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  1. @Enrique Here is the second version of the Wildfire Games logo. Once we have this completed and you are happy with it, I will continue to write notes about the sound for the game. Wildfire Games Logo Version 2:
    4 points
  2. A @Enrique I will be able to tone it down a bit tonight. I will upload it later with a link for you to hear the revision. Then when we approve that, I'll send the download links that way you guys can use them in your videos for the trailers and other things. I agree to the Licensing I was just unaware that the game would fall under Creative Commons.
    3 points
  3. Hey there! I am a new user. I have only played the game a few times, but I already loved it so much that I made a friend install it. HOW I MET THE GAME: I have always been a big fan of the AoE saga, but when I switched to Linux, I could not download it. So, I searched for an Alternative; When I found a similar game with mods, becautiful graphics, for linux and open source, I could not believe it. I donwloaded it instanlty, and started enoying it a few minutes later. ABOUT ME: I am a boy from Argentina, who loves gaming and open source stuff. Right now, I am really into Linux. I am also a cat lover, but I don't think this is relevant here... I also like to join forums for everything I like Glad to be here!
    2 points
  4. Wildfiregames logo a bit too strong, but awesome nontheless. 0AD Logo sounds incredible. Very nice craftmanship I must say. Are you still interested in contributing to the game or you don't agree licensing your contributions with CC-BY-SA 3.0?
    2 points
  5. Hello there! Okey, I understand. I´m starting in 3D desing, I have not idea xD, but I´m learning with video tutorials and all information there are in 0 AD forums. I think that I have learn too much using the programs (blender and gimp). I´m going slowly but I like it. So, I thank you all helps and opinions. The details are complicated for me, but I´ll try to get better desing. Soon, I will keep working soon on these models. Thank you for you help.
    2 points
  6. Hello, I will be playing some of the game today as I write several notes of which I will have done and posted tonight for us to talk further about the sound of the game. I will also answer all the questions that you have about the curate state of the sound effects, what I will add, and so on. One of my concerns that I have noticed in recent updates for the game is that it reads - “You can even use parts of the art and sound for your own projects…” Sound is a lot different than art is, audio works as a license not an ownership thus there are a lot of legal things you can not get away with like art. If I make things for the game I want it to stay with in the game. Obviously. I know someone could essentially steal my sounds that I’ve created but I realize that since it’s a computer game and contribution to build the game. I have also noticed there is not any sound design for companies logo nor for the game so I did sound for them both. You can watch them in the links below. Let me know if you like them and I can send you download link to download them. Wildfire Games Logo: https://vimeo.com/201169986 0 A.D. Logo: https://vimeo.com/201197558 Thank you!
    2 points
  7. We already have more hotkeys than keys on the keyboard, some are UNUSED. But it's a good thing, because it allows players to chose which keys they want to use. The hotkeys need to become configurable in a new GUI dialog though, as few people go as far changing their config files. After that, we should indeed add hotkeys for specific buildings in my opinion. It should be possible to assign B to barracks without having to fallback to the group hotkeys which have to be reset manually every game. We have to decide which entities will be available though and how they are going to be linked. There are hundreds of units and buildings available, so likely many useless choices. Which identifier would we use (without adding custom identifiers making the code ugly)? How do we avoid distinguishing the civ specific differences (barracks should work for all civs.) One option would be using the Identity.Classes or Identity.VisibleClasses information, but that also contains useless choices, like Village (for all village phase buildings) for example. Seems like we have to add a custom (sub)set of identifiers :/
    2 points
  8. Hello, I am Luke Farroh - I am a professional sound designer and sound editor for documentaries, commercials, and film. I love Age of Empires and would love to contribute by creating sounds for the game. I have noticed in several videos that there are some sounds missing while others could use some improvements. Thanks! - Luke Farroh
    1 point
  9. I get this bunch of bugs is kind of curious I only have a one siege machine but the ballista was able to clone its self upgrading towers the centry model still over the defensive tower, was most bug match I ever seen before.
