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Showing content with the highest reputation on 2026-05-08 in all areas

  1. Ok, then the present Specific Name is not following the game's guidelines, which are based on ALA-LC Romanization, and Ναὸς Ἀθηνᾶς Νίκης should be then transliterated as Naos Athēnas Nikēs.
    3 points
  2. Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!
    3 points
  3. I think I found the code related to this behavior. Value seems to be hardcoded. It should probably be exposed as a configurable value so it can be adjusted more easily. Check this line: // If Health is lower we are more susceptible to capture attacks. const cmpHealth = Engine.QueryInterface(target, IID_Health); if (cmpHealth) total /= 0.1 + 0.9 * cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints(); This is in simulation/helpers/Attack.js
    2 points
  4. Hi, everything alright? Actually, I still need to add some resources like copper and iron, which will replace metal. I'm also thinking about adding silver or marble, but I'm not sure yet. Regarding resource gathering, in the first era, villagers can't collect copper, gold, or metal. As you progress through the game and advance through the ERAS, your villagers also change, being able to collect new resources and unlock new buildings. As for resources appearing during the game, I don't know if it's possible to create them, and I also believe that having specific resources for each culture isn't possible.
    2 points
  5. What about specific resources for specific eras? To avoid working metal in the stone age. I guess in practise one could do it by setting ridiculously low gathering rates for more advanced resources until certain techs are researched? (And some civilisations could not have these techs, solving the issue you mention). Or can they be made progressively appear? (Some game was like that, can't remember which, maybe RoN). I guess your resources are faith, water, clay, food, bone, leather, wood, stone, copper, iron and gold. It seems like a lot to keep track of. Also, fibre, as I argued somewhere else, would be a very important one that gets always ignored (I guess it doesn’t sound that cool :P), and leather could be included in it (even if hides are not usually considered natural fibres textile-wise, they are made of collagen fibres), as both have similar purposes.
    2 points
  6. Yes, this already happens; there are buildings that generate resources passively.
    1 point
  7. Actually, no!! I'm creating this mod to make it more realistic and to make you worry about resources for longer instead of focusing only on battles!! That's not the goal of my mod. I want players to evolve their civilization and enjoy creating their cities in a fun and more realistic way. Not all resources are collected in nature. For example, level 2 houses passively generate leather. Hide tanneries passively generate leather, hunting huts passively generate bone, and so on... the next resource I will add will be bronze, which will be passively crafted in forges.
    1 point
  8. There’s a mod that does this on mod.io, but it’s outdated (A26).
    1 point
  9. The PR to make capturing more difficult is already done and, hopefully, it can be reviewed and merged for the next release. I think the capture mechanic is interesting. I wouldn't sacrifice it just to repeat what other RTS games do, where everything boils down to destroying buildings. I think it just needs further polishing and balancing. I think it's strange to see a stone building fall to sword attacks. One could instead imagine it being set on fire, which would make more sense especially for wooden buildings, which are already weaker by default. I think it's good for macemen to keep this role of being effective against buildings. They're weak against units, so the player has a meaningful choice to make, with an associated cost; that adds an interesting layer to the gameplay. I mostly agree with this, finding the right balance is complicated but desirable, so the game doesn't end up excessively favoring turtling either.
    1 point
  10. Dedicated buildings could indeed be a solution, if for example a Smelter is made the only dropsite for metals. And it's trivial to control who can build the Smelter, and when.
    1 point
  11. Could we also introduce a tech that enables collection of a certain resource? "Mining technology" "Iron Ore processing technology" (possibly with a dedicated building?).
    1 point
  12. All important questions. It takes around 1:45 minutes for 24 Spartiates (not maxed up in experience) to bring CC HP down to around 200. You are right in pointing out “why even damage it?”, but it has its use cases: for 6 Spartiates (or less) the capture bar won't go down, while if the CC HP is lowered to around 200 first (lets say, using a ranged siege engine), they would capture it in less than 15 seconds. Of course, these borderline cases are almost irrelevant, and I think these effects should be made more relevant by balancing things differently. Before addressing that, I want to come back to "some people want to see buildings razed to the ground without going to the trouble of making siege rams". I think this would be pretty bad, having infantry do what siege engines should do, and not punishing just massing up boring monolithic armies. Considering all those things (and not changing fundamental things on how garrisons or siege engines work, as I’ve proposed before), I’d make siege engines the only ones (significantly) damaging buildings, and I’d make defensive full HP buildings extremely hard to capture, being this reasonable only after taking some damage. At the same time, this damage doesn’t have to be too much, otherwise just destroying a building would be always preferable. There has to be a sweet spot when the preferred (faster) strategy is to damage the building with siege first and to capture it with infantry immediately after. Both only capture or only destruction should be slower. Only then the use of multiple unit types and some tactics would be rewarded, as it was in reality.
