Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2017-03-14 in all areas

  1. This isn't a real problem, to an extent. Sufficiently skilled players will not get into mosh-pit engagements, because that's not really efficient, and will hotkey/select their units by types to micro them even if they don't know where exactly they are. Targeting the enemy unit can take more than 100ms since you'll need to think about it anyways. This is obvious when you see AoE 2 expert players. It's also always easier to count your units by selecting them all and seeing the number the game gives you than trying to count them (likewise with health and health bars). If your games has formation fighting, it's basically irrelevant because you don't need to recognise units instantly, it's not a MOBA. Finally, comparing still images is ignoring animations entirely, which are a key component of recognising units at a glance. I think I remember the original thread that was written about recognising things, and it was more about buildings looking too different across civilisations than it was about units. 0 A.D. also has a problem with seeing units/entities at all, not specifically differentiating them, as they tend to blend in the terrain too much.
    3 points
  2. 1.) Open the actoreditor.exe located at your game file directory inside the binaries/system folder, I use the SVN version so my path would be (0adsvn\binaries\system) 2.) Using the Actor Editor open the .xml actor file that you wish to modify. 3.) Below
    2 points
  3. Having played Aoe3 competitively for some years, I can say for sure that it didn't have such problem. Units are easily distinguishable. And units selected in a group move and attack in formation automatically. So there is no clumping of units. For 0AD this is real because of realistic art. Most units look similar from a distance. And in absence of working formation are clumped together. An implementation of Soft or Hard Battallions will only go half way to correct this. Instead of modifying artwork, we can have a floating transluscent spear, or sword or arrow over the centre of a formation. To indicate the type of unit. This will preserve the realistic and beautiful artwork and still make gameplay smooth.
    2 points
  4. Go to the options screen and change any option and save. Language selection should work afterwards.
    1 point
  5. Atlas is not a separate project it is part of the main engine code pyrogenesis you run it directly with a command line argument there is no atlas.exe only pyrogenesis.exe does that start if so you can switch to atlas from there. Enjoy the Choice
    1 point
  6. A small development update on the 512x512 texture upgrade (A, B and C are 256x256s which I did a few weeks after my last upload, The one in the left is the latest 512x512)
    1 point
  7. True. 0 A.D. was the prime example given. He also said (in the same article) that AoE3 fell into the same trap. And Starcraft II was more successful in this area.
    1 point
  8. Muy bien. Se me ocurre otra cosa que es común en tiempos romanos. una litera
    1 point
  9. The ones in my screenshots uses object color, an option in the actor editor which allows you to assign a color to the alpha channels. The game uses player_color as a standard, so that you can easily distinguish the ownership of units in the game. In-game player colors are highly saturated to make it very noticing to the players. You can create a mod for personal use that utilizes the object_color option, just like what I do. I assign multiple object color variants just like what I did in the screenshot below Notice that the clothing colors are different? They use object_color variants, while I left the shields as how it was, using player_color so that I can still distinguish which units do I own in the field. I hope this helps.
    1 point
  10. @drsingh I don't have the patience to write another essay. I'll just leave a handful of comments there: 1) Warcraft III has a Bnet playerbase of ~6.000-10.000 players per day in europe alone (Northrend server). Voobly AoE II has ~1.000 - 1.500, worldwide. AoE II HD has a community consisting of 8.000 players on average atm (increased from 5.000 with Rise of the Rajas Add-on). In the past Warcraft had several hundred thousands of players. Saying that AoE II has a bigger community than warcraft is simply wrong. 2) Warcraft has a lot of gameplay depth because of its hero concept, with items, hero combinations and their unique abilities. Although I agree it's adifferent game, I never said that 0 AD should be like Warcraft. All I said is that 0 ad combat with single unit micro is not as rewarding as in Warcraft III because of how the unit production and unit ingame value is different. 3) Again to your "balancing math". Dude. Soldiers either attack, or they idle. In 0 AD they either attack, idle or gather resources. Now you have 3 options in 0 ad: - Attack : pretty stupid idea with a single soldier in 0ad because individual units are weak - idle : idling never is a good idea, even for military - gather resources : oh look, it's better than idling and less risky than attacking. I'll go with that one! Yes, there is a payoff, that's how economy works. Initial cost as negative value + generated income over time = timeline when something generates profits. So, Women : Investment 50 food, gather income 0.8 50f/0.8F/s) = 62.5s to gather 50 food. Soldier : 0.4 gather rate food = 150s if he gathers food himself + 75 seconds for metal. = 225s (~ 3mins) total. In THEORY. Now 3rd option: woman gathers resources for the soldier: 60f/0.8 = 75s + 100s metal = 175s - already a full minute difference. In direct comparison becuase soldiers can gather aswell, you have to see the cost difference, which only is 10f and 30 metal. 10 food = 25 seconds of gathering, 30 metal = 75. Only 100 seconds for a soldier to payoff itself. However, each woman mining metal is not collecting food (which she does much better). So leave mining to soldiers. 75s for metal. + 75s for food from women = 150 villager seconds. Each soldier makes your economy better, even though he should fight. It's stupid. 4) one more thought on "Citizen Soldiers": I'm going the other way around this time. If you insist that it's such a great feature that offers so much to the game, please go ahead and write up reasons why it's such a great concept that completely defines the game. I'm sort of eagerly awaiting the argumentation. 5) Battalions once more: @wowgetoffyourcellphone @drsinghBFME series HAD single units. It had gatherers (orcs from lumbermills). Those were single units. Builder units were single units. Heroes were single units, Berserkers, Mumakil, Trolls, catapults, rams, siege towers etc. were all single units. I don't see a general problem with having single units within a battalion system per se, as long as it makes sense. Single gatherers make more sense than having a single slinger. Just like Wow said it's possible to combine both aspects. I'd use pairs of gathers instead of single ones, but oh well, it doesn't matter that much actually. It's more important that the fighting units are hard locked formations instead. About stuff like creation time: seriously, who cares? It's just a number that can be changed within a couple of clicks. Put in 120 seconds if it pleases you. Or 60. Or 80. It's completely up to how fast the pacing is intended to be and can be adjusted without any problems. Hard locked formations simply allow a dynamic combat. Single soldiers are a micro clickfest. Imagine a drawn out battle between players. In 0ad you have a manspam train with reinforcement soldiers traveling to the battlefield one by one. How is it possible to utilize a formation properly if you have to constantly select your original formation (grouped with number key) and then keep adding soldiers to it, which then can't get into formation anyways? With a battalion your reinforcements arrive in an ordered manner and thus allow formation bonuses much better than single units.
    1 point
  11. I feel like CCs should only be able to make a basic spearman or swordsman, and everything else should be in the barracks, with the barracks possibly producing a level-2 version of the basic unit by default (or treat the CC version as a level 0 weaker unit or something).
    1 point
  12. The repository can be found here: https://github.com/0ADMods/terra_magna The ModDB page of Rise of the East will be altered for the Terra Magna. Rise of the East's subforum will also be altered. Yet, for a proper transformation I need some things like a logo (which is in progress) and a few showcasing screenshots (there is a showcase scenario being made). As soon as I have everything I need I will perform the official transition from Rise of the East to Terra Magna with an announcement and everything (I want to introduce the transformation properly)
    1 point
  13. Weapon toggling is too much micro, well then why even bother with RTS games? It wouldn't be much different from packing/unpacking siege weapons, which we already have.
    1 point
  14. Later period, at end of the dynasty, but interesting video.
    1 point
×
×
  • Create New...