    1 point
  10. @Enrique Here is the download links for the logos: https://we.tl/3gt370v981
    1 point
  11. Gruesome. I really like them. I may be biased cos it turns out that I made these, so I'm really digging them with such cool sounds haha. Thanks, it'd be great to add them in future videos
    1 point
  12. Probably just a typo. (reported here: https://code.wildfiregames.com/rP19026)
    1 point
  13. It's always urgent when people want to play mods. I need to check why it's not compatible.
    1 point
  14. 1-for now we have Lag on gigantic map, I'm not sure but we can go far to our own maximum size. @FeXoR can help me with that question? 2-ladder to climb walls need a lot of code and modify the pathfinder. 3-many time ago the time decided say no to regeneration, but still open in discuss each time a player ask for that. 4-I'm not sure how difficult can be that, remember RoN isn't a full 3D engine. Our game is full 3D. With sappers we discuss that and its possibly but again another things hard to implement easily. Metal represent gold, silver, iron, copper, bronze. about tunnels. 5-I'm against this, the game is not based in RoN, and that one things why RoN wasn't funny for me, probably implement this broke the meta and take lot of time, if will be implement must be in mods. 0 A.D is based in AoE series, mostly influencies by AOK and AoM. 6- yes I love RoN interface and alerts to but for now no are plans to evolving a new interface, we evolving in A16-17 and previously in A8-9. The evolving his open but we are evolving with our 3D art and create more high resolution icons. 7-that's we call wonders, and have their own real scale compared with our real scale about 2/3, isn't planned change that. 8- one my favorites topic of all the time, the team says no and another guys (like me) say yes, but we must have first many features in gameplay , before implement a monk conversion. Because the game needs several situation where an entity pass for one player to another. I give the technical discuss to you have an idea how hard to implement is it, but will be funny for devs and modders http://trac.wildfiregames.com/ticket/997 Hard copies can be avaible?
    1 point
  15. 1 point
  16. @elexis @fatherbushido @leper
    1 point
  17. I really want to play this mod but I keep getting this error in the console/notification(?) spammed nonstop at the top left and I don't know what is causing it. I also cannot build the structure to the far left of the build panel with the mod. (error I keep getting) JavaScript error: simulation/helpers/commands.js line 267 TypeError: template is undefined g_commands.trainSimulation/helpers/commands.js: 267: 1 Failed to call ProcessCommand( ) global script function Also to get the mod to work I had to go into the mods.json file and turn the 20 in "dependencies" to 21. If that is what is causing the error I am sorry for wasting your time as this was an issue produced by me. Can anybody please help me? I really want to play this mod and the creator (LordGood) told me to try this out for help.
    1 point
  18. @Lion.Kanzen Thanks for the list. Do you happen to have the animation for catapult rock hitting a building? @Enrique How do you like the sound design for the two logos? @feneur Okay thank you. I was unaware it was a creative commons license for the game.
    1 point
  19. Hello again! I have been working in the unit textures. What do you think? About the shield, I will work soon... Thanks
    1 point
  20. So i wanted to have some fun and cause some some chaos, so i started a 8 player FFA game! It wasn't too easy and it also sadly wasn't very chaotic, but i had some amazing battles so that's what counts!
    1 point
  21. I prefer to keep QWEASD for camera movement (or at least WASD, rotating the camera is not necessary)
    1 point
  22. I planned give to him armor and helmet and change background. This a project I have many years ago. he need wear military costume.
    1 point
  23. Hello Luke! Welcome to the forums! Indeed you noticed right, we're in need of someone that can help with the sound area of the game. Do you have any examples of your work? or would you like to make a test sound for us to hear your craft? I'd be really interested if you could try the game a bit and hear your thoughts about the current state of sound effects in the game. What would you add, what would you change, what would you think it needs more improvement etc...
    1 point
  24. It's possible to make units consume food right now with a negative trickle. Unfortunately the total food goes negative and it does weird stuff with food costs of units and technologies. I have tried it.
    1 point
  25. A mysterious civilization inhabits the jungles of 0 AD...
    1 point
  26. Hey, thanks for your interest! This is planned, but it's not as easy as you'd think. That actually sounds like a pretty good idea. We've been thinking about this a little more, but I don't see big changes coming. We have been quite unable to figure out how to implement formations. Don't expect too much on that angle for now. This would be possible but there's a few limits: -size of the Javascript memory - some maps already run into this, I've been thinking about making it configurable for people that want more. -it would lag horribly. I don't think we can go realistically beyond 200/300 units because it would become unmanageable for the player.
