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Showing content with the highest reputation on 2017-10-19 in all areas

  1. Guys, I experiment with the local.cfg settings and come up with some good settings to try out isometric view. ; Isometric View view.zoom.min = 2500.0 ; Zoom needs to be this far because of low fovview.zoom.max = 2500.0 ; Zoom needs to be this far because of low fovview.zoom.default = 2500.0 ; Zoom needs to be this far because of low fovview.rotate.y.speed = 0.0 ; This prevents camera rotationview.rotate.x.speed = 0.0 ; This prevents camera tiltingview.fov = 2.0 ; This is what gives the nearly isometric viewview.near = 32.0 ; Near plane distance increased to prevent z-fighting Result: Compare with 45 fov: The isometric view is very easy to see when moving camera, but harder to tell difference in static screenshot. Guys it is like night and day. These setting disable rotating and zooming for real classic feel. I personally think the true 3D 45 degree FOV is better (everything to me in iso games look like they are sliding down the screen, and I think game world in 45 fov look more expansive), but maybe have this for game option in Alpga 20? Should be simple to add and could be fun to showcase when release. Some pros: Some people like this view and might find it easier. I get +15fps in this view. Could help player with low rig spec. Would be even better perf gain if game had alternative asset optimized for this view (back faces remove etc). A couple of problem: Action sounds cannot be heard. Camera zoom is too far away. Distance fog very heavy (again because zoom is very far). Clouds need to be disable in this view too. Anyway can be fun to add for Alpha 20 and maybe capture some of aok audience attention.
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  2. @fatherbushido Word of warning: range, stables, and workshop parent templates are all parented to the barracks template. Once all the art assets are finished, and the cavalry and archers are removed from the barracks parent template, things will look a bit more normal.
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  3. I mean network lag. Since alpha 18 or alpha 19 (my first version was alpha 16 / 17) game is lagging more and more. My ping is surround about 55ms: I think the IPS isnt the problem, the network engine (by design) of 0 A.D. is the problem, i think. There are many data sended betwenn all clients. Execuse me for my english, i am from Germany and my english isnt the best! In newest version the game lags (often) in early game, in earlier versions of 0 A.D. the game lagged, if any, in late game (caused by too much units). But currently it also lags in if you start the game (~15 units / player). So many players leaved 0 A.D. In my opinion there are 3 solutions for this problem: 1. introduce seperate lobbies for different continents It isn't an good idea, if an player from america plays with people in europe. Its also nice, but this causes more lag, because the route is very large. It will be an better idea, if americas plays with other americans and europe players with other players from europe. So we will prevent some lag and less bandwidth. Other games (like League of Legends or World of Warcraft) does also seperate regions to reduce lag. 2. 0 A.D. is hosting games itself I think this option isnt possible, because of its financial price. 3. Redesign Architecture of Network Engine of 0 A.D. Think about an new architecture of network engine, which will reduce neccessary bandwidth and uses more prediction. Also dont send all units and synchronize all units between all clients. Server is chief and sends only neccessary data to clients. So not every client is simulating every game anymore, server is only the big simulator and clients do only prediction. This can maybe increase cheating, its possible, i think. But it will also reduce lagging in many times, because bandwidth usage is lesser.
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  4. The bracket stuff would be overkill I think we should have the basics: Barracks, Ranges - Infantry, Stables - Cavalry, Elephant Stables - Elephants, Siege Workshops - Siege
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  5. I would not put in too much colour though. Dyes were expensive in that time and were generally reserved for wealthier segments of the population.
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  6. LordGood making it shine bright Lacedaemon!
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  7. empires ascendant cuts off at 1 AD with a little wiggle room, its a roman vaulted theater no doubt about it. It'll be a good atlas object when i get around to replacing it but like I said I'm in no rush to do so
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  8. 38. Dunno, try the Art Development subforum, maybe you'll find someone interested there. 39. Either the Game Dev subforum or trac. About the specific suggestions: We had different garrison slot sizes once, it was a mess, didn't really add anything and was removed. Not going to happen, templates are cheap use them. Amphibious is working already (well in SVN that is), it is lacking swimming animation support though (check a certain art request, or find someone else to work on that). Flying is already working, check the plane. Helicopters are currently working if you ignore that they can land, if you don't want to do that you might have to write a little code. Leaping like those Egyptian jackal things from AoM, as opposed to something that's always doing that? Might need a little code for the former, but that shouldn't be too hard. Submarine, already working, same caveat as helicopters. 40. Check UnitAI where CommitResources is used, pass the entity id of the dropsite to it, then in ResourceGatherer decide if the owner of that entity is the same as the current entity owner, if not pass some fraction (add to the schema and read from there) to the owner of the dropsite. 41. Add a new component (or extend ResourceSupply) to have some MaxAmount and GrowthRate (possibly with better names), then check if there is a rate set, then start a timer, kill that one upon reaching MaxAmount and increase the amount. 42. Fix the appropriate gui xml (within gui/session/) to have a higher number for the repeat attribute. You might have to tweak a few sizes since otherwise things are not going to fit. Similar for the structree, except there you have another xml file.
