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  1. Added some post and lintel. Thanks for the architecture feedback it was an interesting read. Also changed the lighting.
    3 points
  2. it's a draft, and I am collaborating with someone else from the community to tie them up together to make something nicer here is the recording of this last one
    2 points
  3. I think mayorcete was using corinthian isthmus random map.
    2 points
  4. Hello there, long time following, first time posting. I’d like to start of by thanking everybody involved in the development of this marvelous game, for doing such an amazing job. The game has been an absolute a joy to play, is loads of fun, and is a more than worthy successor to AOE. In fact I’d go so far as to say it’s way better, and has great potential for becoming even better. Secondly, I’d like to apologize for what might be a rather lengthy post, full of stuff you’ve probably read a million times before, so please bear with me. The reason I might repeat some stuff already brought up in various other topics and discussions, is simply to give some more weight to certain already existing ideas. Also, I’m not a coder or programmer, and could never do what you guys have pulled off. I’ve been playing this game for many years now (almost exclusively single player) and have seen it transform from the buggy, earlier alpha’s when building walls was still a mere fantasy, to the beautiful gem it is today. And I know many years before I even heard of this game, many people were dedicated, and have worked tirelessly to bringing this dream alive. Again, I applaud you all! I just wanted to leave my impressions, ideas and suggestions about this game, as a first time poster. I understand that many things in this game are the way they are for a reason, and I might not always know this reason, so please forgive my noobishness. I do not wish to step on any ones toes, so feel free to disregard any point I raise. I understand they might not all be realistic or feasible, neither do I expect any of them to be implemented. Just my personal thoughts and ideas. So, here I go: 1) AI : I love the AI, for mainly 1 reason. It poses a genuine challenge, which always keeps things interesting. Having said that, I know it’s still a work in progress, and has many glitches. I feel that the AI needs certain basic protocols, that seem logical for a human, which are overlooked. For example, when the AI attacks (early in the game) with a large force, but gets defeated, it will quickly send another, usually inferior force as a second wave, and so on. I think the AI should always hold off an attack, until it’s numbers are stronger than the previous failed attack. This would help with the perception that the AI is just overly aggressive without any reason or logic. Also, it tends to keep attacking the same positions over and over again, which makes placing fortifications a no-brainer. If it gets defeated at the same location for more than 3 times, it should really automatically start thinking about attacking form another (less fortified) angle. I would also love to see it build new “towns” in conquered territories, so it isn’t so vulnerable when attacked at it’s “capital”, as well as build walls to protect its “investments”. It would be really nice to see the AI build a planned and highly concentrated, walled area. Also, gatherers in general, whether AI, or your own, should never forage in enemy territory, unless explicitly ordered to do so. Neither should troops belonging to the AI nor yourself, decide (on their own accord) to attack enemy units when those enemy units are in their own territory, by default. I hate those accidental skirmishes that end up being Armageddon type battles for survival. 2) Scale: I love everything on a large scale, as I am sure many of you do to. I regularly play with a population of over 2000 in late game (although lag becomes unbearable at that point), and I am genuinely impressed with the ability of the game to handle so many units. But as technology evolves, processors become more powerful, bugs are fixed and the mechanics of the game are streamlined, I would love to see even more, even grander things. Bigger, more realistic maps, able to support populations of thousands on either side, with ease… No fixed population caps anymore. I know… I’m a dreamer… 3) Citizen soldiers : I know it’s a controversial subject, so I’m sorry to bring it up. I believe, as many others that this original feature is actually historically inaccurate, and compromises the potential for amazing gameplay. Having a larger civilian population from which you recruit military units would be much more realistic, and interesting. You can retain the citizen soldiers, but they should never exceed the “civilian population” (which includes slaves and serfs), which have historically always been (significantly) larger in every civilization featured in 0AD. 4) Economy & Population: I believe economy is the least developed aspect of the game, and I feel that it could be made a lot more immersive, and realistic, without necessarily becoming needlessly complicated. Try to think of an arcade version of the old classics like Pharaoh, or Ceasar, The Settlers III & IV, but also more contemporary games like banished or the Anno series. 