    1 point
  27. Hi First up a big thank you for putting so much effort into this game looks very very promising to say the least ! I played the new patch now and have a few suggestions that might be too far fetched and a few questions. I hope these are mostly new ideas since i didnt had the time to read all the pages but i read the past most current ones. Setting asside lag/lag with a lot units selected/ pathfinding which sadly exsist but i know are hard to solve atm and take time i have great fun playing. Suggestions 1. Unit waypoints/facing direction I saw Waypoint for units will be added next patch so i think can the waypoint also show the position of the units? For example in Empire earth you could click to a location and it showed the dots where every unit will stand could make it easier to position the units even in formation to make sure nothing is in the way of the formation when units arrive. Also a arrow to give the units a specific direction to face once they arrive would be good. Like the way with buildings atm. You click them and when not leeting go from the mouse you can drag the mouse so the building changes the direction it faces. Could the same be done for unit waypoints? Like you click on the destiantion and waypoint appears but you wont let go of the mouse and drag it around so an arrow appears that shows the direction the unit will face once at destination? That would be really helpfull 2. Garrison in walls It feels like the units on top of walls dont have extra protection. Maybe i am wrong and they have but it felt like a normal unit. Could they get a big defense bonus against pierce(javelinthrow and arrows)? That would make it useful to garrison them in the wall-parts otherwise you just put them behind the wall which looks strange. It could also be done via a technology maybe researched in the walls itself? 3. Buildings/Bulding range Can it maybe possible to build towers/fortresses and gatherhouses outside of the bulding range? And make the city circel when all upgrades/research for bigger range are researched smaller?(also no building should give more area to the building circle)This would put more focus on walls and defending the buildings you have in this smaller area rather than just build everywhere and would be more in line with the realistic direction the games is going imo. This way towns wont get as big(and will be more like a "town/city") and it wil promote forming real cities. The resource gatherthings/towers/fortres give no new territory but can be build outside. That would make it interesting since you can grab a lot of rescources but so does the enmie which leads to battles over resource fields and you dont have to spam towncenters to expand. You can ofcourse build a towncenter at the rescources rather than just a rescource gather-house so it wouldnt impact the gameplay much in that regard rather than just that the possible reach of the towncenters is reduced so it feels more like a TOWN center rather than just a thing to grab the land and with 2 TC almost own 50% of the land of a smaller map. Another way to achiev this could be controlled area range and bulding range are 2 seperated things. For example the range that you controll stays the same but budilings can only be build in a square radius around a TC which is considerably smaller than the controlled area. In that case towers/fortress/gatherhouse could be build inside the controlled area and all other houses only in the dedicated building suqare around the TC( Square because all buildings are suqares too to make it easier to use the given space) 4. Resource richness I read something similar before. A gamemode where the stone/iron have almost unlimited gather potential and maybe the wood has a lot more aswell maybe 500/1k for a tree? i dont know but a lot more. That would also mean the maps should have less singel trees hanging around but rather thick big forrest one near each starting point(not directly at the towncenter rather a small way out) and on other places of the map(which needs units being able to go through them without getting stuck maybe making the forrest for these kind like the ones on Delenda Est Mod) Everyone starts with 1stone1 iron source each and other than that iron/stone nodes are very very rare maybe just 1 other iron and 1 other stone source on the map even if its a gigantic one (not close to each other just 1 singel iron and way somewhere else 1 singel stone) This would set a very diffrent focus of the game. Rather than rushing for land this one is focusing on defending the town with the 2 nodes you have and then battel for the other resource. Since its unlimited nodes everyone can build armies but just as fast and big as the gather rate allows. The one controlling the additional nodes will have a advantage but since everyone will try to take it from him it can make for a very itneresting FFA games with alliances that will be made/broken. 5. Go to Attack move Can the ctrl + move command for units be polished? It seem to not work most of the time or just works poorly. Also if it would prioritize enemy units or maybe only be against units that would help. SO these are just a few things that came to mind while playing. Hope it helps and maybe someone has similar/better ideas for similar stuff 6. Break Formation Often it seems like the No-formation button is not working at all(its more of a bug than a suggestion) But couldnt the formation break in terrain that it cant be sustained everytime? Meaning if a phalanx runs around houses the formation would automatically go to "No-formation". Potential Bonus stats from formation are lost in these types and can only be brought back when the unit reaches terrain where it can form the formation without interruptions. How fast it breaks can vary for example a phalanx(very close formation) breaks easily when terrain wont allow and battle line formation can endure a bit of uneaven terrain until it breaks into No formation.When formations will give big advantages over No formation units this will add a strategic component to choose the right battlefield also it can give civilisations that maybe dont have as strong formations an edge when everyone fighting with No-formation maybe they get a small bonus for not using one(only posssible of the rest is implemented correctly in the game) IDK if this is even possible..its maybe just food for thought. Questions 1. Formations/tactics I read a lot about formations and flanking, auras, chrage bonus, moral ,battalions forming and so on but it didnt quiet seem to have gotten to an end? I see Auras will be come next patch but besides that will Formations give more bonus to units and what is the stance on a set amount of units form some kind of singel unit(singel healthbar etc to minimize lag maybe)?Wouldnt this also allow for much more tactical thinking in a fight when these "singel-big-units collide but when the unit is figthing it cant break from the fight that fast to react to stuff the enemie does. Will there tactics similar to for example Total war games just adapted to which is doable in an RTS? IMO it would be awesome to have more tactics than just rock paper sicssors type like most rts have. 2. Map size Could there even be a bigger map size than Giant? is it possible to make one(with editor or so)? 3. Unit limit. I know its hard to predict but what are the hopes regarding to populations when the performance is working as intended? Thanks for reading if this wasnt too long but these are the sugesstions/questions that came to my mind while palying.I would like to see what others think about these things. And thank you again each and everyone devoting their time to make this game happen!