    1 point
  13. The game's transliteration guidelines are found here: https://gitea.wildfiregames.com/0ad/0ad/wiki/SpecificNames#greek
    1 point
  14. It seems you’ll end with an almost unmanageable variety of resources. An alternative path is to indeed consider all this, but differently, a bit inspired on Rise of Nations: I would group each specific resource into main resources, for example all clay, stone and marble would be just stone, then iron, copper, silver and gold would be just metal, but, although they wouldn’t have a different counter, they do exist differently, and the fact that you are collecting different ones could give you some extra bonus, or allow you to do some things, or the Market system could take some of this stuff into account. Still, fibre is more important than most of those resources since it’s what you use to make rope, which ties up everything, for example, and becomes even more important later on when you have proper clothing. What I mean is, wouldn't just having a tech solve this? The easiest way I can think of is to have an extremely low defauult gathering rate, which this tech would modify. And not all civs would have it.
    1 point
  15. A damaged building currently has fewer capture regeneration points. So this behavior is more or less already present.
    1 point
  16. @wowgetoffyourcellphone, I was messaging with @Outis given that I think there are some issues with his Ancient Greek take. Basically both forms are Modern Greek, as can be seen in the Modern Greek Wikipedia: https://el.wikipedia.org/wiki/Ναός_Αθηνάς_Νίκης, both "Ναός Αθηνάς Νίκης" and "Ναός της Αθηνάς Νίκης" are used, and from the English one it says "Greek: Ναός Αθηνάς Νίκης, Naós Athinás Níkis" (their difference being similar to "Temple of the Sun" and "Sun's Temple"). Using the Ancient Greek translator https://openl.io/translate/ancient-greek for both Modern Greek terms, the difference appears in accents (which makes sense because they would differ a bit in pronunciation), "Ναὸς Ἀθηνᾶς Νίκης" and "Ναὸς τῆς Ἀθηνᾶς Νίκης" (I reproduced this with the https://www.polytranslator.com translator). If I start instead from English "Temple of Athena Nike", I get the first form, "Ναὸς Ἀθηνᾶς Νίκης", while the second form is the one used in the Ancient Greek Wikipedia: https://incubator.wikimedia.org/wiki/Wp/grc/Ναὸς_τῆς_Ἀθηνᾶς_Νίκης, which uses the Attic dialect (a more "authentic" one, that's why my username is Thalatta and not the now more known Thalassa). @Outis agrees with the first form, which is also the one I prefer, since we both have the impression that the genitive article wasn't that common in Ancient Greek (that's why he removed it but forgot to change the accents), and I wonder if the Attic Wikipedia is something like the Simple English one, more expanded but not the common way to write things, but I have not invested too much time trying to find the real answer for this since it's a path we can avoid, and just use "Ναὸς Ἀθηνᾶς Νίκης". Then there’s the issue of Latin transliteration, for which there are many conventions. Right now "Ναός της Αθηνάς Νίκης" is being transliterated to “Naós tês Athinâs Níkēs”, which I haven’t managed to reproduce, the closest I managed is using https://transliteration.nlg.gr/Arxiki.html?lang=en, where I get “Naos tēs Athēnas Nikēs” for ALA-LC Romanization, and “Naós tīs Athīnás Níkīs” for ISO 843:1997, the present Specific Name being a mix of these (or another convention? How is this being done?). In any case, for those conventions, respectively, the first Ancient Greek form results in “Naos Athēnas Nikēs” and “Naos Athīnás Níkīs”, and the second Ancient Greek form (which we could ignore) results in “Naos tēs Athēnas Nikēs” and “Naos tī́s Athīnás Níkīs”. I think any choice should align with the present convention of the game, which I haven’t checked if it’s consistent.
    1 point
  17. Hello @BluetrashPanda and welcome to the community! Now that you've managed to get your game installation working, I wish you very nice matches!
    1 point
  18. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    1 point
  19. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    1 point
  20. Hello! Today I’m bringing some more updates about the development of my project World Rising. Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations. Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well. My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players. In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay. For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.
    1 point
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