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Showing content with the highest reputation on 2014-04-27 in all areas

  1. A small texturing update: TODO: - reduce the amount of pigs - change basetexture - Enhance Post Processing effects - Add additional eyecandy, especially near the lake - create dirtpatches
    3 points
  2. That would be a good motivation to finish those http://trac.wildfiregames.com/ticket/87 http://trac.wildfiregames.com/ticket/2070 http://trac.wildfiregames.com/ticket/993 and the cliff 3D models ^^
    2 points
  3. Help me to view and Discuss some Commands in control GUI Panel ____________________________________________________________ _______________________________________________________________ _______________________________________________________________________ Back to the Work ] ___________________________________________ Call to the Arms: calls all citizen units are working forces to fight if your press that button in GUI order to select all Soldiers or citizen soldiers to attack. All of the soldiers who are gathering will drop their resources off at the nearest dropsite, ready to defend against attackers. Status:Done RTS: AOE3 Ticket:#1364 _______________________________________________________________ _______________________________________________________________ Patrol: Units will follow a patrol path, engaging enemies that come within range. RTS: RON, AW: Sparta, EE2 @need improve the icons/cursor color. ________________________________________________________ Exploring: Instructs the selected unit to automatically explore the unexplored areas of the map. may be its don't needed RTS: Ron, EE 1 and 2. no all agree with this. __________________________________________________________________ Follow: The unit will follow a specified unit, this is useful for non military units and don't focus in protect a single unit. RTS: Aok Its not the same as Escort ___________________________________________________________ Protect: ____________________________________________________________________-- _________________________________________________________________________________ Attack Ground – Orders the unit to fire its weapon at a specifed ground location __________________________________________________________________________________- ___________________________________________________ Tech Tree Button (Done) _______________________________________________________ Minimap Buttons. more info here _________________________________________________________--------------------------------------------------------- Objetives in the Bar menu in standard game can be show info about the map...etc. in campaing about objetives to win must have a Tab incluidings Hints and Scouts(some rumor that will triggered about the map)
    1 point
  4. Hi Everyone, Thanks for your excellent work on 0ad, been having plenty of fun with it. Wondering if the community would welcome a patch to add some slower speed options. Currently there is: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/game_speeds.json?rev=13590 Adding slower speed options has the following advantages: 1) Makes it easier for newbies to figure out what is going on and to learn 2) From other game comments people like the idea not to pause but have a super slow mode 3) Some people just like a more thinking game and less of a click fest Suggestion is to add a couple of slower speed options: * 0.1 (super slow) * 0.25 (slow turtle) * Existing: 0.5 (turtle) It is only slow at beginning of game, then rapidly is too fast for some of us I'd also like to lightly suggest a deaccelerate option, where the game speed slows down automatically as the number of units increases. No idea what this means for multiplayer. Changing subjects: I found this about multi-core: http://www.wildfiregames.com/forum/index.php?showtopic=15796 <quote> You should use multiple threads" 0 A.D. was designed when multiple cores were not yet common, and it would take too much work to program the game to get it to use multi-core processors efficiently. Still, it can be good to have multiple cores, because they may be available to other programs running while you play 0 A.D. </quote> A tad shocking given that arm based mini PCs that cost $80 are available with 4 cores and 8 cores are starting to be available. http://www.cnx-software.com/2014/04/25/amlogic-stb-socs-comparison-aml8726-mx-s802-s805-and-s812/ Is multi-core is too hard still the thinking of the team? Thanks so much! Daniel
    1 point
  5. I think it would be a nice game mode, although it is already partially implemented with the "Migration" scenario.
    1 point
  6. http://www.antoine-helbert.com/fr/portfolio/annexe-work/byzance-architecture.html
    1 point
  7. Here is the ticket: http://trac.wildfiregames.com/ticket/2495 Let me know when the API delivers proper objects, I'll do what I can to remove this roadblock. It can't be that difficult, because the C++/CCmpAIManager side knows how to initialize the game objects.
    1 point
  8. 1 point
  9. And his Sutras weren't bad either they are the base of all most all yoga practice. Enjoy the Choice
    1 point
  10. Judging from http://www.wildfiregames.com/forum/index.php?showtopic=18564#entry290060 , translations are the most notorious feature. “Philadelphus” would make sense.
    1 point
  11. Ok then I think it has nothing to do with camels: I guess it is because one of your camels is already guarded by another unit (it is not possible for a unit to be at the same time guard and guarded). The guard button should nonetheless be present because of the second camel, but there is a present limitation in the gui code which we should try to fix one day: the buttons are only shown for the first entity in the selection. I think if your change the order of your selection, the guard button should appear.
    1 point
  12. What is new in the patch: - You can affect some units to guard other units or buildings. You have to select the guards units, and then either click on the guard button followed by left-click on the unit/buildind to be guarded, or directly by using the "G" hotkey and right-click on the unit/buildind to be guarded. - when a unit is guarding, it will stay near the unit/building to guard (following it if moving) and attack any unit attacking its guarded entity. We can nonetheless reaffect any guard unit to an other task, it will keep its guard order and come to rescue its guarded entity when attacked. - to remove the guard order, select the guard units and either click on the remove-guard button or press "G" and right-click on any empty space on screen. Futhermore, when selecting a guard unit, pressing PageUp will highlight the unit/building it is guarding; And when selecting a guarded unit/building, pressing PageDown will highlight its guards units. Tests and feedback are of course welcomed.
    1 point
  13. I also agree that's annoying. May-be a solution would be to focus only a fixed fraction of the arrows (maybe 30%) on the chosen target, while the rest of the arrows would still be distributed as it is now.
    1 point
  14. I made a ticket for this: http://trac.wildfiregames.com/ticket/1802
    1 point
  15. Next to the heroes button, why not show the entire (non-garrisoned) population ordered by type. So you can e.g. select all females at once, and garrison them in a safe place. Or select all cavalry at once, and lead them to a battle. Now, there's a chance that you fight a battle, and when it's finished, you see 5 cavalry men standing behind a rock. When the numbers are shown (just like when you select multiple items), you can also see which types are losing too quickly and retreat them (e.g. if archers got in the middle of the battle). I also wonder with the patrolling, how would you define the path, or would it automatically be the boundaries of your territory?
    1 point
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