0AD fundamentally differs form these games in that it is a base-builder, and not a city builder. But I think it can be a lot more than “just” a base builder. Perhaps a town builder. Imagine reserving micromanagement of units specifically for military units. Instead of micro managing hundreds of individual, static units, imagine managing a working population, automatically going about their assigned jobs, governed by an AI. Workplaces that need laborers, markets that need produce to sell, raw materials that need to be transported to the “industries” that need them. A population that needs “services”, like taverns and pubs, cultural venues like theatres, temples and shrines to different gods, courthouses etc... A population that naturally expands through immigration and new births (as long as new, or upgraded housing is provided). How about a coin based system, in which wood, food, metal and stone are only some of the many goods produced, and required for building, upgrading and recruiting. Things like leather, linen, wool, milk, coal, clay (for making bricks and pottery), fabrics, jewelry, a variety of agricultural products, fish, tools etc… And all these goods would have a coin value. I also think having fixed, non-depletable resource points would be an extremely interesting thing from a strategic point of view. It would give you, the player, and the AI a really good reason to fight. Resources such as metal (which I’d rather see split in gold and Iron ore), should be mined from set locations, in some rocky hills, or alluvial mine fields. Farming should only be done on fertile lands (as opposed to the middle of the desert (which is possible now). Hunting on hunting grounds, where game automatically replenishes (through new births). Stone from a stone quarry. Logs from forests that slowly grow back over time, fish from anywhere in the ocean. All these things don’t just deplete in real life, so why should they in the game? Rather than managing finite resources, you should manage the constant supply and demand of resources and goods. Why not introduce fixed trade routes, not unlike AOEIII, where foreign traders are spawned at the edge of the map, and travel to the other edge trading at available trading posts as they go. And all this economic activity should bring in direct revenue, (e.g. goldmine or export of specialized goods), or indirect revenue in the form of taxes (coin), which would in turn be used to maintain services, building projects, research and your military. 5) Maps : I love many of the maps in the game, and many have clearly been made with a lot of care and attention to detail. All I can say is that I prefer the most realistic looking maps, with real topographical features and diverse biotopes. Also, the bigger the better. I feel that on larger maps, attacking your enemies feels like a real campaign. Small maps feel unbearably unrealistic to me. Who builds their town right next to their enemies’ town?? Anyway, realism, naturalism and size are definitely the way to go for 0AD’s maps. 6) Buildings : I love diversity in a game, and I think 0AD could use (even) more diversity in building types and variations. With a more expanded and advanced economy come many new specialized buildings from which new technologies can be researched. Also more eye-candy, such as decorations, statues, parks and plazas are always welcome to jazz up your town. The ultimate goal should be to create a beautiful and realistic looking, functional town, bustling with life, on one hand, and conquering your enemies town(s) on the other hand. Adding animations to any building that has employees or is garrisoned, together with the hustle and bustle of raw materials and finished goods being whisked back and forth from storage yards to workplaces, would really bring the town alive. I think houses should be able to upgrade (just 3 levels in total) based on the services you’ve provided in your city. Higher level houses can then accommodate a higher population. Also, I think the building “barracks” should be split in to 3 distinct buildings: “Melee Infantry barracks”, “Ranged infantry barracks” and “Stables”. I think that would make more sense. Stables should always be necessary before recruiting cavalry. Some more buildings for variety and economic realism could include a siege workshop, Iron smelter, weapon smith, tool smith, leatherworks, weavers, storage yard, granary, slaughterhouse, herbalist, huntinglodge, fresh-water well, a variety of differentiated farms, claypit, brickmaker, potter, jeweler, work-camp, logging-camp, sawmill, charcoal maker, and of course, every city/town needs a proper palace, as well as a central (ceremonial) square. But mainly a palace… 7) Military : I won’t say much about this subject, because I know it is still a work in progress. All that I will say is that the Total War series, by far, have some of the most realistic battle mechanics of any game. It would be really awesome to see a simplified (arcade) version of those mechanics implemented in this game. 8) Random stuff : Why is the wonder for the Celts Stonehenge? Don’t get me wrong, I think it is one of the prettiest wonders in the game, but lacks historical accuracy. Stonehenge was originally erected more than 2 millennia prior to the arrival of Celtic culture in Great Britain. I know that no more civilizations will be added to the current game, but I’d still like to argue for the official inclusion of the Chinese, as well as the kingdom of Kush, whose capital was ancient Meroe (the Nubians). The Chinese traded extensively (though indirectly) with the Mediterranean world, as well as with Mauryan India, the Middle Eastern states and East Africa, including Kush, establishing official diplomatic relations with many of them. The Kingdom of Kush also traded directly with Ptolemaic Egypt, the Middle Eastern states, India and later with Rome itself, being one of the largest centers