    1 point
  28. Make a Desktop shorcut for Windows version
    1 point
  29. Oh, I recently just bought Empire Earth, expecting it to be good... well, imagine my surprise at being forced to create 'Macemen' and 'Stone throwers'. I really don't care if they have hard-to-remember names, but really! Also the learning campaign is good and easy, but the real campaign is at least 500% harder. Gradual difficulty levels (and also adjustable difficulty levels!), please. Oh, and a couple more ideas: 1. It would be nice to 'macromanage'. You tell your builders ('villagers' is a fine name) to focus on, say, Military, or Economics and they accordingly build by themselves, concentrating on Barracks or Farms or whatever. Let the AI take care of the gruesome details. Of course, for veteran RTSers, you must include the option to micromanage as well . 2. Somewhat related to the previous one - many RTS games take a long time to complete - sometimes exceeding 2 hours. Now, for the people who have time to play games all day, that's fine, but I'm pretty busy, so you really must have an option to save multiplayer games, and also maybe an option, pre-game, to start out with a nicely built base. Nothing really advanced, just have, say a couple levels of pre-build ('Basic economy', 'Simple kingdom', 'World power'), with according pre-built buildings (Town center, some farms; Farms, barracks, some research; Barracks, archery range, stable, some more research, maybe a small expansion). 3. In the spirit of the game Galactic Civilizations, make small updates (patch-style) to add new content to the game. New campaigns don't have to come in expansion packs. 5 MB upgrades to the game, with some new campaigns and stuff, would be great. Considering this, you have to make your map format pretty effecient. Or use ZIPs. Either one works, the second's easier... 4. Don't parametricize (sp?) everything. Example: Infantry - 15 Attack, 12 Armor, 23% damage reduction. Damage reduction = Defense * whatever. Damage = Attack * damage reduction. That gets boring and too AD&D-ish. Make the units less effective as their hitpoints go down. The player shouldn't have to see all this (control panel: Attack: 15 - (23% of 15 for damage reduction) - (15% of 15 for damage) + (10% of 15 for bonuses) is not good). 5. Make mines (resource locations, ...) fairly abundant. For example, WarCraft III uses gold mines. They each have a fair amount of gold, but there aren't many. StarCraft uses mineral deposits. In maps, they are clustered, but you can make single ones or small clusters on your own maps. Also, don't be like Empire Earth and give lots of resource locations, each one having 500000 gold/stone/iron/etc. Farms should run out like AoK, and like the exp. they should be automatically rebuilt. Of course, the rebuilding should cost 90% of the initial cost or something. There is no such thing as a free lunch . 6. Garrisoning units is nice, but don't allow too much of that. For example, AoK let you put villagers in town centers. Unless you are the fastest AoK player in history, don't expect to rush a base within the first 5-10 minutes and win. WarCraft and StarCraft had pretty HP-fortified town centers, but they couldn't attack or anything. Rushes here were effective. Another game that I have, Star Trek: Armada, had starbases which could only be brought down by 4-5 of the main attacking unit (i.e. Battlecruisers, ...), because they could attack and did tons of damage. Rushes were still a strategy, but very ineffective. 7. Make some powerful units! AoK was a large-army game - you had many small units and amassed a large army. Not that that's bad, but you can put gods or something and you can summon gods during battle to do tons of damage or something. I am a defensive player, but I don't like sitting there for 1/2 an hour waiting for my army to form, when I know I have already won. 8. Relating to the first one (sorry!), the AI should be able to create villagers (or a less useful worker unit) when needed (i.e. you are running low on gold (in relation to the other resources), the AI should build some units to mine gold). Also to make bases look cooler, you can make lesser worker units and have them go around carrying water or food or something. On the same note, some kind of automatic water carrier and food carrier should carry stuff to the houses. If a house doesn't get food/water for _ time, it becomes 'abandoned'. This way, choking a base's supply lines is a viable strategy, and so even if the player has another resource mine somewhere else, they can't get them to the houses at that base, and it dies off. Well, sorry for the long list, but I feel inspired today .
    1 point
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