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  1. I've made some stuff, and it works, but it has hacky code, because we don't have a clear way to add custom matrices. So, I need to refract & test it. I think I'll post a diff to phab after refractoring to someone will be able to test it too.
    3 points
  2. Do you plan to make archery range, stables, etc. for each civ? Even if not all civs need them, they'd still be good to have for mods or scenarios.
    3 points
  3. I have indeed worked on changing the more options window since it is too small on min res (screenshots are at 1366x768, so at least min height, which is the problem here mostly). Notice the problem will grow worse when we add more options to the screen. For solving that I created with some hacky code a number of options for solving that, after a some discussion and some more code the the picture below matched our taste best (ok we did say the gamedescription and the tabs should exchange position and probably the two columns also, but those are minor things): However the downside of this approach is that "< elexis> its just asking for scrolling unfortunately". Also since then study and stuff took over so my coding time was limited and the work got stalled a bit. Attaching two more proposals made: remove the more options button and make all tab button toggle the screenon that tab, the buttons in the window could ofc also be removed and stuff. Notice no duplicate buttons, but lots of clicks needed to change just 1 setting.
    2 points
  4. That's one thing I liked about AoK over AoE3. I never cared for the combined barracks. Separate buildings slows down some rushing as you can't train all the different types of units until you have built the respective buildings. It also lets you target enemy unit creation more precisely. For example, you can opt to destroy stables first to prevent cavalry creation if your current units are more vulnerable to cavalry. Plus, building variety makes cities look nicer.
    2 points
  5. @Alexandermb If I were you I'd create another dedicated thread for it. One of the reasons would be for an easy way to find it. It will be easier to find the thread when we need the model, and also you will get better feedback if it's separated from this thread.
    1 point
  6. Not at all but is the starting. Combat still lack of fun.
    1 point
  7. I mean ...Aom and AoE3 have same system but in AoE3 they waste this systyem. For example a character unlocks technologies and units and in Aoe3 they give to you resources only or units.
    1 point
  8. Wow, I think that's a nice idea (Depending on the available space we might just display the important options...) Maybe @bb_ has an opinion on that, as he currently is at rearranging the more options window.
    1 point
  9. Good job with those builginds, they just look amazing. the rampant plants are a quite neat detail. Someone already said that, but decoration shields on barracks wall would be really nice to highlight its military purpose. Farmstead fundation and visual actor have different shapes resulting in an unpleasing overlapping when built.
    1 point
  10. iirc all civs have at least one unit in each category to warrant all 3 buildings, to not need to build one would throw off balance without another check. If a spartan player wants to build a stable and range just for cavalry skirms power to him lol
    1 point
  11. I do want to emphasize how nice this looks, the TLC shows. You have a knack for celtic/iberian architectural embellishment
    1 point
  12. (part 1 is here, it was about the a11 bugs) Now first of all, I must thank you again for this awesome release. I have followed the development closely for years, I have taken a bit of a distance in the a19-a21 period, but now I'm back to it and I must say : a22 is one of the best releases I've seen in terms of changes. It's full of gifts, especially on the art side. I've looked back at the changes from a12 to a22 and made lists of stuff I liked, disliked or did not understand, let's take a look at it. Novelties in a12, a13, a14, a15, a16, a17, a18, a19, a20, a21, a22: Good points (here is where I thank you for all the cool stuff you guys have done since a11) : a12 and a13: the possibility to limit the pop below 300 was much needed, implementing it basically saved the user experience for all the a12-a18 period in a13 defining the performance problems as bug n°1 was the best thing you did a14: thank you again for making the walls able to expand into unpassable a15: thank you for the attack sound notifications, that was much needed also, congrats for all the new techs and auras in a14 and a15 : they greatly improved the gameplay a16: the possibility to set trading routes waypoints and the trading window where you can choose the resources to exchange are features that make 0 A.D. stand out Kudos to Lordgood and Enrique for all their great models, textures and animations. I think we'll never thank them enough. Kudos to micket as well, his animals and animations are tremendous. I wish he comes back and continues to animate animals. We need MOAR animals ! \°□°/ Edit: there's even a ticket list for the ones that haven't been added yet https://trac.wildfiregames.com/query?status=!closed&keywords=~Animal&order=priority&report=18 Also congrats for animating the birds, whoever did that. That ever-needed change suddenly brought life to the maps of 0 A.D., that was magical. a17: thank you for bringing the long awaited copypasta tool into Atlas congrats for the rotating mill animated model. Again, this kind of details really brings life to the 0 A.D. cities. Also congrats to Omri and his musicians for the "Honor Bound" remake. a18: The new persian textures make the persian cities a lot less dull, this is great. Similar texture enhancement has been done for all the other civs, but