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  9. Their help tooltip had an excuse for tower upgrades being researched at the granary, something along the lines of 'with the onset of farming, villages needed ways of protecting their now stored food from their greedy or desperate hunter-gatherer neighbors, fortifications were erected to ward off these attackers and allowed sedentary lifestyle to thrive blah blah blah' whatever hey, its good enough for me. also towers don't cost pop because they free up your armies to attack. I know you remember that land grab mission, dont pretend you didnt build towers, cheeky, its hell without them
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  10. noooo that looks way more suitable for a spartan wonder. caryatids? gah someone should have told them that doric columns dont have bases, and I'm left wondering if that superstructure is wooden thats an interesting mix of things, could be fun to model just for the hell of it. Your researching skills again exceed my expectations lol
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  11. @LordGood, another thing: Everybody knows the 4 settlements that came together to form ancient Sparta: Limnae, Pitana, Mesoa and Cynosura (actually, I had to google that) But there's a 5th settlement, Amyklaion, or Amykles, site of the sanctuary of Amyklaion and the Throne of Apollo, 5km south of Sparta. You can actually see it on the southern edge of the map I shared in the previous post as Amyclae.
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  12. @serveurix, it's called a Temenos, basically a sacred enclosure, from the Greek verb τέμνω (temnō), "to cut", in reference to the action of cutting off a piece of land by walling it. The term is commonly used in regard to Greek as well as Egyptian culture, where sanctuaries and temples where often walled. It serves a symbolic purpose (separating that which belongs to the god from the rest), as well as a secondary defensive purpose, protecting the massive riches inside the temple from potential raiders (lot's of gold). https://en.wikipedia.org/wiki/Temenos
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  13. New Release: 0 A.D. Alpha 22 Venustas Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 22 “Venustas”, the twenty-second alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No “freemium” model, no in-game advertising, no catch. Top New Features Remake of many models, animations and textures, two new music tracks Configuration-free Multiplayer Hosting Capture the Relic Gamemode Aura and Heal Range Visualization Twelve new maps, including scripted enemies, rising water and a tutorial Espionage Technology, Team Bonuses and Hero Auras Petra AI Diplomacy and Attack Strategies Summary Screen Graphs Cinema Path Editing Buddy System A complete list of user-relevant changes can be found in the changelog at https://trac.wildfiregames.com/wiki/Alpha22. Capture the Relic Mode A relic is a wagon that holds the sacred remains of a great leader. Like to have your armies boosted or construct buildings with a discount? Venture into the unknown and secure these priceless items before they fall into the hands of the enemy! The team that manages to keep all relics for a manually set amount of time wins the match. Spartans guarding a captured relic A Catafalque captured by three enemies (10MB Super-HD) New Graphics Hundreds of models, animations and textures were handcrafted to replace the lower quality art. Together with the improved icons and new main menu backgrounds, both new and experienced players can (re)discover 0 A.D.. Damage Variants and Scaffolding present (only) Carthaginian buildings in new variety: Scaffolding at construction sites (21MB Super-HD) The new unit models bring both visual and gameplay balancing improvements. Here we present the never-seen-before Ptolemian Infantry Champion Pikeman: New Ptolemian Infantry Champion Pikeman (11MB Super-HD) New Music The original soundtrack was extended by the songs "Tale of Warriors" and "Sunrise". You can hear the former in the trailer. Listen to or download the entire 0 A.D. soundtrack at: https://play0ad.com/media/music/ . Lossless quality versions can be found at https://trac.wildfiregames.com/browser/audio/trunk/music/. Configuration-Free Multiplayer Hosting This release of 0 A.D. brings hosting multiplayer matches to the mass of players. It features a new "STUN" option that enables most players to start a match without any prior internet router configuration. STUN option when hosting a lobby match Aura and Heal Range Visualization Mauryan Hero Healer Chanakya (23MB Super HD) Finally players can judge the effect range of aura bonuses and healing abilities of their fighters and supporters. A solid line indicates an aura, while the plus-symbols indicate the heal radius. New Maps Players of the new release will be able to enjoy the game in twelve new worlds! New Tutorial A new tutorial, that can be started from the "Learn to Play" option in the main menu, was put in place to help beginners find their way into the game mechanics. New Economic Walkthrough New Scripted Maps Three new maps come with scripted events that shape the story of each match. On Danubius, teams are separated by the Danube river, which is defended by reoccurring Gallic ships that focus the players fleet and land invasion forces. Each side of the river comes with a Gallic stronghold that spawns attackers until it is wiped out by the