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Showing content with the highest reputation on 2017-10-28 in all areas

  1. Skirmish-Knight vs kizitom ( didn't mean to upload this replay but it is worth the deal ) Defense towers were the core strategy against cavalry raid. This game was kinda hard because kizitom cavalry raid started before i could reach phase 2 and build towers. Outposts are a quite nice defense against skirmish cavalry as long as they are cheap and more resistant than sentry towers in phase 1. towerdefense.zip
    2 points
  2. @LordGood you know what would be cool? If you could upload new props as separate files, just for some map makers (Not me, i never never never use props, never, but just for some people that might be interested in putting their hands on them, to decorate and give detail and a little bit of immersion into their maps). Although the same goes to @stanislas69 Btw, have you thought on making statues for each faction? I mean, diversification on the existing ones and bringing new ones to the faction that does not have any.
    1 point
  3. If the game is hosted by a Wildfire Games server, then every player could leave. Alternatively host migration, but that is also turning the code upside down I believe. While we're requesting improvements to the networking code to reduce the lag, we really need #3700. :-/
    1 point
  4. Yep, that what bb said. Random maps are the only ones where one can change the size and number of players dynamically and they are generated from a code script. Scenario and Skirmish maps are created with the map editor Atlas, so they have a fixed size and number of players. Scenario maps have every setting fixed (the player plays one specific scenario). But the player can chose matchsettings arbitrarily on Skirmish maps (in particular there is some code replacing the civic centers with that one of the selected civ).
    1 point
  5. Would be a nice and quite unique feature.
    1 point
  6. Random maps: computer generated maps, a map maker just sets some basic things and the computer generates the map further, so every time the map is different and the map is available for all civs and sizes etc. (all options setable) Skirmisch: a solid map, so fixed size and everything on the map is fixed, just players can set there own civ and other settings Scenario: everything fixed, so also civs and stuff (maybe just rated game not or so)
    1 point
  7. Looks like a known OOS: AI's are not serialized, thus will cause an OOS when someone rejoins.
    1 point
  8. i think 'pebbles' underestimates the size of sling stones, or the weight of leaden bullets. If I'm not mistaken Xenophon recorded how Persian slingers would regularly hurl stones the size of a man's fist, and slingers were a staple of Celtic siege warfare on both sides. If the argument was to nerf their ability against buildings and siege sure, that can be done easily enough with multipliers. also in that scenario, 300 Persian slingers would be throwing as much rock as a 6 talent caliber Roman ballista, so keep that in mind lol also keep in mind that 6 talent roman ballistae dont exist and that we don't have Persian slingers so more like 15kg of stone or lead at the small end of things. Still 32lbs. Thats about cannonball mass still
    1 point
  9. 1 point
  10. Why not making slingers do pierce damage instead of crush ?
    1 point
  11. I'm trying to connect to the lobby and get the message "the connection was rejected by the server" How to fix this error?
    1 point
  12. Fixed. Also stick to one account.
    1 point
  13. This guy, always looking for the OP unit composition the others didn't find yet.
    1 point
  14. Use this one instead, the meshes of all siege weapons have scale or rotation modified, so this cause glitches when modifying the files. Some files may need be fix the rotations/scale for modifications purposes. siege_weapons_animations.7z
    1 point
  15. How is it possible to capture a pikeman? Yes: mercenaries have the “mercenary” visible class (and champions the “champion” class); infantry citizens typically have a blue-ish icon, mercenaries a green-ish, and champions a red-ish; they have different selection markers, from left to right: healer (plus), citizen (circle), mercenary (rhombus), champion (arrow), hero (star): That's correct: worker elephants can build but can not initiate any structures females can build and can initiate and non-defensive and non-military structures citizens can build and can initiate all available structures mercenaries can build and can initiate only defensive and military structures champions and heroes can not build anything Yes, fields, economic structures, and walls can be constructed in neutral territory, as can centres, crannogs, docks, harbours, shipyards, and outposts. The Roman army camp is the only structure which can be constructed in enemy territory. I don't know what “DE style” is, I've actually never tried DE out (its download size is unacceptably large for me, as is the svn requirement). Keep in mind 0abc is based upon A22; using it in combination with another version might cause errors.
    1 point
  16. Saw this reversed normals in the kart ballista so i fixed it. Original Fixed siege_weapons_animations.7z
    1 point
  17. Yes, 0 A.D. is quite similar to Age of Empires, as are Command & Conquer, Cossacks, Empire Earth, Rise of Nations, and many other games, which is probably unavoidable. Citizen-soldiers, capturable buildings, and territory are rather minor points. There are just two fundamental differences: 0 A.D. is free and open source (and available for many different operating systems) and can thus be adapted, modified, or serve as a basis for future games. 0 A.D. has been in development for years and is unlikely to be finished in the forseeable future. Those looking for an end product might regret the second point; personally I think it's actually the greatest strength that the game is in constant development and will possibly never be finished. 0 A.D. can always be changed, updated, improved, and expanded, unlike commercial games designed for profit, which have to be released at a certain date and won't be changed afterwards. Yes, 0 A.D. is far from perfect, I'm the first to admit that. However, keep in mind it's still an Alpha. Nevertheless, the game is already playable, enjoyable, and modifiable, which is simply great. We should be grateful for everyone who has contributed in the past and for everyone who's currently helping to improve the game. Yes, 0 A.D.'s “Empires Ascendant” default distribution certainly has to be improved. However, different people have different ideas, and in group projects such as this it's often quite hard to find concensus on how to change the status quo. Far more important than the actual content (art, factions, templates, unit statistics, etc.) are the efficiency and performance of the underlying engine and the need for a capable and flexible AI. Everyone who watches https://code.wildfiregames.com/ can see that every day several people work on improving the game. Undoubtedly many persons have left over the years, but others are still contributing, and new people are always welcome. As long as that remains the case, progress is constantly made, and 0 A.D., which already is a great game, can only get better.
    1 point
  18. This would provide new players with a better experience because it is easier to manage 200 than 300. (The increase in performance would also help with first impressions.) Itthink it is something we should still do even if we want to wait for some AI work first. Should probably put a ticket in. I'm going to be too busy to add the ticket for awhile, but if no one else does, then I'll try to add it eventually.
    0 points
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