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Showing content with the highest reputation on 2015-03-16 in all areas

  1. I'd do the opposite, like Brythonic (Celts) Gauls (Celts) Ptolemaic (Egyptians) Spartans (Greek) Athenians (Greek) In the end we could have a selection screen kind of like AoM.
    5 points
  2. Hi everyone, Today I want to show you, what will be in the a19 release about atlas. The main idea is to give to all map makers more space to work over map. I hope you like, I will try to keep updating this post about my work. Here is the video New map: Object List filter(Include inside template content) Display Template, Entity Settings (with variations) This videos show terrain tab, Display settings, environment settings and Actor Viewer tool
    4 points
  3. dont want to do any premature celebration, but I may have just gotten my mod SVN back still copying files over.... uuuu
    4 points
  4. Minor improvement: the engine now supports more types of PNGs including grayscale and indexed color, this can reduce our texture size in SVN. For example, ptol_struct_spec.png saved as grayscale would be 1.57MB instead of 2.47MB (it would be a waste to only commit this conversion though, so I don't recommend it, but for future modifications we might as well). It shouldn't make any difference for the releases since we convert all the textures to DDS anyway, but it's nicer for modders to not have to worry about what kind of PNG the game accepts
    3 points
  5. We got a name suggestion via email, so I thought I'd start up this topic already
    2 points
  6. My proposal is this: To make it easier for modder and even for sequels to the official game to add civs of same culture, I think game should create new civ name format like in screenshot. I have done this for my mod and think it will help players as well as developers and modders keep things straight. So, I have renamed the civs like below (bold is modded civs and possible future civs to show you how they would fit and keep things straight): Carthaginians Celts (Brythonic) Celts (Gallic) Celts (Galatian) Chinese (Han) Dacians Egyptians (New Kingdom) Egyptians (Ptolemaic) Germans (Frankish) Germans (Gothic) Germans (Suebian) Greeks (Athenian) Greeks (Spartan) Greeks (Theban) Huns Iberians Iberians (Celt-Iberian) Iberians (Lusitanian) Indians (Guptan) Indians (Mauryan) Macedonians Parthians Persians (Achaemenid) Persians (Sassanid) Romans (Byzantine) Romans (Imperial) Romans (Republican) Sarmatians Scythians Seleucids Just an idea. I add it to my mod regardless. As famous forummer say: "Enjoy the choice!"
    2 points
  7. I thought it might be a good idea to explain to you how to make the most of your git(hub) repository and work effectively in a team or make sure your master branch is always clean and stable. That's where one of git's most powerful feature comes in: branching. Let's kick right off! In this tutorial I'll be using the Github for Windows client as I experienced it to be intuitive and user-friendly. Also I'll use Aristeia as example. Righto, in your program create a new branch. Do so by clicking the '+' button as shown in the image below: Give it a name and the program should show something like this: Make the changes you want. Now we need to publish the branch to make it available to others (you can also make changes after you published your newly created branch): Open your browser and go to you Github page, if you did everything correctly you can now see your branch online: If you think your changes are ready to commit, click on the green 'Compare & pull request' button. After that your screen should show something like this: Give it a name and a description and click on the 'create pull request' button. There you go, a pull request is created and it directly offers a discussion thread. Other team members are also notified of your pull request: If other people noticed bugs you can append new commits in your github for windows client. If they think the pull request is good enough they can merge it (or you can do it yourselves if you have the rights to do so): Tada! You're changes have landed into the master branch! You can now delete your branch or use it for further development (and create a new pull request over time)
    2 points
  8. that is the idea you can dock too The idea is give you the same behavior like visual studio or another programs that allow you to do your own "workspace" as you wish.In my channel there is another video that show about dock enjoy
    2 points
  9. Gentlemen, I Have with me here, a simple suggestion. Instead of units automatically grouping up (ala now) in a formation, or, if it seems appropriate, "No formation" (evri tym), How about we simply have units automatically NOT HAVE FORMATIONS, unless ordered to? So I have a suggestion, they are 2 buttons. "FORM UP!", and "DISBAND". This will quite UN-complicate the formation system we have now. (from a user point of view). It's also more Understandable. Currently we have a problem of.. say, like me, you dislike formations in their current state, but do sometimes like to use them. It is quite annoying to have to set NO FORMATION whenever you train a 5x of infantry (or 50x - worse at 50x) set to move towards a metal deposit, or, TL:DR I want a Button to make my units form up, and a button to disband them. Potentially also better from a UI standpoint, instead of 50 buttons, you just have 1, thus can lower the bottom bar, for more screen space. Ancillary Suggestion: Make it so Formations can Have a little flag above their head which you can click on, to select that formation. This would make having a nice long line of pikes more manageable. (because you know, the more units in one syntagma formation, the less good it is) Edit: Besides it making more sense from a game-play standpoint, it's more accurate to how formations actually function. If you tell a bunch of people to "go over there", they won't form up, they would just waddle in the general direction you pointed. You would have to form them up, get them in line, THEN MARCH THEM TO "Over there". Also it irks me.
