Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2016-07-01 in all areas

  1. I can understand it's hard work when you're making a mod that doesn't only add features (like adding a new civ), but also modifies features. Certainly modifying templates currently means that you have to copy a lot of data over, and keep the things you want unchanged synched with the main game. I hope we can find some solution for #4076 soonish, which would certainly help maintainability of mods by reducing the amount of data that has to be copied from the start. So I agree that modders need to know what they're getting into, but it's only thanks to modders that we know what's still lacking in our game wrt moddability. So we really appreciate your effort and the effort of other modders. PS. if a single commit sets you back an hour or more, it's likely someone on our side also worked an hour or more on related data changes. Ofc, our team is a bit bigger, so I agree it's harder for modders.
    4 points
  2. I know development continue for core game, so this is not critique of development. Do not take it that way. My question is if it is better to wait on making mods for this game. Right now because of all the changes probably 50% of my modding time is fixing thing to be compatible with new core game changes. I feel like I am wasting my time. If I had critique of official team it would be to ask why they put the effort to support modding so early in the development. But can't undo that of courese, lol. I don't post this to discourage, but I think modder need to understand what thy are getting into. Stick with graphical mods for now if you do not want to spend a LOT of time keeping track of game changes and monkeying around in Notepad++. Just one commit from core team can set you back a hour or more.
    2 points
  3. http://trac.wildfiregames.com/wiki/GameDataPaths in mod I guess
    2 points
  4. Glad you like it. But just to save you from disappointment, Alpha 21 most likely won't come out this month. That date was set when we released the previous version, and was just a rough estimate then (as trac needs some date). But it looks like we'll now aim for somewhere in August (though we also have a tendency to seriously overshoot our aims). We prefer to release a working game over releasing quickly.
    2 points
  5. Yeah, I am not critique the team's work. A lot of things will change between now and beta and thing will change with beta too. I was just voicing my frustration and I would like modders to know how much things will change. For instance, all of the line endings in all of the template files in the game were recently change, lol. I know it might not be a critical thing to maintain for my mod, but it could easily have been something critical that take many hours to sync(if it was something I had to do manual). I just want modder to know this and plan according to these probabilities. Tooltips deleted, so have to go back through and elet your own tooltips, things like this, that are ultimately good changes, but take a lot of time and effort.
    1 point
  6. Yup. The transition for me was quite the challenge, but I HAD to take back my AoE-less childhood! Been playing since Alpha 20 came out, and am looking forward for 21 this month. Kudos to the WFG team!
    1 point
  7. @Mah-Dry-Bread, thanks a lot for mentioning it on your channel. Looking forward to seeing your streams. Btw, most devs usually gather on IRC ( https://kiwiirc.com/client/irc.quakenet.org#0ad-dev ), we don't play that often (as devs tend to have a broken version of the game most of the time), but if you give a shout there, I guess some of us could follow the stream and join your chat if we have time.
    1 point
  8. Hi Causative, I think first thing to do would be to reset the ratings for every alpha. I didn't play since Alpha 18 and still rank 11 (I just connected yesterday) PS: It's been a while but I feel like coming back to 0AD!
    1 point
  9. Might be. That's not really an excuse though. Ambiente settings should have a similar result independent of the settings - which is likely not at all easy in some cases I admit
    1 point
  10. Here is my vlog where I talked about 0 AD a bit, thought you might be interested. I've had a few viewers tell me they've since tried and enjoyed the game and they're looking forward to my stream of it! Sorry about the lower than usual microphone quality in that video. It was the middle of a heatwave so I had to have the A/C full blast and that caused the white noise removal to mess with the "S" noises of my voice a bit. Also I had some mild heatstroke.
    1 point
  11. Elexis committed my patch on this: http://trac.wildfiregames.com/changeset/18427 . The patch gives heavy warships the same damage as a catapult, increases their cost to 350 stone 200 metal 350 wood, and increases their range slightly to 72 (from 65).