the persians were the ones that needed it the most. a19: the new pathfinder is the best thing that happened to 0 A.D. since alpha 11. Thank you so much ! congrats for the long-awaited latin voices. Implementing all civ voices is a must ! a22: I can't congratulate the artists enough for this release. Enrique and Lordgood (Edit: and stan) did an awesome job, the new stupa is breathtaking, the new standing units are superb, so are the new briton defenses, the new persian ram is miles above the old one, and every new music is more intense than the ones of the previous alphas. The new building variations (scaffoldings, destruction) are really encouraging. Bugs and remarks (here is where I rant about all the rest) : a14: 1: the new farming paradigm is meaningless. If putting two workers on every farm is the best why give us the possibility to put 5 ? Why allow a choice that we will never make ? 2: altitude bonus : how does this work with water ? is it consistent with raising water maps ? - does this work with vision range ? it should, so the attack range is never bigger than the vision range - does this work with damage ? I think you should get a damage bonus with the altitude, even for melee units, so the players are encouraged to exploit the terrain. when charge will be implemented, I also think you should get a charging distance bonus if you're running downhill. maybe some units could even have an altitude malus (for example pikes : weren't they more effective when fighting uphill than downhill ?) - does the slope affect speed ? or do units move at the same speed no matter the angle of the slope ? I think units should be slower when climbing up, faster when running down, and that the bonus/malus should depend on the unit (the malus on fast cavalry trained for sprint should be more important than the malus on elephants or siege engine whose workhorses are trained for stamina) 3: We need a sound feedback for an action that failed (like training a unit but not having enough resources) a15: 1: I don't understand why the lobby needs registration. Why not use a federated XMPP server ? One should be able to play a lobby-advertised game without having to register. 2: We need a script that checks if there are inaccessible resources on the map that can block units, for example a script that would check if a tree is unreachable due to terrain (some maps are still concerned) or partly unreachable (when 50% of the space around the tree is unreachable, 50% of the woodcutters will get stuck) 3: Notification minimap : we need an animation like animated circles or squares (some people are working on it already) and attacked units are blinking for waaaaay too long after they stop being attacked (true for both on the map and the hero button). 4: I'm skeptical about having a double restriction on the defensive building like fortresses and towers (they have both a restriction of the number of buildings you can build AND on the distance between them). Maybe one restriction is good enough (at a time I was really advocating against the double restriction but now I kinda got used to it, so I'll just drop that there to see what other players would think of it). 5: The ship garrison mechanism (embarking) is awful. When you ask a land unit to garrison inside a ship you would expect the game to draw a line between the unit and the ship, find the intersection of that line with the shore, consider it as a boarding point, and move the unit and the ship to that boarding point, and board when they both reach it. If the ship is already on a shore accessible to the land unit, it should not move (unless the players asks it explicitely to do so, for efficiency reasons). Ships should have an ungarrison command that works like in aoe : you click the ship, you click "ungarrison command", you click on the point of the shore you want to ungarrison, and the ship moves to that point and when he reaches it, he ungarrisons all the units. The big difficulty here is to determine what "reaching it" means. I think aoe just defined a zone around the ungarrison point: if you clicked in the middle of an island, very far from any shore and then unreachable by any ship, the ship would move to the shore, trying to reach that point but would not be able to ungarrison. If you clicked on an unreachable point that was like five tiles away from the shore, however, the ship would move towards it, bump against the shore, not be able to reach that point, but consider it's close enough and ungarrison anyway (and a funny consequence of this is that if there was an other island right behind the ship, the ship could ungarrison some units on that other island, which was unwanted but sometimes practical). (after a bit of testing) Actually, this is worse than that : currently the units don't even check whether they can actually reach the embarking point. They could both go on either side of a cliff by the sea and remain stuck there. 6: And sometimes ships don't react to embark order, when they have been targeting an enemy just before (even if that enemy is dead). 7: Maybe we should have a similar mechanism for repairs (ship moving to the shore). 8: Garrisoned ships should look different than non-garrisoned ones (garrison flag maybe ?) 9: The maurya trading cart zebus still have no animation and no shadow. I know there's some WIP on this. 10: Please give the possibility to pause the loading screen when loading is finished : maps load so fast now that we can't read the tips ! (I know there is a ticket for that) a16: 1: the falcon is the only bird. We want MOAR birds ! \°□°/ (of all sizes : big ones, small ones, medium ones, sparrows, doves/pigeons, crows, seagulls...) 