    2 points
  10. Other than preferring the use of the name Hellenes for the Greeks, I like where this is going.
    2 points
  11. @Leper, techs can be setted the same as the garrison units? I mean, you want a player to be in the third phase with all the technologies researched at the beginning of the map Actually in the 018 version you can do this but it doesnt support from atlas yet, look up this ticket http://trac.wildfiregames.com/ticket/1404
    2 points
  12. I don't think we have anyone on the team right now who works primarily on maps, so I would say there is potential there for someone with proven skill. We may need some help updating maps if we agree to revamp the game's terrain textures per recent discussions.
    2 points
  13. Here is my modification of the "Survival of the Fittest"-map. I dont think its yet done especially in terms of balancing, yet I would very much appreciate you testing it and submitting your ideas here For all who do not know this map: You start with a base with no resources, and a woman in a valley in the middle, where treasures (resources) are lying around. Collect the resources, and build up your city to prepare for the soldiers, that will attack you after some time. More (and stronger) soldiers and treasures are spawned, until only one player is left standing, who will be the winner. Changelog: Have fun I will update this as soon as I commit more changes. (Updated: 17.03.2015) The zip file contains the map files, it needs to be unpacked to 0ad/binaries/data/mods/public/maps/random. You can also download it from http://trac.wildfiregames.com/ticket/3102 Regards, NiAypa SurvivalOfTheFittest_NiAypa_2.zip
    1 point
  14. 1 point
  15. Nah, we're not going to use a name like that for an Alpha =) Though on the topic of using a personal name for an Alpha, maybe we should name the W one Wood (if we reach that high a number of Alphas, but I think somewhere around there is probably what we'll end up with). In memory of one of the first and most influential members of the team: Ken Wood ( http://wildfiregames.com/forum/index.php?showuser=63 and the low usernumber should tell you something of how early he was a part of the team), who died in 2006. But that will have to be decided later, I just wanted to write it down so it's easier to remember.
    1 point
  16. Congratulations! It would be nice to add also a balance changelog!
    1 point
  17. Sorry for the bad quality of the screenshots but I don't have a great Graphic Card
    1 point
  18. Ancillary Suggestion for artists: A captain unit. Whoever in your formation has the highest rank, (or at random if all are the same rank), gets promoted to "captain" (with.. no gameplay influence? Just for looks?) Just occurred to me that formations generally have a leader, and leaders generally look shinier. Doesn't need to have any actual gameplay significance, but just so formations look cooler.
    1 point
  19. I was thinking Spence would be good.
    1 point
  20. This seem to be caused by using the SOLID compression option. At least there are some (old) discussions: 1, 2 referring to it. The temp folder is used internally by the installer software (NSIS) rather than controlled by the install script. Maybe the script can temporary override the temp folder location, but this has to be examined and I don't know whether this is a good idea. We also can just warn user that regardles of install location, additional XX GB will be needed on the drive where TEMP dir is located (so he may change the TEMP folder location himself or cleanup some space etc. if needed).
    1 point
  21. hmmm, I like persistent panels more but this approach very very intriguing. Did you know you can increase space already with Alt-Enter? One thing that is badly missing from Atlas is minimap. Also, would be nice to be able to put units in nice formations so they are spaced nicelyy on the map and these are what they are in at start of match.
    1 point
  22. That would fall under improved Atlas mod support and is definitely planned.
    1 point
  23. Skhorn: No, there was one of Carthage itself (including the harbour with the military dock in the center surrounded by normal docks), which looked quite similar to the reconstructions. Yes, researched technologies and also disabled templates can be set in a similar way (See #1404).
    1 point
  24. Someone already made a map of Carthage (including building the harbour with lots of docks (or dock actors)) at some point in the past, but I can't find the topic. You can't garrison units using a GUI in Atlas yet, but by adding a few lines to the map XML file you can (See #3008).
    1 point
  25. Oh no no, i wasn't talking about that. I'm talking about this: check the image. You can smooth those sides to make it look better, also it may fits you to take a look to other maps, that way you could learn something useful to improve your map. Btw, while looking those pictures, you can place the buildings to give that look (Not exactly the same look), but kinda similar, its just improvement. - http://wildfiregames.com/forum/index.php?showtopic=19368 - http://wildfiregames.com/forum/index.php?showtopic=17326&page=2 in there check the maps of jaimele. You can make a trigger for that, check this map http://wildfiregames.com/forum/index.php?showtopic=19552 it has triggers, but you need to have some knowledge in js. This may suit you: - http://trac.wildfiregames.com/wiki/Triggers - http://trac.wildfiregames.com/wiki/Modding_Guide Or you could make that map for two players. One acts as the defender and the other one as the attacker.
    1 point
  26. I'd like to give more time to the defender, the problem is that if I put the attacker too far it doesn't attack, the best solution is for sure to organize the attack in waves, but I don't know how to do that.
    1 point
  27. Good reference Enriquie. It is important to get the gait correct.
    1 point
  28. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    1 point
  29. I'm gonna be a bit cheeky with this one... Alpha 19 'Sun Tzu' Hidden motives much?
    1 point
  30. Maybe you could improve a little more the terrain, to make it more realistic, it seems like a lot of squares and linear shapes and perhaps add bushes/rocks around. Btw, it would be cool if you garrison some archers in those walls.
    1 point
  31. It's obviously a high-quality 3D render. The wave foam is the worst thing on that screenshot. Replicating the effect is still basically impossible on current GPUs, except maybe for technical demos on very-high-end GPUS and using a ton of work beforehand (for light maps and so on).
    1 point
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