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Showing content with the highest reputation on 2016-02-28 in all areas

  1. Hello everyone, just wanted to quickly introduce myself, seems like the polite thing to do :). I've been using Linux in various forms since around 1994, and always wanted to switch completely to Linux but there was (still is sadly) one game that made it impossible. That game is called "Empire Earth - the art of Conquest" by Sierra Software. I've been playing that game since it first came out, (also somewhere in the late nineties if my failing memory serves me correctly), and yes it's an old, some say boring and crappy, and buggy game, but I still enjoy playing it. I've seen "0AD" listed at the top of the Synaptic software list for many many years, and always simply ignored it because I thought "oh, it's just another text, rogue adventure game", so never bothered to install it. Well luckily something (can't remember exactly what) prompted me to install it, and I must say I'm completely spellbound :D. Thankyou, thankyou, thankyou all you wonderful game developers and anyone else who had anything to do with creating and keeping this masterpiece alive for me to finally find and enjoy. It's everything I've been looking for, and in some ways even more than I'd even dare ask for (just found that you can switch to being the computer player in order to control it he-he). I've always said that if I was rich I'd pay a million dollars to the wine devs to get EE working properly, but now that money would go straight to you guys instead. Sadly I'm not rich, but I will be donating as much as I can (without the wife getting too upset lol) to 0AD. Love it, please keep up the good work chaps (two thumbs up)
    7 points
  2. The new version is in the development version: http://trac.wildfiregames.com/changeset/17805 Thanks to both of you for proposing and performing the update. I happen to be collecting names for a new Credits page in the game. Danny and wowgetoffyourcellphone, do you want to be credited, and if you do, do you want your nickname, your real name or both in the credits?
    4 points
  3. @Navid the command comes from the GUI and get passed on to the simulation, which in turn sets states on the indivudual entities. fcxSanya gave you the start point of the command, but it follows quite a few function calls to arrive at the entities. If you want more info, please explain what you want to change. Then we can tell you if it belongs in the GUI or in the simulation. You're also welcome on IRC to ask questions: https://kiwiirc.com/client/irc.quakenet.org/0ad-dev
    3 points
  4. I'm trying to locate where does the player sends the attack command in source files .... is there any one can help me ?
    2 points
  5. Hallo ArferBrick and welcome to the 0 A.D. Forum Thanks for your uplifting comment, it's nice to know of everyone who enjoys this game! All the best to you while exploring the forum and the game
    2 points
  6. 2 points
  7. You have access to all code, so if you're interested in modding, you can try updating it yourself. Install the development version of 0 A.D. See http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide or http://trac.wildfiregames.com/wiki/BuildInstructions (depending on your system). Download install the mod from github: fork the mod repo ( https://github.com/0ADMods/ponies_ascendant ) to your own account, and follow git documentation to pull it next to the public mod Start 0 A.D. and enable the mod. See what problems you have Try to solve the problems, commit them to your repo, and make a pull-request to LordGood's repo when you finished the work If you do that, and keep the mod updated with 0 A.D., the mod will be ready for A20. If you have any questions on how to solve a certain problem, you can join us on IRC chat: https://kiwiirc.com/client/irc.quakenet.org/0ad-dev
    2 points
  8. I am a bit confused. The above posts say that there is no "right place" to look for it. Did you find it?
    1 point
  9. https://wildfiregames.com/forum/index.php?/topic/20508-alpha-20/
    1 point
  10. Hello, I have posted something similar already: Looks like there is no set date for the next release yet. And don't let http://trac.wildfiregames.com/roadmap fool you. Looks like @leper should indeed remove/hide the "due date". People do get confused:
    1 point
  11. That clarifies it a bit. It should be in documents/my games/0ad/mods/ (not inside the public folder). Also make sure you've read the install instructions on the moddb page (at least when you want to use the mod with Alpha 19, and not the developer version): http://www.moddb.com/mods/millennium-ad
    1 point
  12. 1 point
  13. Clearly no mod is installed (or at least you put it in the wrong place)
    1 point
  14. XpartaMuPP/README describes the lobby server configuration. TDD_MultiplayerLobby wiki page has some useful diagrams. And you can also look at the initial lobby commit (r14098) to see all parts of code affected by it.
    1 point
  15. Ok @Rahman 540 now you can answer without fear, I open this topic for all your questions.
    1 point
  16. @Navid now I get what you are asking, sorry if I can't ask you the private message properly. but I'm not programmer. If you are trying to analyzing 0 A.D this the place where you can ask about how the attack and defense is work.
    1 point
  17. @sanderd17 he only want to test the mods,me ask me about Aristeia and Millenium. But a can't get to him an answer about this mod.
    1 point
  18. Hi, I've been following this thread. I wanted to congratulate you for the good work you've done.
    1 point
  19. Parts of original alpha channel are slightly trancparency in strange places. Maybe base on original artists brush strokes. Anyway, fixed those spots, and I suspec other sliding graphic of the 2 spartan dudes also have weird alpha channel discrepencies, but I have not check.