    1 point
  12. Capture the Sheep The Sheep is a dumb sheep which can be controlled by any nearby unit just like ordinary sheep (they will change color). Sheep is immortal. (And villagers will not eat them.) Other player must capture all Sheeps and bring them to their territory. Sheeps cannot be garrisoned (but you can build a wall around them). Sheep can be transported by boat. If boat is destroyed, sheep respawns at nearest home territory or CC. Or we can let Sheep swim. See http://trac.wildfiregames.com/ticket/4075
    1 point
  13. A couple of things I've been thinking about: Composite units - One, it can be very hard to double click moving units, it frustrates me all the time, especially during engagements with the enemy. Two, formations don't have to exist for heterogeneous selections of units. Both gameplay-wise and historically, I don't know of any reason why anybody would mix spearmen, archers and cavalry into a single fighting line. My idea is to make formations exclusive to a selection of units of the same type, and when you click a formation, you would automatically turn your selection into a composite unit. You would select the whole group with a single click and the individual units are no longer selectable. To break it, click "no formation". Icons for control groups - I like the fact the control groups are visible and clickable. It's a great idea. It's hard to reach all the numbers with just one hand on the keyboard. I don't really like the way they look, though. Why not make them cuter and easier to use by giving them different icons? If the group is made of units of the same type, put the unit icon on the control group icon. For example, I like to put all of my Civic Centers into one control group, so the group would have the Civic Center icon. I use such groups for all of my buildings, so at least that should be simple enough. If my group is all soldiers, let the icon be some generic soldier-related thing like a helmet icon. Slightly more complicated: If they are all cavalry make the icon some generic horse. same for siege units. Some of the suitable icons are already present in the game. Oddly enough, I wanted to suggest this exact thing But for some reason I thought, "Wait, it would be really stupid if this already exists in the game, better check", and there it is Awesome.
    1 point
  14. Currently working on updating (if i remember correctly) agnostic resources, Give me some time, have to finish dishes but ill be working on modding tonight
    1 point
  15. Other games like Starcraft that have mapmaking communities and automatic map sharing, also have a safe language for map triggers, so that maps can't use arbitrary code. They are sandboxed like browser JS. Sandboxing map scripts would be necessary for automatic map sharing. Or, only allow automatic sharing of maps that have no scripting.
    1 point
  16. Also can tell very much when there are many in a forest. Looks good. Early autumn.
    1 point
  17. Walls were never really smashed down. Rams were operated on gates normally, or walls were mounted with ladders or by constructing an earth ramp. Meanwile, catapults were used during a siege, together with flaming arrows, to cause damage in the city and force soldiers to take care of other stuff instead of defending the walls. But, as realistic siege would make the gameplay too slow, that can't be implemented. So our catapults can take down walls to emulate them being siege weapons, and the same would hold for ships: if they could be used to siege cities (keep cities under ballista fire), then the translation of that to 0 A.D. gameplay should be that the ships can take down walls.
    1 point
  18. Do you have a source for that claim? I can see multiple mentions of supergalleys being able to carry catapults. F.e. on the wikipedia article about the Tessakonteres. I don't have the original source for it, but at least it has a citation, so I guess there's some truth in it.
    1 point
  19. It is just a personal preference, i prefer windows for design and things like that but linux for other parts
    1 point
  20. In what way is Linux holding you back?
    1 point
  21. Following a recent staff meeting and being available as a self-employed software developer ('Freiberufler'), I hereby offer to do paid development to work beyond the duty of my staff member status. As such, I would plan the features for upcoming releases, be available on IRC to discuss pending tasks of the team and contributors, implement features and rewrite existing code to be more maintainable, review the proposed code of contibutors, write weekly progress reports and take miscellaneous incurring responsabilities, like balancing, testing, producing video trailers or server administration. My previous expertise covers both the scripted part of the game (graphical user interface, simulation, random-map-scripts), but also the core engine (GUI, network, lobby, serialization, pathfinder). As seen on trac, there are still more than 800 unsolved tasks, of which I could fix many directly or in cooperation with new contributors. Here an examplary list of features I envision to solve: Further responsibilities could include project managing: Recommending tasks to team members and new contributors Organizing staff meetings in case the project leader is busy Video editing / promotional trailer Web-Development and server administration Writing release announcements
    1 point
×
×
  • Create New...