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Showing content with the highest reputation on 2016-10-31 in all areas

  1. I've had a job as a full time construction worker for about a month now, so I think I'm reasonably well qualified to make some construction sites! I dont think a blue plastic porta-potty would fit too well in 0 AD though.
    7 points
  2. Wow, wish I was a millionaire so I could pay you (and others) to work full time on these things
    3 points
  3. Perhaps there should be some experience given for taking damage? I imagine a commander ordering his troops to stand in archer fire to 'harden them up'. He'd be a bit of a loony but it'd probably teach the troops real quick where they should be holding their shields of course with tank units like pikes, it's their most useful trait.
    2 points
  4. I made the map, so yeah it was a bit on purpose IIRC niektb added mountain passage on the sides as well, i don't know if they allow siege engine, but this map is more for unit guerilla anyways. It's a Skirmish
    2 points
  5. 2 points
  6. Ok, so we're done with alpha 21 portraits of new structures. Thanks for your work Lion!
    2 points
  7. Wherever we are =) As we're not a company with an office or something, but rather people who live all over the world so WFG is where we are
    2 points
  8. It s the sample effect. For pikemen it s more homogeneous. Look at big armies and big battles.
    1 point
  9. The mountain passages were designed to be unit only
    1 point
  10. If you made a svn update at all any save or replay will not work period if it was played or save before said update. Enjoy the Choice
    1 point
  11. Been looking at the Combat attacking timer using Combat Demo Huge. The component update itself is around 100ms/turn at peak, so the pathfinder is not the only issue there. Specifically on the combat timer, finding new targets is by far the slowest, then it's a combination of the rest. Could be optimized by removing redundant checks, mostly, and improving QUeryInterface I guess. A particular source of slowness is TargetKilled, because of the two calls to the statistics (I think the query interface through player ID are particularly slow). Interestingly, the slow part of finding new targets is the JS AttackTargetByPreference more than the cpp, which is reasonably quick in comparison.
    1 point
  12. Instead of the porta-potty, workers could dig a latrine before starting to erect the scaffolding
    1 point
  13. From IRC: < LordGood> it works, though my previous concerns with the top of the tower getting lost in the background still apply I agree, the wooden part is not easily enough distinguished from the background. Also noticed that the rooftop is behind the wooden part (Z order issue) At the border of the top of the arrow there are some white / light gray pixels. I suggest you zoom in closely and just paint over those individual pixels. It usually indicates some wrong editing when there is a border of pixels remaining that were previously blended with a lighter background. The black line at the top of the arrow looks a bit distracting.
    1 point
  14. About those 3 'new' mercenaries, 2 of them were at first for macedonians. As macedonians had yet good champs, the stoa was finally given to spart and athen. As athen has yet swordmen marines champ, one of them was removed for them. Macedonians can also produce those mercenaries if they capture a spartan or athen stoa (a bonus rewarding the capture of a stoa). Those 3 units are mercenaries and have a different use at normal champs (regarding to the cost) and will be used in some particular situations.
    1 point
  15. Relevant point about the blue porta-potty. The colour should match the player colour.
    1 point
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