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Showing content with the highest reputation on 2017-05-21 in all areas

  1. In the pictures below I ctrl-clicked to attack the cc. The top row shows what usually happens, with units in the back walking around to their place on the ends. But in the bottom row I ctrl-clicked a second time while they were walking around, and the units stopped in place and started attacked the cc. So the units in the top row are definitely in range, but for some reason they walk around to their position on the square before they start to attack. I think currently units are within range if the center of the object is within range? And maybe that's going to be changed in D13 to if any part of the object is in range? That's my understanding. In the first case, the units should line up in a circle around the cc, and in the second case they should line up in a circle/square hybrid, in straight lines parallel to each side, but then 1/4 circles around each of the corners. Playing around in the editor: Archers actually line up in a circle like they should! Slingers and skirmishers line up in a square like in the picture. Hmm, playing around more: Attacking a barracks instead of a civic center, slingers will line up in a circle too! But skirmishers still stand in a square. Skirmishers will stand in a circle to attack a house though. So maybe it has something to do with how the building's "radius" (whatever that means) compares to the unit's range? I'll make a ticket for this. For the other things on my list, I searched for old tickets that mentioned them, and only made a new ticket if I didn't find anything.
    3 points
  2. The unit actor uses the pouch prop created by Stan which was posted at the Hellenic texture overhaul topic. Textures (WIP)
    3 points
  3. When a force of enemy troop try to capture my Civic Center, they couldn't capture it because of the number of garrisoned defenders. So, the attackers switched from capture to attack instead. Very nice. @mimo May have been in the logic for a long time, but it really showed this time. They would capture it by about 5% but my defenders capture it back to 100% every 5 seconds or so. The attackers were all like, "Screw this!" and switch to destroy instead. Very nice, something a human player would do.
    2 points
  4. I know that the colors are oversatured ingame to easily distinguish teams, but I love the more realistic muted colors!
    2 points
  5. I think I might know what the issue is. You haven't specified the Promotion tag (which templates it promotes to after collection enough XP) You can do two things: 1. Specify a template: <Promotion> <Entity>units/athen_infantry_spearman_a</Entity> </Promotion> 2. Disable promotion: <Promotion disable=""/>
    2 points
  6. @stanislas69 good points about double-checking licenses for individual files and reverse image search, but initial filtering by license might still be useful to get some set of results for a more careful "manual" check. The proper filter is "free to use, share or modify, even commercially", it should filter out non-free-cultural CC ND / NC licenses (see https://creativecommons.org/share-your-work/public-domain/freeworks/) and their non-CC analogs.
    2 points
  7. Even the clothing styles were Hellenized, I see. I was thinking of more traditional like the one above. If that is so, that will be easy, we will just have to change the skin tone of the textures below and remove the sleeves (Very quick to do, I have clipped layers for changing skin tone and removing and extending cloth length)
    2 points
  8. I saw the posts abouts the license earlyer but i fall asleep, and now i have started working on the drakkar modeling from the "viking_longhsip.dae" file, this is what i have made yet. i will be adding seats, shields, and a bit decoration.
    2 points
  9. Select building and then Ctrl + right click on that building.
    2 points
  10. 1- We need an indicator for minimap, For now nothing complex, (attack here, help here, etc..) just something to indicate. 2- I would like to see the units come out of different points of the constructions as indicated. They are always coming out ahead, this can sometimes be delayed (if you have only wood behind the CC, it takes a lot longer to get around), and also prevents you from ambushes or fleeing enemies that are around the building. 3- One thing I really miss, is to be able to create units and leave them inside the building as soon as they are ready. Currently you can not do this, they leave the building so you can put them in later, and they can often die carelessly instead of protected. 4- Rabbits should be domestic like chickens. Its very very hard kill them with horses range, are very small, and need more than one attack. I do not see any player hunting habbits, is very rate. They should be hunts like chicken. 5- What I'm going to put here seems to be something of no value, but I missed it a few days ago, and I'll expatiate because. As you can see in the picture, most games have an indicator of where your unit will move, after your click, at 0 a.d we do not have this, I never felt lacking to be honest, but days ago I was having problems in my Mouse, right click, then sometimes it ended up not clicking, so I got lost several times, (there were not few) because I thought I had clicked and had not, as we do not have the indicator I had no way to know. I relied on the audio, okay is a good indicator, but have you stopped to think about possible deaf users? I think an indicator would really be very useful, especially for users with possible hearing problems.