    1 point
  20. I'm afraid not, I haven't been able to keep this up to date. The logical choice for me would be to truncate it to an A18 standalone to future-proof it, but as it stands now its pre-capturing, so everything is broken atm.
    1 point
  21. Just a little celebration dance, the Portuguese (Portugal) translation is at 100%. Doesn't mean it's perfect, obviously, but it's nice to reach a milestone. Just curious, when will the new translation strings get incorporated into the game?
    1 point
  22. That issue is being worked on it is caused by the pathfinder code which is that part the decides where each units goes so it also has to be fast so accuracy gets sacrificed in attempt of speed still lots of work to do and formations are very tricky to get right. Enjoy the Choice
    1 point
  23. So, I may split the mod. Delenda Est: Part 1 era. 600 BC to 1 BC. New civs Epirotes Pike and Elephant civ. Good mix of mercenaries Thebans Fire raiser siege weapon A "basic, core" civ. These guys are closer to the "core gameplay" of 0 A.D. than any other civ. Scythians - UPCOMING RELEASE - Completely conceptualized and ready for implement No territory effects. Can build anywhere. Cheapest and weakest buildings of Part 1 civs, by far Heavily cavalry base Females, like Celts and Spartans, are strong; maybe even have some female version of units. Might test this out to find interesting gameplay with this gender experiments Triumvirate Romans - PLANNING STAGE NEW HEROES: Civ bonus: Train any 3 heroes at once! Gaius Marius (The one who started it all. The reformer of the Roman war machine) Cornelius Sulla (This guy sacked so many cities, it's not even funny, guys) Pompeius Magna (Pompey the Great, 'nuff said) Marcus Antoninus (Mark Anthony) Julius Caesar (The man. The legend.) Gaius Octavian (Augustus Caesar before he was sole-ruler of Rome!) Bonuses vs. barbarian civs (TBD) Marius' Mules special tech! New features Empire Phase: Build a Wonder to unlock the 4th phase of the game. This unlock any powerful techs, especially at the Fortress. Mercenaries and Mercenary camps - IMPLEMENTED, working NEARLY FLAWLESSLY. (Still need some mercs for Indians and some other civs) Farmlands - it is hacky, but IMPLEMENTED and working beautifully Strong core (city concept), weak countryside: Farms, Farmsteads, Corrals, and Storehouses can be build outside of terriitory. Territory effects of buildings lessened to make the city core compact and defensive. Technologies: 100 new technologies and tech pairs IMPLEMENTED. So many new technologies and the tech tree is nearly 100% customized. At least 50% of all civs have unique techs PAX ROMANA: A FRAGILE PEACE: Part 2 era. AD 1 to around AD 600. Will use this mod as a test bed for new concepts and civs. New civs Principate Romans Moved from DELENDA EST to PAX ROMANA: A FRAGILE PEACE Completely new Slave / Citizen economy!!! Auxiliary Barracks allows for Auxiliary Units to be traine So many new techs. Completely new blacksmith and barracks tech tree and other tweaks to the tree. Unlock Town Phase by building Temple of Vesta. Unlock City Phase by build Triumphal Arch. Legionnaires can build Onagers in enemy territory after researrch Field Artillery. Dominate Romans Late Rome or "Early Byzantines" phase of this civilization. Palace Army / Field Army / Frontier Army dynamic? TBD Belisarius, Justinian, Constantine Germans - PLANNED Human sacrifice? Wooden structures? No stone costs? Split tribe choices at City and Empire Phase? Or, make separate civs, like the Greeks: Franks, Ostrogoths, Visigoths, Marcomanni. May have to do this if not have ability for phase splitting UI Huns - PLANNED Similar to Scythians, but have packable structures. Fully nomadic. Always start match in Nomad mode. These guys require the most programming to be implement Parthians - PLANNED Mix between nomadic (Scythian/Hunnic) features and Iranian (Persian/Sassanid/Achaemenid) features. Axumites - PLANNED 100% new African-based civ Build small pyramids for some kind of effect, TBD 100% African skinned units and structure. Maybe free tier-1 structure like the Egyptians (Ptolemies) New features Unsure. Need these features in core game: Buulding packing. Ability to start Huns always at Nomad level. Delenda Est is a dependency, so has all of Delenda Est's features, like Farmland, Empire Phase, Mercenary Camps, etc.
    1 point
  24. I've always been yelling about locked-teams not working correctly. It prevents allies from being set to enemy, but it doesn't prevent users from allying enemies. There is a ticket for that: #3702 http://trac.wildfiregames.com/ticket/3702
    1 point
  25. Would anyone besides Farwest need this option? If you don't want to read the specific name, read the generic name. We shouldn't have hundreds of options for things nobody changes.
    1 point
  26. I created a ticket for it: http://trac.wildfiregames.com/ticket/3397
    1 point
  27. Just watched the youtube video. Most impressive - you have put a lot of time into this. I love the medieval building set. I think I was most impressed by your icons which look beautiful. Though I don't understand the pony stuff, well done - bravo
    1 point
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