of steel production in the ancient world. The Kushites also actively waged wars against Ptolemaic Egypt, Rome and Persia, directly anchoring it in the same geopolitical sphere of influence. They built (modestly sized) pyramids, large Egyptian style temple complexes, complex urban centers, employed war elephants (sometimes imported from India), developed distinct writing systems and many more exciting things. Often overlooked in other games, the Kushites would really add some beautiful diversity to an already beautiful game. I believe the Ptolemaic faction should have more Hellenistic characteristics, and its current ancient Egyptian look, would suit the Kushites better, who copied many ancient Egyptian elements in their culture. If you managed to read through all that, congratulations. I thank you for your patience and interest. I’d like to reiterate that I know that many of my suggestions may not be feasible. I just wanted to share my personal dreams for 0 A.D. What I think would make this game one of the greatest in history J
    1 point
  5. So just put a little Frequently Asked Questions section on your Fb page where you actually answer them then when asked again just point them to the FAC section simple for you too. Enjoy the Choice
    1 point
  6. inspired by the age of empires one as well but yeah, I will make three or four more tracks tomorrow
    1 point
  7. I am not from the Spanish Peninsula either (Canary Islads) :/
    1 point
  8. He is used same engine as AoE 2 HD the forgotten and edit in 3D program.
    1 point
  9. Oh I'll look into that. I'll make another bow mesh at the same time i think. EDIT : Archers fixed and commited. Still looking for a foot soldier bow.
    1 point
  10. He said that, and I played the mod. ( the/hey use a pirate version of HD edition ) check his FB : Enkeli Studios.
    1 point
  11. I'm passing this ping on to @fatherbushido
    1 point
  12. Singleplayer campain support for modifications actually got some attention lately. That doesn't mean we will definitely add a single player campaign to the main game but we might. We definitely have a tutorial on our minds though it's not really clear for now what kind of tutorial it will be: Playable single player campaign like, some triggered standalone maps (there are some old ones present but they are not maintained and will not work out of the box so they are not shown by default) or just some tutorial videos. Have a nice stay
    1 point
  13. To remove some templates, you can simply add some DisabledTemplates in the map xml file: that's an array containing all the templates which should be removed for this map. It can be used either for specific player if inside its PlayerData (see an example in scenarios/Death Canyon map) or directly for all players if outside the PlayerData (see an example in scenarios/Belgian Bog map).
    1 point
  14. Not shipped with the game itself for you have to trust the author of a modifications (it contains code) ... and that everyone has to decide for himself. Feel free though to upload your modification to this forum so others can see it through and use it The preferred format would be a zip file.
    1 point
  15. Map: can't remember Players: too sleepy to write a list Description: Game lasted almost 5 hours(game timer) and i was pretty busy with an iberian player. I learnt that catapults can almost be destroyed by iberian towers. the gran finale is epic. 2017-01-07_0008.rar
    1 point
  16. Hi and welcome to the forums. It's probably one of two things either you do not have enough space on your hard drive or the installer is corrupted. How big is the installer you downloaded abnd how much space do you have left ?
    1 point
  17. Take a gander at my old hardware in all it's "crappy glory". Some things I can comment on: Mayorcete commenting STILL plays better than me when I'm focused. My build order is only effective against Petra. His build order is for a more well-rounded game. But I least I learned from him that Skirmishers are a good option against Rome. Hence, choosing the Iberian Embassy. Also, I seem to have the OLD Corinthian Isthmus map. It doesn't look like the one Mayorcete played. So my experiment falls apart. I would love any advice on how I can improve my gameplay.
    1 point
  18. Hi @Isfador1 What you have in mind is not just a map since you also want to change e.g. units bounty and what buildings which units can build. I'd suggest you write a mod (game modification) based on the public mod (the default game content and many game rules) but slightly change the things you have in mind. In general if you like to dive deeper into 0 A.D. see http://trac.wildfiregames.com/wiki For information about mods see http://trac.wildfiregames.com/wiki/Modding_Guide To change what can be build and what can't as well as how much bounty the units grant when killed see http://trac.wildfiregames.com/wiki/Entity Have a pleasent stay EDIT: And for more information about Atlas (0 A.D.'s map editor) see http://trac.wildfiregames.com/wiki/Atlas_Manual_Starting
    1 point
  19. I agree that was bad manner at least and I also agree with how Age of Kings Heaven forum adminitrators handled the issue. I don't agree with "we won" though since IMO it'd be in the interest of our contributors and 0 A.D. in general if our contend would be used widely (obaying to the lisenses that is ofc.). And now the links are removed making it harder/less likely that people can enjoy the work of them (the creators of the mod) and others (e.g. 0 A.D. contributors). (If the links targets are still there in the first place that is...)
