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Showing content with the highest reputation on 2017-11-17 in all areas

  1. Players: temple (1658) vs Liberty (1856). Map: Mainland, Small, 300 pop, 22:23. Summary: Briton vs Ptolemy. 2017-11-16_0003 - temple liberty.rar
    2 points
  2. As one can see from the links fatherbushido posted earlier A22 is in unstable. If you want updated packages running Debian Stable is most likely not the best choice, if that doesn't satisfy you get in contact with the package maintainers, or build things from source.
    2 points
  3. Why discourage people from expanding their territory aggresively towards the enemy?
    2 points
  4. I really should have put numbers on those helmets EDIT : Done @LordGood
    2 points
  5. May it be the ally captured your storehouse?
    2 points
  6. You talk from your point of view, yeah.
    2 points
  7. Then only play against "Medium" level AIs. Or read the descriptions of the higher levels. Part of non C&C/SC/WC-style (read: mostly AoE-style) maps is that they aren't perfectly symmetrical, adapt to that, or play maps that are. One civ does not mean that every map is symmetrical, I'm not even sure if that applies to random maps. Making RMS symmetrical should be relatively easy, if those maps are actually fun to play is something else. I however think that having the option of playing a map that is perfectly symmetrical is better than forcing everyone to play those maps. We aren't taking care to make this game easy to mod because we think that we know best, we are doing so because we think that we might have a few sound ideas, but not everyone needs to agree with those, so if they don't they can just do some work and show us that we were wrong. We don't claim to be infallible, and if someone can actually show that we are wrong in some aspect and is nice about the whole thing because they also care about this project we are very likely to listen to that advice. So to be slightly more concise, purely symmetrical maps for ranked multiplayer might very well be something a few people on the team might care about. So if someone wants to see that happening they should submit some of those maps.
    2 points
  8. I didn't actually test the patch since a year ago, so I don't knowif it will be successful, but it should work because the relevant code didn't change. Apply the patch and compile the game. Rename your savegame to something.zip and you can use any zip program to unzip it. The zip folder contains a simulation.dat file. The replay contains a commands.txt file. You need both. If you are on Windows, you need to execute the following command: pyrogenesis.exe -load="C:\folder\simulation.dat" -visual-replay="C:\folder\commands.txt" load_simstate+visual_replay.diff
    1 point
  9. hmm ... respect to all creative minds. art is a spectacular piece of epic :-) walls are hard coded but if aquaduct approach is kept simple until some AI supports roads (plans exist) then it can work @ little maintenance if you are fine with aquaducts circling around hills or tunnelling on demand loaded sector maps reduce height serialization cost, address TW-like campaigns and finally make snow possible to the very delight of santa yippiih I already see him carve in on his sledge, reindeers in front and caesar in his backpack ready to be delivered to the senate of rome before he passes the Imperium river tztz.
    1 point
  10. The life cycle of A21 was over eight months, so if that's anything to go by, don't expect A23 before April then. Furthermore, time between releases seems to be increasing, so it's perfectly possible A22 will last even longer. The point is, the release date is not fixed, therefore we'd better avoid speculating on it. A22 has been released and therefore won't be changed any more. Adapting a mod to the development version is a lot of work, because A23 is constantly changing and anything can be altered at any time, potentially breaking mods overnight; nor do we know how A23 would ultimately look like. It's wiser to base a mod upon a stable release (e.g. A22) and only update it to the next version when it's released.
    1 point
  11. Managing a released mod is not necessarily more work than managing a local mod. If your mod works without errors on A22, then releasing exactly those files should work for everyone else's A22. It's completely up to you, of course. The next alpha is always around the corner, because work on the next version starts as soon as a stable is released. However, that doesn't mean A23 is about to be released right now. No asset freeze has been announced as far as I know and a lot of work is ongoing. Personally I would be surprised if A23 would be finished and released earlier than January (it's pure speculation, of course).
    1 point
  12. Everything you mentioned but in alpha 22 since i don't have the alpha 23 delenda est and being just art/actors files shouldn't make difference the alpha unless there's some change on the collada engine no one seems to conflict, maybe you need to delete the whole gastraphetes files you have (any one if there's some scattered around) and use the latest zip, that is my only idea about why it fails, same as the shoushe, try delete the shoushe+gastraphetes and install the latest file.
    1 point
  13. Very very nice. I'd like to include in DE if you're willing.
    1 point
  14. Part 2, hitting cranial implant repositories Summer 2027.
    1 point
  15. Asia minor :...And Kingdom of Pontus (Wink wink wink)
    1 point
  16. @Alexandermb: Do you think those skeletons conflict with the gastraphetes one?
    1 point
  17. Exactly, and you can be as granular as you want. You can have Europe as a region and then also Italy, Aegean, Mediterranean, Gallia, etc. as more regions. And any given civ can be in any number of regions, especially the big empires. It's all very possible and already in DE's civ.jsons in case @s0600204's patch is ever committed.
    1 point
  18. I really like that they showcase Aurelian. In many ways, I view him as the last traditional Roman.
    1 point
  19. You are clearly talking about the Reflection map _kali never finished. #4760 He ran into terrain connectivity issues and the github code misses some library function he didn't upload. Agree it would be great to have it on every map as an option. I think it's quite fun to play non-symmetrical though as the element of surprise and the ncessity to scout everything really adds to the game.