2: Last time I've checked (few alphas ago), buildings with water planes (persian wonder, ptolemaic market) inherited from the sea water mobile texture and it didn't look realistic (there were waves in what is supposed to be still water). I haven't my gaming machine here so I don't know if it's still present (I'll try to check this evening). 3: there are so many art files for which nobody knows where the sources are. Please make sure that every art file has a source available publicly. (Note: I would also advocate for a policy saying that all sources should be in an open format) a17: the units on walls sometimes fail to auto-attack a19: 1: we should have an option to have a confirmation to keep the recordings of the matches, like battle for wesnoth has. At the end of the match the game would ask us if we want to keep the demo file, save it under a different name, or not keep it. Or maybe we could have a system similar to hedgewars, whith a "save the demo" button in the summary screen. The big problem is that 0ad saves every demos, even the ones of matches you launched just to test something or make a screenshot, and the interface does not make it easy to clean up your demo files. With a confirmation to save the demo at the end of a match it would be a lot simpler. 2: Units speaking latin : we need MOAR languages ! \°□°/ There were some people working on the sanskrit, hebrew, basque and gaelic recordings some time ago. What's the status of those projects ? 3: Btw, many people are wondering what the units say in the game. I think it would be really cool to add a dialog page in the civ description item of the main menu where people could see the dialog lines, their pronunciation, and what they mean. 4: We need a sound for when a building is captured or lost. 5: We need an animation for the capture on the building, like a raising flag or blinking models a20: 1: a way to set cinematic path points in atlas by hand (not necessarily graphical, just a form with coordinates should do) a21: 1: concerning the geographical maps, I have an idea about adding a feature that allows to choose the user starting position. It's a bit long so I'll create a new post for it. 2: Displaying the team bonuses in the tech tree would be nice. If they are present in the civ description screen already it would be nice to have it in the tech tree as well. Actually it would be good to consider that the tech tree screen is "the screen where I can know everything about a civ in terms of gameplay, quickly, and at any moment" a22: 1: Current endmatch charts are not really useful. I do not know how to make them the most useful possible, but here are some ideas on how to make them better : Currently the charts tab displays two charts next to one another, and by default they both show the economy score by default. One good starting point would be to display the two most relevant charts by default, like economy score and military score. A second point would be to have units and graduations in the abscissa (time) and the ordinates (points, kills, units...). Finally, it would be nice either to have them on top of one another instead of side by side, so we can compare them based on the timeline. Or, even better, we would have the possibility to display them as transparent layers and have each of them use a different line style. There must be a better way to display charts though. Maybe some charts or combination of charts are more relevant than other, maybe some are totally useless. But I'm really not familiar enough with the game to know which one yet. 2: Although I fully support the proposal to rewrite a clear and exhaustive game design document, I'm quite satisfied with current balance, except for the "rams are lawnmowers" thing. And I also don't like the fact that it's more profitable to garrison your citizen-soldiers and put your women on attack stance than the opposite when you're being attacked. 3: Scaffoldings shouldn't be underpinnings. Current cart wall underpinnings are partly-built walls through which units can ghost and it looks awkward. Underpinnings must be very flat, like the ones we had before. The current carthaginian underpinnings should be used as one additional level of scaffolding instead. 4: New carthaginian walls look good, but they are too beefy compared to the towers and fortress models. Towers and fortresses should be redone/scaled up to look more beefy, or walls should be redone/scaled down to look thinner. Anyway, we should have a rule for all civs that says that towers should look at least as strong as wall towers or even stronger, and in any case fortresses and towers shouldn't look frail when put next to a wall. 5: The new capitoline temple looks fine, I wish the pediment painting looked better though. It's the most artistic part of the building, so the texture should be more detailed than other textures of the building. 6: The new persian ram is fine, however the player color is hard to recognise. There might be some sort of dark filter on the colored texture, it should be removed (or made brighter). 7: new animations : the new woodcutting animation looks weird (the left arm seems to deflate suddenly), and one of the spear hit animations looks weird as well (the arm seems to twist 180° in a split second). 8: other animations are good, although from the editor it looks like the speed is not always realistic (or some animations are mixed, like "jog" instead of "walk", etc.) 9: scythe units should not have the same animations as sword ones. You do not fight with a scythe like you fight with a sword. 10: The little piece of cloth at the bottom of the hoplite's shields should be animated like the capes. This is very important for screenshots and videos. 11: There are headless silhouettes, but I haven't spotted them all. At least the athenian women are concerned. Gosh that's messy. If you managed to read it all that far, congratulations. I hope I'll be able to make one small post every release for the next alphas, rather than a big one like this.