    1 point
  20. Can be nice city building mode.
    1 point
  21. Map: Mainland Players: Defenderbenny, Grugnas Effective slinger attack made most of damage, no control of the iron mines made me lose commands.txt 2017-01-06_0007.rar
    1 point
  22. (Please check my answer for errors It was more a quick reply on IRC. Still thanks @stanislas69 for adding this )
    1 point
  23. Q: Why do I have an error when I try to register another account ? A : There is a limit in the number of account you can submit. Generaly one per hour. Q: How can I destroy buildings ? A: Just press CTRL + click when attacking Q: How does trade work ? Q: How does capturing work ? Quote from @FeXoR A : The buldings have "capture points" for all players. If a player reaches 100% of the capture points for that building (capturable entity to be more general) that player gains controll of that entity. Capture points can be gained by ordering units to capture that entity OR by that entity standing inside a players area of influence (the player colored borders). So if you capture a building in enemy territory it will recaptured by that enemy over time. To prevent this you can garrison some units in that building which will counteract the recapturing. (If that building can be garrisoned that is)
    1 point
  24. 1 point
  25. I believe (I may be wrong) that the percentage of resources is the percentage of that resource traded. So, if food is at 43%, then 43% of your exports are food. I think. Somebody please correct me if I'm wrong.
    1 point
  26. I have similar thoughts about the pace of the game. I'd love a game mode where maintaining my own civilisation is more the focus than destroying my enemies. Here are my thoughts, building upon your ideas. Regeneration & Seasons - I've changed my mind about the growth rate for trees, it should probably be the same as fish, growth accelerating in proportion to the current quantity. Individual animals could have a random chance of spawning babies, which would mature with time (luckily, nature runs on a pretty strict clock, so breeding and maturing could be done with global counters, like the seasons). Animals would also have to die of old age (I guess this would just be a random chance during the "death" season). Here's how I see it happening (while trying to keep things as simple as possible): at the start of spring, randomly selected mature animals give birth, at the midpoint of winter a random selection of animals die, young and mature alike (midwinter will become an obviously sensible time for deaths if seasonal weather is implemented). Any newborns that make it through to spring will mature, but maturation is done after births, so these newly mature animals wont have a chance to breed until the following year. The seasons could also effect the regeneration rates of fish and trees: summer being a time of accelerated growth, and winter being the opposite. The spring could also be a time when trees with max wood spawn saplings nearby. This would be a random number of saplings at random positions near the parent tree. The position would be completely random and if there is no free space at that position then the sapling simply fails to take root. This would usually be a "bug" but for this purpose it actually works nicely because it creates a natural rate of expansion for forests, and means you'd want to keep your forests relatively far from built up areas. (Fruit bushes could operate the same way.) Harvest Controls - With these regeneration effects in place, we need to stop our workers from completely depleting organic resources but still be able to order them to be cleared to make space for building. (I went through at least half a dozen ideas trying to think of something sensible for this!) When you assign a worker to harvest wood from a tree, with at least 1/2 its maximum, the worker will gather wood until the tree is down to 1/4, they will then automatically leave it to regrow. Workers will never automatically harvest trees with less than 1/2 capacity. If you assign a worker to harvest a tree that is below 1/2 this will command the worker to clear the tree entirely (which could have a special cursor icon to indicate this to the player). (I toyed with the idea of setting your own percentages to harvest, or even have settings for each worker, but that all seems too complicated.) Potentially, (code gods willing) if you wanted to clear a tree with over 1/2 wood, you could click to harvest and then shift-click to harvest the same tree again, exploiting the already-implemented task queue to automatically give the order to clear the tree once it is down to 1/4 remaining wood (and the worker has stopped harvesting it). (The same rules would apply to all other organic resources.) Growth: Area Effects - I had some ideas about area effects but I'm not sure how taxing they would be on the engine. Trees could boost nearby growth of fellow trees, farms and animals, while all buildings—except the farmstead—reduce the growth rate. This would encourage lining farms with rows of trees, like real farmers do, and planting forests away from developed areas. I don't like this idea