    1 point
  20. You see those two commands.txt files right? The first one ends at turn 312, the second one should start at turn 312 where it now says turn 0. One could write a script to add 312 to every turn number in the second file. Then one can copy&paste the files together. Hm. Actually I have an old patch somewhere that plays replays from a savepoint. Digging. Found. Alpha 21. You are lucky, the patch still applies. You have to compile the game with the patch, unzip the savegame, then start pyrogenesis with -replay-visual="/path/to/second_replay/commands.txt" -load="/path/to/simulation.dat" and it should work in theory. I guess we could commit this part as a debugging feature if we don't priortize implementing it for the average user. Index: source/ps/Game.cpp =================================================================== --- source/ps/Game.cpp (revision 18875) +++ source/ps/Game.cpp (working copy) @@ -37,10 +37,11 @@ #include "ps/LoaderThunks.h" #include "ps/Profile.h" #include "ps/Replay.h" #include "ps/Shapes.h" #include "ps/World.h" +#include "ps/GameSetup/CmdLineArgs.h" #include "ps/GameSetup/GameSetup.h" #include "renderer/Renderer.h" #include "renderer/TimeManager.h" #include "renderer/WaterManager.h" #include "scriptinterface/ScriptInterface.h" @@ -52,10 +53,12 @@ #include "tools/atlas/GameInterface/GameLoop.h" extern bool g_GameRestarted; extern GameLoopState* g_AtlasGameLoop; +extern CmdLineArgs g_args; + /** * Globally accessible pointer to the CGame object. **/ CGame *g_Game=NULL; @@ -189,11 +192,21 @@ bool CGame::StartVisualReplay(const std: JSContext* cx = scriptInterface.GetContext(); JSAutoRequest rq(cx); JS::RootedValue attribs(cx); scriptInterface.ParseJSON(line, &attribs); - StartGame(&attribs, ""); + + CStr savegame = ""; + if (g_args.Has("load")) + { + std::ifstream file (g_args.Get("load").c_str(), std::ifstream::in); + std::stringstream buffer; + buffer << file.rdbuf(); + savegame = buffer.str(); + } + + StartGame(&attribs, savegame); return true; } /**
    1 point
  21. Units in formation adjust to the slowest unit? I guess I didn't actually notice it because when I move a Formation so that it would make a 180 degree turn, everybody moves at sonic speeds just to get into formation. You can even see the Dust Effects because of the running.
    1 point
  22. I'll say a few of those helmets look a little too close-fitting, maybe those longer horsehair plumes should fall flat on the helmet. I also think the phyrgian beard should sweep out a bit
    1 point
  23. Allied AI? There's an option for sharing storehouses, but I think that you need to research a tech in the market, and later I don't remember if the ability it's unlocked by default
    1 point
  24. Hey @Lion.Kanzen, Thanks for the images, however Do you mind keeping the references for other threads, as the goal of this one is to get stuff commited and used for A23 not adding new stuff. Basically what I need is to know what helmet should go to whom, for instance the boeotian for let's say mace_cavalry_spearman_a.xml etc.
    1 point
  25. It would be nice if some good players do commentaries of games and put them on YouTube.. as far as I looked there were mostly new players who do not really know the game who made videos.
    1 point
  26. Hey everyone, I'm planning to commit all the helmets that have been rotting around the forums for a few years now, but I'm not sure what helmet should be used for what. So I need some backup. I'm gonna list all the helmets here and try to figure out, which should go where.
    1 point
  27. This is most likely the direction we'll take. I'm pushing for also having a "walk together" behaviour that sort of mimics AoE 2 formations.
    1 point
  28. They already do as said, but you have to use a specific formation explicitly, not the default "None" formation, with that every unit moves at his own speed. You can set formation by clicking the icons between the minimap and the selection info (so sorta bottom left-middle).
    1 point
  29. Yes! Perhaps civ's should be tied to the geographic regions where their capital region is located, so you'd have: Europa: Rome, Athens, Sparta, Macedon, Iberia, Gaul, Britannia Asia Minor: Persia, Seleucid Empire Asia Mayor: Mauryan Empire, Han Chinese, Xiognu (wink, wink) Africa: Carthage, Ptolemaic Egypt, Kush (wink, wink)
    1 point
  30. > I wish to know why have you entered a open-source project, your motivation and thoughts on the subject (open-source community, open-source at all, proprietary codes, etc) Free software is written in the interest of the user, while commercial software is written in the interest of the corporation. The latter seek consolidation until they become a monopoly and we frequently observe them working in diametrical opposition to the best interest of the user. > Do you think that open-source should be implemented as a default, and have no proprietary apps? Publishing software under a free license is right thing to do, but it doesn't mean proprietary software should be prohibited with force. > How do you feel about the project itself 0 A.D. feels like a triple A game to me and I'm proud to be part of a group that so many wise men were part of and that worked on it for more than a decade. > I mean anyone can go on and program 0 A.D in their free time Most are too exhaused in their free time to work on such stressful tasks then. > is it important that your free time is covered up in programing open-source? if yes, why? What do you think about the ethics in this? I don't understand the question.
    1 point
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