    1 point
  13. What would happen if I train the top and right units together and spam that composition?
    1 point
  14. The spear/sword cavalry distinction in a21 is backwards compared to history. Cavalry spears and lances were very powerful against armored targets because they have the weight of the horse and rider behind a focused point. In contrast, swords were effective against unarmored targets; you can easily slice through flesh with a sword, doing a huge amount of damage, but a cut from a sword does not penetrate armor well. If one cavalry type should have a role of harassing peasants and unarmored targets, it should be the sword cavalry, and the spear cavalry should be more powerful in armored confrontations.
    1 point
  15. Hi all, having the opportunity to play A22 after so much time really delighted me and by all means I wish to try help the project form my little knowledge. So here I am! It's something I have been thinking a lot on other releases but my extreme laziness prevent me to try out (well I have to confess I played on A20 trying to make an alternative ingame UI, but I lost those files ). CONCEPT I always felt the "More Options" button was ok to admin the room, but the info inside it should be much more visible to all players without the need of any "More Options" button. Why not bring that information directly to players in the room? This is my proposal to achieve it. The icons used in this early patch/mod are from within the game, but my idea is to use more specific icons if they idea fits. Last but not least, this is just a proof-of-concept, I see still a lot of margin to improve this. Enough background! Lets get to the options. BOTTOM MORE OPTIONS ICONS This was my first attempt to achieve my objectives. The bottom side of the game room has plenty of space to accommodate some icons, so why not there? I reviewed some of the documentation, started to play on my own et voilá there we have some new graphics on game room bringing some life and personality. Items are organized as they appear on the "More Options" window, but I'd prefer to place the ones with text earlier and then the rest. MIDDLE MORE OPTIONS ICONS You know that sensations when you finish a job thinking you could have done better? That brought me to this second option, giving much more relevance to the game information and providing a much clearer separation from players list and chat window. IMO this is a much better implementation, as we also save time from finding another place for certain buttons tooltips (on a side note, some are hardly visible already when using "More Options" window). ICONS CONCEPT Even with this messy icons being used right now, the concept is much simpler: Icons accompanied by strings should be colored by default as those are active options on the game Boolean options icons should have two version: colored (enabled) and grey (disabled). Victory Condition and Initial Resources icons could change depending of the option selected. BONUS TRACK Think that was all?!?!? Right side of the Games Room could receive a fresh rework: "More Options" button can be moved (or even removed, using the icons as option toggles for room admins) to bottom or inline with icons. Text from within the right-bottom corner could be used as tooltips (Bootstrap like) over the icons. Having more space in this section we can add some extra folklore with a nice looking ancient-papyrus-style description of the map which is going to be played. Questions? Suggestions? Gallows and torches from the horizon? Thanks for your time reading this!
    0 points
  16. Age of Empires have solid gameplay, 0 A.D doesn't I saw few commentary of normal people in others webs, the game is boring very different to any AoE. 0 A.D actually is boring. I'm very worried with that.
    0 points
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