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Showing content with the highest reputation on 2017-05-16 in all areas

  1. @balduin: as long as it's only being used as reference it can be any license. However, when it (or parts of it) actually will be used in the game it should be a CC-BY-SA or CC0 or something
    3 points
  2. Here's some suggestions I have for the game. I've tried to avoid obvious ones (like improved pathing), but probably many of them have been discussed before. BUGS (1) When constructing buildings, workers should add a certain number of hitpoints to the building each second, but instead they add the floor of that number. This makes buildings take longer to complete in a lot of situations. For example, one unit building a 1000hp defense tower should finish it in 150s. But instead of adding 1000/150 = 6.667 hp to the building each second, they only add floor(6.667) = 6 hp each second. So it takes them 1000/6 = 166.7 seconds to finish instead of 150s. If you've ever just barely failed to finish a tower or fortress or something, this might've been the reason why. The worst example of this is in building a civil center. It has 3000hp and takes 500s to build, which is 3000/500 = 6 hp/s. With ten women, they each build at a rate of floor(6 * 10**0.7 / 10) = floor(3.007) = 3 hp/s. All together that's 10 * 3 = 30 hp/s, so it takes them 3000/30 = 100s to finish. However, with eleven women they each build at floor(6 * 11**0.7 / 11) = floor(2.922) = 2 hp/s, combined 11 * 2 = 22 hp/s, so it takes them 3000/22 = 136.4 seconds to finish. So in this case, adding an extra woman to help "speed up" the building process actually slows it down by over 30s! I think this occurs in the following line in "public/simulation/components/Foundation.js". Is there a reason to use Math.floor? var deltaHP = Math.max(work, Math.min(maxHealth, Math.floor(work * this.GetBuildRate() * this.buildMultiplier))); (2) Workers drop off resources at the nearest drop site, but it seems that "nearest" is calculated using the distance to the center of the drop site instead of the edge. Can this be changed, or is the calculation too complicated? (3) Units stand in a square formation to attack buildings, why? They can attack from a circular range but instead walk closer. IMPROVEMENTS (4) Can we have a hotkey to cycle through buildings where we have units garrisoned? We currently have one to cycle through idle units, but garrisoned units don't count as "idle". More than a few times I've put women in houses to protect them from raiders, only to forget about them for the rest of the game! You can have units garrisoned inside allied structures, so the hotkey should cycle through them too. (Also, houses should get a flag when units are garrisoned inside.) (5) Can we have a hotkey for the town bell? (6) Can we control which units towers, etc., attack? I'd like my tower to focus on the opponent's tower, rather than also attacking their houses and fields. (7) Can we let women and worker elephants place the foundations for every building? Right now it's annoying to select a man chopping wood, have him place the foundation for an outpost or house on the other side of my base, click back to wood so that he doesn't move, and then select the woman or elephant to go actually build the building. It's a lot of unnecessary micromanagement. Either let women and elephants build the foundations themselves (my preferred solution), or if you don't want women building barracks or whatever, then don't allow them to build them period! MORE ANNOYING THINGS (8) In order look at unit stats (to check if your opponent has blacksmith upgrades, for example), you have to stop your cursor over the shield icon and then wait half a second for the tooltip to pop up. I'd like it if that just popped up immediately while you're hovering over the icon. The half second delay is annoying enough, but because I use a pen rather than a mouse it's actually hard to stop exactly on the icon. (9) There's only 13 civs if we count random, do we really need a scroll bar? Also in replays, can we make the player drop-down menu wider (when there's room) and longer, to again remove the scroll bar? (10) In the lobby, can we select and copy chat? There's conversations or links I want to save, but I have to settle on taking a screenshot. EXTRA THINGS (11) I don't know how complicated it would be, but I'd like to see corrals treated different in the summary page. Currently, if you make one sheep you're credited for one unit created, 100f gathered and 50f spent. This is technically correct, but in the game you're at the same point as someone who's simply gathered 100-50 = 50f from berries, and their stats are 50f gathered, 0f spent, with no units created. So instead I'd like sheep to be ignored in terms of "units created", and for them to count as -50f gathered rather than +50f spent. So after one sheep they'll have zero units created, 100-50 = 50f gathered, 0f spent, the same as the berry player. In this way, the unit and resource statistics will be comparable between those who use corrals and those who don't. (12) I'd like "random" civs to be a 1/12 chance of each one, rather than the current 1/9 chance with briton/gaul and athens/mace/sparta grouped together. I think this is it for now. I'm looking forward to Alpha22!
    1 point
  3. No sé si ya estará terminado , pero parantemente esa característica vendrá en A22. Yo me subscribí al ticket para verlo.
    1 point
  4. That guy was one first to make a proposal mod, part of his work inspired the creation of Aristeia.
    1 point
  5. This sounds a lot like the Templates.js file being outdated: https://github.com/JustusAvramenko/delenda_est/blob/master/globalscripts/Templates.js Didn't delenda est have an issue with that some weeks ago already? Why is a copy of that around to begin with? If you need a new function, add it to a new file. If you need to change an existing function, tell us and we'll see what we can do to make 0ad work better with mods.
    1 point
  6. 1 point
  7. Of course aoe2 and aoe3 are completed polished games. It's the polish that 0 a.d. is lacking. The animated arrow thing when task the unit. The flash of the targeted objects. The sound effects. The graphical chat effects.
    1 point
  8. The graphics definitely looks like 0 A.D. in its early 3D stage. In terms of gameplay, though, I'm beginning to understand why AoE2 and AoE3 are still ahead.
    1 point
  9. Wyrmsun? To Pyrogenesis? Now THAT I'm looking forward to.
    1 point
  10. See https://trac.wildfiregames.com/ticket/72 and https://trac.wildfiregames.com/ticket/108 That sounds like great news, how many people are working for wyrmsun atm ? I hope you'll succeed migrating your engine. We will all benefit from this. EDIT: Anyway If you need anything you could ask me. I'm sure @Itms might be able to help too / might be interested in that kind of collaboration,
    1 point
  11. There is a chance that hosting without having your ports forwarded will be possible since the next alpha release (https://code.wildfiregames.com/D364).
    1 point
  12. Nice art and research you've shared! I totally support introducing the kingdom of Kush into 0 AD. I'd even go so far as to say it should be added to the base game. BTW I am the artist of a couple of the pictures you shared on the last page, and I'm thankful for the attention. Here are a handful of more recent images of Kushites I've produced:
    1 point
  13. Changelog Uploaded ptol_isp_b and ptol_isp_a textures in the first post Removed Athenian alpha shield patterns (I will upload the revised textures soon) Ptolemaic Dynasty - Egyptian Native Pikemen
    1 point
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