocking the way of a ram then the ram has to turn frequently in order to move. All those turns add up to a lot of time. Also, moving units means pathfinding is constantly recalculating and rerouting, which, again, leads to more turns and time where the rams aren’t actually moving. I’m not a fan of turn rates, but some developers apparently really, really care about them. The current state is much, much more playable then it used to be (turn rates were introduced in a24 and made the game much less fun, imo, whereas now turn rates are mostly and annoyance, imo)
    1 point
  11. another suggestion is to give a x2 boost with some research. -Animal husbandry(tech) maybe. -Selective breeding. -Domestication -Pastoralism
    1 point
  12. the resource icon would look better with just the resource. Disrespecting the symbol a lot, you must just imagine about if I do same with roman eagle. It doesn't look fancy. maybe the hand taking resource works better.
    1 point
  13. I'm not sure what you mean by turn rates, but I think the response of units can definitely be improved. Right now, it seems like the units would freeze for a moment then respond to formation orders. When retreating, many units struggle to turn around and run before they are killed by a shower of enemy arrows. There were also instances when an enemy spearman was just waving in the air and the cavalry unit on 30% health that was already some distance away from him just dies suddenly. Furthermore, I noticed that some units, especially cavalry and siege, have acceleration. If you order them to change direction, they stop themselves, then take a long time to rotate itself to the direction you pointed to, then gradually accelerate towards there. I think the acceleration is completely unnecessary; just let the speed be a step function and that will feel much smoother. If you must consider physics, then perhaps the unit can choose a curved trajectory towards your point, given its current position and momentum. A curved path is how a real human would walk if you wave at them from across the street. The rotation of units would ideally be instant, i.e. the angular velocity is very large. This will cause less stuttering as described above and less miscalculations, meanwhile improving the smoothness of the gameplay.
    1 point
  14. Last two 0 A.D. presentations (In french)
    1 point
  15. Wachdogs, Repetitive gameplay in some parts and a lot of icons that confuse me
    1 point
  16. it would have to be like the 2 last references capped machine + siege battering ram. At least to make it like the other machines in the game. I read somewhere that they had a metal head. "The Chinese ram used an iron-plated head. After the introduction of gunpowder it added a cannon as well." https://en.m.wikipedia.org/wiki/Chinese_siege_weapons but the reference of that is from: "Turnbull, Stephen (2002), Siege Weapons of the Far East (2) AD 960-1644, Osprey Publishing".
    0 points
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