    2 points
  11. I suggest d this the first time a test the game, but now borg- have reason.
    1 point
  12. Yeah spec is planned. I don't think the feature will make it before feature freeze sadly...
    1 point
  13. Thanks for using the pouch @wackyserious
    1 point
  14. Reminder (Random order): Alpine Lakes: Unfair expansion mine distribution Alpine Valley: Unfair player and expansion mine distribution Amazon: There are some puddles (thanks fatherbushido ^^). Maybe lower water level slightly. Anatolian Plateau: IMO needs slightly more trees or at least decoration and strengthened elevation Belgian Uplands: Make it round. Adjust environment settings to be more bog like. Maybe increase elevation. Add spots (Groves, treasures, ruins, mist, ...) Caledonian Meadown: Forests grow into bases (Player bases height adjustment need to be done earlier) Cantabrian Highlands: Aren't the plateaus to small? Corinthian Isthmus: Water settings seam strange (at least in my system, feedback very welcome!) Deep Forest: Center cliff texture could need smoother transition to surroundings Empire: Better name suggestions? Guadalquivir River: Smooth delta, maybe make river more curvy Gulf of Bothnia: Uhm, there are seeds where the gulf is frozen. Really? Well, I guess it's fun x) Harbor: Remove Iberian walls or grand players more space Hell's Pass: Sharp transition from player base texture to surroundings (solve e.g. by using layered painter) ... Also Atlas reports warnings and errors when generating a random map without triggers if a random map (or any map?) with triggers where generated beforehand.
    1 point
  15. I agree this is an important feature to have Looking forward to the proposals!
    1 point
  16. I wonder if we can use an animated model and make it pop on each click.
    1 point
  17. Nearly done with the drakkar, only have to adapt the uv's and make some adjustments (Mabe it should be called busse or skeid) (Nevermind i forgot if it had dragon head mastif, then it will be called "Drakkar")
    1 point
  18. @niektb - sorry for the late reply, buddy. Yes, I still have the document. Here's the link: https://www.dropbox.com/s/g6hwc2k81h430k4/viking research.pdf?dl=0
    1 point
  19. Me gusta. @LordGood @Pureon if you read this. Please take a look of wackyserious work.
    1 point
  20. Without Ctrl you reset the rallypoint. Ctrl always stands for garrisioning
    1 point
  21. Some images from. https://issuu.com/vantilt/docs/romans_preview -------- Late Romans
    1 point
  22. Can be capturable like AoE series. @elexis can be nice for A23 start with capturing and conversion. Yeah the other methods described in that ticket.(#997) 5- move animation. I think is time to open a task.
    1 point
  23. When searching images using google, which of the four license filter should I use?
    1 point
  24. Thanks @Andrettin for clarification
    1 point
  25. Unfortunately, that license is only free in the sense of "at no cost", but not in the sense of intellectual freedom. It is not an open-source license, and unfortunately isn't compatible with CC licenses. The license is very explicitly anti-open-source; to quote from the website: "Redistribution: Most uses (including games made with Unity and Unreal) are acceptable for redistribution because the 3D files are part of a larger creation and not in an open format. Giving away the 3D model file itself is not allowed."
    1 point
  26. @jonbaer There is no a phase notification rP19445
    1 point
  27. 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
  28. 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
  29. Pick the one you want sele_hero_helmet_seleucus_nikator_v2.7z
    1 point
  30. Wowgetoffyourcellphone: that's what I'm saying, yes. I definitely agree with you on the AoM-like screen, though it would be good to have all civs in one screen and no scrolling, so maybe have smaller shields. But that's implementation details.
    1 point
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