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Showing content with the highest reputation on 2017-06-19 in all areas

  1. Hey guys and gals, The following project looks interesting and could use your support in backing them. They are making a survival town builder but they focus on the start of citybuilding. You start as nomads and try to evolve your people into a culture. I backed it, I'm curious for the result. LInk below: https://www.kickstarter.com/projects/uncasualgames/ancient-cities/
    2 points
  2. The AI knows it (that's the easy part), but somebody must write the logic to find a good location (what are the requirements for a good position, how far from your borders, how to defend it, ...).
    2 points
  3. Security through obscurity isn't very efficient for an open-source project in any case. I found the methods I linked by searching a not-very-familiar-to-me part of the codebase for 10-15 minutes. If someone would be able to find a flaw after such a small time / effort investment, then it may have sense to improve the validation, and raising awareness about potential issues helps.
    2 points
  4. Now you're reading farther into Microsoft's minds than I am. I'm willing to accommodate one theory for now: AoE copying 0 A.D.'s features. And then both games have their own "DE" versions, albeit way different in meaning.
    2 points
  5. Yeah, uh, hi. Why do you want to know this information? You guys are too friendly to a potential hacker.
    2 points
  6. Trac ticket #4581 is about adding garrison flags to some buildings (like houses). I didn't see a task thread for that so I thought I'd post it here.
    2 points
  7. I thought I'd suggest these changes to make fishing more attractive. Currently it's hard to fish efficiently. The gathering rate is equal or faster than berries (it depends on how far away the fish are from the dock), but only three or four fishing boats can gather at a time (plus a few more travelling to/from the dock), so it's hard to rely on them to support your whole economy. Fishing boats take time to build and after fish are exhausted, they're useless. The fishing boat's tooltip says "Fish the waters for Food. Garrison a support or infantry unit inside to boost fishing rate." I thought that was a nice idea. Military units add arrows to ships, so why can't workers add poles and nets to fishing boats? My tentative proposal is to increase the garrison limit to five units, and have each unit add +80% to the fishing boat's effective gather rate. See D657 for details. There is micro involved in garrisoning units, but since they gather twice as fast as farmers and you can have up to 15 or 20 gathering at a time, I think this should make fishing an attractive alternative to fields (until the fish run out). That in turn should make water control more important, which should lead to more interesting games. People won't have to make as many fishing ships which means they'll have fewer to delete later on. Fishing boats could also be used to transport small groups of units (no cavalry or champions), although that's dangerous since they're slow, have little health and vision, and can't fight back. Let me know what you think.
    1 point
  8. Strange, in my own tests, it built cult statues. Currently the patch only works well for simple requirements like vesta temple. If the Arch needs glory, somebody has to learn him how to accumulate glories, that was not the purpose of D654.
    1 point
  9. If you're developing a complete-information game, then using our architecture makes it logically/mathematically impossible to cheat and be undetected. 0 A.D. is not, and it is possible to cheat slightly, by getting more information than the game wants you to have, because of that.
    1 point
  10. The pathfinder is the biggest problem but the renderer performance is certainly not negligible. In fact, a new render engine is being written (though the development seems a bit stalled ATM) because the current one isn't too fast. Note that the new unit meshes barely have more polys than the old ones, they're used being used more cleverly. How much polys does the new one have (and how much the old)?
    1 point
  11. Now imagine if they announce a brand new AOE4 this fall, which they have hinted at.
    1 point
  12. When it comes to issues, Zach saved the day in an earlier video. What do you mean? I thought there were enough differences: Territorial Boundaries, each "Town Center" and Starting Citizens look unique, capturing structures, units gaining exp, etc.. All of these while *visually* similar to any historic RTS in the market.
    1 point
  13. Civilization meets a city-builder. I would play it, but i feel that they wont make it.
    1 point
  14. Yep. IMHO every single building in the game should be made with this prop point, and also 'projectile.'
    1 point
  15. This looks extremely interesting, very similar to some of my ideas, though I would have technological progression through future tech and into space. Kind of like a 4X, but more planet focused.
    1 point
  16. Yes. I noticed it myself since I watch the replays of my test games. I'm assuming that the AI tries to play with Vanilla Mechanics and doesn't care what mod you put in.
    1 point
  17. Also, I forgot something about the AI, it needs to know that it can build storehouses and farmsteads outside of territory.
    1 point
  18. The early rusher gets the worm.
    1 point
  19. A bit of variation doesn't hurt, does it ?
    1 point
  20. Wow that's amazing! Can you link the museum or sites where you found the Wu Kingdom dao? I've always felt that there is a significant lack of research material (in English) done on Han Dynasty arms and armor. The Osprey books on China I heard are outdated and inaccurate. As a HEMA practitioner, the comparison to 15th century longswords gave me fairly good idea of the sword, actually!
    1 point
  21. I've made a patch for the phasing up, with the delenda requirements in. Could you test it? https://code.wildfiregames.com/D654
    1 point
  22. Hi and welcome to the forums! 0 A.D. uses the same 'synchronized simulations' network model as Age of Empires (and probably some/many other RTS games), you can read about it here: http://www.gamasutra.com/view/feature/131503/1500_archers_on_a_288_network_.php , the second paragraph puts it in a nutshell: So: Each game client validates the simulation state checksum, since any deviation is guaranteed to lead to issues. If they affect simulation -- you cannot by design.
    1 point
  23. I guess Random Maps are a big hurdle to DE.
    1 point
  24. @fatherbushido I don't know if it matches the game quality standards, but anyways here is a new goat. So have fun with it goat zip contains ready to play files source contains reference images, images used for textures, textures, and blends. Goat_Source.7z goat.7z
    1 point
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