players. Danubius (9MB Super HD) On Extinct Volcano, players have about twenty minutes to rush their enemies until the water starts to rise. Attacks and marches will become risky as the water level can rise suddenly anytime. Units below the sea level will drown and buildings become unusable, so you better get the ships ready to evacuate! Extinct Volcano (9MB Super HD) On Polar Sea, there is virtually no vegetation, so players have to use their initial wood treasures and market wisely. Wolf packs reappear from time to time and look for meat. Any kind of meat! Polar Sea (11MB Super HD) Notice that these maps have not been optimized for computer players. New Regular Maps Wild Lake (15MB Super HD) Corinthian Isthmus (4) (8MB Super HD) African Plains (15MB Super HD) River Archipelago (15MB Super HD) India (12MB Super HD) Arctic Summer (13MB Super HD) The Botswanan Haven and Cinema Demo map are not depicted here. To live up to its title, the unique "Survival of the Fittest" map was reworked to spawn heroes, some never-seen units and to become exponentially more difficult in later stages of the game. Espionage Technology After having researched the Espionage technology, players are able to bribe a random trader of a selected enemy, letting it share its vision and thus supply potentially invaluable insights into the enemy's home base. The diplomacy dialog is used to select an enemy and initiate the conspiracy. Team Bonuses Each alliance between players now confers bonuses upon the allies, depending entirely on their choice of civilizations. For example, if you choose to be an ally of the Macedonians civilization, you get 20% more sales when bartering resources at the market. The exact team bonuses can be found in the History section of the "Learn to Play" menu and in the changelog at https://trac.wildfiregames.com/wiki/Alpha22#TeamBonuses. Hero Auras Many heroes' auras were added and rebalanced that require players to decide more wisely which leader to announce. Wish to see what our "Swag" aura can do? Play Iberians and have a great experience discovering new additions at every corner! The details are revealed in the Structure Tree of the game and in the changelog at https://trac.wildfiregames.com/wiki/Alpha22#Heroes. Petra Diplomacy and Attack Strategies Like to play single-player games with bots? The AI bot, Petra, became much smarter this release. It can strategically plan attack and defense strategies depending on the different types of victory conditions (Conquest, Regicide, Capture the Relic, Wonder Victory). It also fully takes capturing into consideration. The economy of the AI was improved as well. Petra now avoids establishing trade routes that cross enemy territory and researches economic technologies sooner. Find a complete list of changes at https://trac.wildfiregames.com/wiki/Alpha22#PetraAI. Team Notifications To improve the cooperation between players, chat notifications have been added that inform allies of tributed resources and researched phases. Summary Screen Graphics The chronology of all military and economic game statistics is now visualized in the summary screen. Track your and your team's progress throughout the game on a graph and derive factors that decided the winner of the game. Summary Graphs Buddy System Keep up with your friends and locate them in-game with this feature. As a host, you can optionally prefer buddies to become players in the match setup and allow only buddies to join running games as observers. Cinema Path Editing With Alpha 22, our map editor Atlas has received new controls to create and edit cinematic camera paths (like the ones seen in the release trailer). Try the Cinema Demo scenario map in the game and in the Atlas to see an example. Consult the Atlas manual for further instructions: https://trac.wildfiregames.com/wiki/Atlas_Manual_Cinematics_Tab. Cinema Path Editor Under the Hood Creating a custom mod of 0 A.D. has become easier. Hobby developers can now add new resource types and match options with a few keystrokes or debug AI matches by simulating many games in a row. The Windows and macOS helper libraries have been updated to resolve security issues. Several ways to cheat in multiplayer games were plugged. If you couldn't play the game before due to a crash, try this release! Make sure to checkout the options page and hotkeys, since new entries were added there as well. Why "Venustas"? "Venustas" is latin for "attractiveness" and was picked to match both the foremost feature of the release (the new models and animations) and the release numbering (V being the twenty second letter in the alphabet). This time we will not ask the community to find a name for the next release, Alpha 23. We have decided that we will name it after Ken Wood, one of the founders, who passed away in 2006. Support Us The work is still in progress and can use every helping hand. You can support us by translating the game into your language on Transifex, contributing art or code or simply by donating. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly over IRC. (The "C" stands for "chat") . Subscribe Contact info for press, bloggers, etc.: aviv@wildfireCAESARgames.com without the capitalized name of a well-known Roman dictator, whose family claimed to be the descendants of Venus.
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  14. It's been years since I checked in on this project. All of this looks amazing.
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