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Showing content with the highest reputation on 2016-12-29 in all areas

  1. Here is my island of sheep all receiving a combat bonus from their hero!
    4 points
  2. Yeah, I suppose that's true. It's on a giant map with like 70% water though, I made the Mediterranean(lotta work, ugh : /) Well, thanks for your time friend ^^
    1 point
  3. Sorry, Trac is the way problems are reported and worked in by team mates and open source contributors. trac.wildfiregames.com Here are list of active Trac tickets: http://trac.wildfiregames.com/report/1 EDIT: Here is relevant ticket: http://trac.wildfiregames.com/ticket/3892. IMHO this is a very important ticket. #3892 new defect Camera height should be relative to water level Reported by: sanderd17 Owned by: Priority: Should Have Milestone: Backlog Component: Core engine Keywords: Cc: Description Currenty, the camera height is only relative to the ground level. So on maps with deep water, it's possible the camera gets submerged suddenly when zoomed in. And example can be seen on the Golden Island map. In a less extreme case, the camera can still come very close to the water level, and it's possible to get the camera into some ship. The camera height should be calculated as being relative to the maximum of the ground and water level
    1 point
  4. Hi gu. There have been a new city found by archeologist in central Greece, near small town of Vlochos. Is in Thessaly, in ancient times a source of the best cavalry in Greece, until Philip's Companion cavalry bested them, then they become 2nd best cavalry in Greece. Anyway, people knew of the site from before -- locals can see the outline of the walls in the ground on the hill, the acropolis of the city -- but previous archaeologist thought the site was just a small settlement of no importance. But now with ground penetratration radar and satellite imagery, they have discovered the site is much larger than once they believed, and now think it is actual city instead of small village. Here is the google map of the acropolis. You can clearly see the outline of the walls. Ground radar have already reveal a city grid of roads and building foundation! https://www.google.com/maps/@39.4930602,22.0883513,1919a,20y,41.06t/data=!3m1!1e3 I can see outline of even wall tower! Archaeologist belive city founded in 500BC, then abandon after the Roman conquests. http://www.atlasobscura.com/articles/found-a-lost-city-in-greece http://www.gu.se/english/about_the_university/news-calendar/News_detail//swedish-and-greek-archaeologists-discover-unknown-city-in-greece.cid1416535#
    1 point
  5. I think there has to be some kind of physical actor involved in tax collection. Either a building (temple?) that collects taxes from houses within its aura, or a special unit (tax collector) who visits the houses to collect their taxes. This means you cannot just plonk houses anywhere and claim taxes, you must build infrastructure to collect taxes. Having physical infrastructure also gives your enemies a point to attack; your taxation infrastructure can be dismantled without having to demolish every single house.
    1 point
  6. Was originally a mod for AoE 2 taken Romans and Greeks as base, Rome at War. Even I ear forgotten take some art from that mod.
    1 point
  7. Incredible explanation effort. Mini-factions were thought to be non-selectable civs that would be in some scenarios/maps and they would be capturable for unit recruitment and some bonuses. We called them "mini" since they wouldn't need a full set of units and buildings as an standard playable civilization. You can think of them as capturable camps with IA controlling it until any players comes and takes control.
    1 point
  8. They're not quite done yet, but they're close. Sorry, I can't help but tease haha
    1 point
  9. A mysterious civilization inhabits the jungles of 0 AD...
    1 point
  10. That still a pretty big and vague thing to say though, I mean it could mean anything from a special ability/tech for a civ, to something applied to one or more buildings, to something depending on territory, to something else I guess. I personally don't have much of an opinion for or against either of them, though I'd say I*d prefer something linked to e.g. houses or some specific building over something more general/tied to territory. That way you would have to spend something for each increase in income, and for that matter can be more strategic about e.g. where you build your houses. If it's just territory it feels as if players would be encouraged to spend a lot of time putting their buildings just the right distance from each other so they'd get the maximum territory. And that doesn't sound interesting at all, having a reason to careful with the houses, and value them more, could certainly be interesting though
    1 point
  11. I feel like this thread is getting more complicated than it needs to be. My simplest point would be a metal trickle from each house. An innate trickle that maybe can be increased with technology, and that's about it.
    1 point
  12. (a couple of screenshots I made to illustrate my posts in 0 A.D. VK group (VK is a Russian social network)) About twentieth minute of 2016-11-07_gauls_4v4_ambush match kindly shared by @elexis here: https://wildfiregames.com/forum/index.php?/topic/21337-a21-replays/&do=findComment&comment=321836 Hannibal_Barca's towers and grape foragers overlooking surroundings from a cliff in the middle, svnUran238cz' safe (for the time being) Iberian town on the left, Vercingetorix_' base extension on the right, ransacked elexis' base on top right, and finally on top middle is a line of Luzbell's archers who are going to meet Vercingetorix_' fanatics soon (wang_wei's green and fatherbushido's blue bases are visible on the minimap) Dueling Cliffs map. A21 announcement contains a more informative image of the map (better representing its entire layout), but this one demonstrates the mountains epicness in it's own way
    1 point
  13. Hey, I just watched your Timosthenes feature video and it's pretty impressive. One thing that bothered me (and bothers me about games with boats in general) is that they move more or less like cars. I was thinking of maybe getting involved and coding a patch for more realistic movement, but I wanted to check if it's something you'd actually want first. I had in mind: Acceleration and deceleration based on mass and sail area Heeling Pitching might be nice too Different points of sail with different speeds, based on some invisible global wind vector. So square sailers will be faster downwind, lateens will be faster on a reach, both will be slower upwind etc. Let me know if any of that sounds interesting.
    1 point
  14. 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.
    1 point
  15. Its too highpoly for pyrogenesis (so requires some modifying, which damages the quality) and doesn't have a texture, and with proper scale should be much larger than anything else. But I did a picture with low-polyfied-uglified-textureless-scaled-down-version Thanks for the idea/link in any case
    1 point
  16. Not just when "idle". I think they should be task to the temple, like in Age of Mythologies. It would be more active and less passive. No more passive healing "aura" (for the Temple). Task the wounded units to the temple (right-click) and they go to it and pray. They heal whule they pray.
    1 point
  17. Some stuff from my enormous repository of screenshots. I'm a prolific screenshotter but I hardly ever bother to review them later. Like what I do with vacation photos. But anyway, here's some Macedonian phalangites and cavalry doing some general rampaging and whatnot;
    1 point
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