any more. Mines & Quarries - We need to make these resources last to keep up with the organics. My suggestion is that each mine/quarry has several layers of resources. To access these additional layers you must research new technologies. The layers could be quite varied in size, so you might, for example, have a mine that at first is very productive but then in the mid-game yields almost nothing, but in the late game yields a huge volume. This would make it important to keep scouting around as the game progresses; new resources could seem to pop out of nowhere because their initial layers were very small or non-existent. Idle Chatter - At the moment, idle workers do literally nothing. My suggestion is to make idlers wander about a bit at their own will and form groups with other idlers and talk to each other (with some little animation). This has the advantage of getting them out of the way of workers, stops them blocking access to buildings, and groups them together so it's much easier to put them all to work. Also, this allows for more sinister mechanics like in my next point. Dissenters & Rebels - If we're going to be focusing on maintaining our own civilisation then let's make things interesting! Randomly (or based on something I haven't thought of yet ) some of your workers may become dissenters; this means they may randomly stop working and go idle from time to time. Dissenters can spread their dissent but only to other idle workers—so keep your workers busy! If enough dissenters group together they will revolt against you and become rebels, their faction will change to "[Your Civilisation] Rebels" and they will either attack you or flee to set up their own base. Rebel factions can do everything a normal faction can, with time you could even become allies with them. There is only one way to quash dissent: you need to execute the dissenters, but executions will give any surviving dissenters an easier time converting idle workers to their cause. Here is the part where you become very paranoid about whether your idle workers are guilty only of finishing their tasks or if they are causing unrest in your city! Maybe you need to keep a closer eye on things and see who is abandoning their tasks. Names - I love games that generate random names for each unit. It really helps to create your own story through the course of a game—and would greatly help in identifying those pesky dissenters. We could have culturally relevant names for citizens and soldiers, and even have special names for our ships. It would add a nice touch of flavour.
    1 point
  27. BOOM Mayorcete here. I told him about this days ago and he says he was part of the 0 A.D. team when it was still a mod for AoE2. Maybe he is talking about that mod about romans? Perhaps somth after that? Anyway. Look at this Rise of History. His team really ended up creating a really nice game with a really nice AI. Also. He showed some egyptian units and stuff. Material I haven't seen anywhere else. I do believe he is very capable of doing all this stuff himself, so I see no need for him to "steal". I do of course see that some of the 2D art comes from 0 A.D. and stuff like that but... meh. I don't really care. Even tho... He said that a lot of things the community complained about where just placeholders. So it is suposed that he took those things at the beginning, yes, but he was going to replace them (and as far as I saw he replaced a bunch lot of material). Anyway, as I stated before I don't really care about who made this or who made that. What I really care about is enjoying and promoting these 2 projects and anything similar I can find. I can tell you I love 0 A.D. and I love Rise of History because I love Age of Empires and your fine work. All I can say is that I wish you could get along and even share the community " I " am building from making video content out of your games. Here is my advice, 0 A.D. team. Talk to each other and try to find out what he did and what he did not do in 0 A.D. or anything related to Wildfire Games. In case he is really taking somth from you to use it on his mod (and in case he is not using it as placeholder for now) just go and ask him for credits. That's it. As simple as that. Now with that said I'm off to record some nice stuff for YT. This very day I'll be streaming 0 A.D. testing that Pompey map.
    1 point
  28. I thought I'd share this with you guys here at 0ad because the concept of 0ad has its roots in AoK. And infact, you could probably accurately say that the pre-0ad was in fact WFS's very own mod for AoK ( http://www.wildfiregames.com/raw/ ). This is a stat editor that has previously only been availible to SWGB and now works with AoK. Both games use the same engine. Pretty cool stuff! Weird thing is, if we had this tool 4 years ago, 0 A.D. as we know it probably wouldn't be a stand alone game like it is now, but instead a mod for AoK. So I guess its a good thing that it only came out till just now http://aok.heavengames.com/cgi-bin/aokcgi/...t&f=9,33863,,10 The file: http://games.build-a.com/swgb/files/GeniEd2.exe
    1 point
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