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Showing content with the highest reputation on 2019-06-27 in all areas

  1. I'm taking a break from the forums for a few days maybe the weekend maybe more. Cya everyone.
    5 points
  2. I received the money on the 20th of June and sent the money to all the other participants today.
    3 points
  3. Would that be desirable for core game? Maybe call it "Sudden Death."
    3 points
  4. There are "A Phoenician-Punic Grammar" and "Phoenician-Punic Dictionary" both by Charles R. Krahmalkov, "A Comparative Semitic Lexicon of the Phoenician and Punic Languages" by Richard S. Tomback and "Latino-Punic Epigraphy: A Descriptive Study of the Inscriptions" by Robert M. Kerr.
    2 points
  5. I think specific name is like three of four files + the option file. That's a simple patch but it's not that much work yes.
    2 points
  6. An attempt at testing svn. Can't say I didn't try
    2 points
  7. Feel free to uninstall the game. Your ban is not ending any time soon.
    2 points
  8. Little offtopic, but related: I still think that would be cool to have that patch to hide optionally the translated specific name.
    2 points
  9. It was committed so I do not know what are you talking here about. https://code.wildfiregames.com/rP22203
    2 points
  10. The old textures were almost identical too right? I did not push this yet due to concerns with distinguish-ability but my first statement could also prove me wrong. I want to hear more opinions from others before going on with this.
    2 points
  11. I got a head start on the black pines, could benefit from a few more variations. General purpose tree dump thread
    1 point
  12. Since this is my first post here: 1st, awesome game. full stop. 2nd, awesome FOSS game. Question: How can I share control of allied teams? What I tried: I tried selecting the AI's characters on a joint team with even the same civilization, but was unable to. Is there an option to turn this on somewhere? Why: This is something AoE2 had iirc, and it allowed for you to walk away temporarily in a online multiplayer game because your teammates could take over briefly. It also allowed one person to focus on gathering resources and the other to manage the war front, for example.
    1 point
  13. It's already almost a week, but Emperior hasn't got over his defeat and it has come to him spreading some false accusations about my supposed cheating. Today he compared me to JC and that was the time when I decided to take actions. So here we are, let's put the replay here for everyone to judge. We picked a less played civilizations, so this probably could be a nice game to watch on its own. Teams: r4pt0r, Boudica, PhyZic vs. Emperior, Unknown_Player, darkcity The encounter we were talking about happened at 30:00. I had 50 archers, 6 elephants and 5 pikemen. Emperior tried to counter my army with 35 spearmen, 16 pikemen and 12 skirmishers. You probably already noticed that his army balance was sub-optimal with below 20% of ranged units. The funnier part is that my archers got all attack upgrades, which made each of them deal twice the DPS compared to the spearmen Emperior's army mainly consisted of. I concentrated my army so that my elephant's don't get cut off and die to skirmishers. Emperior proceeded to attack my elephants and pikemen, which were on the front, so they served their tanking role perfectly. Emperior's army was cut to pieces as expected and that was all there was to it. The weird thing followed when Emperior accused me of dancing with the elephants. There wasn't really much commanding of those elephants from my side as the fight was basically a no-brainer victory. All of the elephants lost quite a lot of health but it would be expected for them to take some time before dying to spearmen. Some of the elephants were walking part of the time but there was barely any chasing noticeable. So this is it. Emperior could be heard he can't be bothered to make a GIF of the situation to prove my cheating, so I took the time and made a GIF of all the elephant dancing I could see in that game: 2019-06-22_ElephantDance.zip
    1 point
  14. I don't think it would be that much work. All that needs to be done is make 1 tag in the templates togglable viewing in the GUI code.
    1 point
  15. Why it has been moved? Ok I know the Romans fought them mostly during the Imperial Era but the Parthians were fierce opponents to the Seleucids and got most of their territory before 129 BC.
    1 point
  16. Actually like wow I think he doesn't want to see the specific name at all
    1 point
  17. Please reread earlier posts in this thread to avoid missing relevant points. τό στρατέγιον means “general's tent”, which is why I recommended ἡ στρατοπεδεία, ἡ στρατοπέδευσις, or ἡ στρατόπεδον “encampment” instead for the barracks using ἀγορά for the civic centre off all Greek factions for consistency and reserving βᾰσίλειον for a future palace structure is sensible. elephant stable with τῶν ἐλεφᾰ́ντων, as discussed earlier the practice range is not limited to archery exclusively, slingers and javelineers are trained there too, therefore we probably should use ψῑλοί “light troops” (i.e. ranged infantry) instead, e.g. ἡ στρατοπεδεία τῶν ψῑλῶν towers could be differentiated with the use of (attested) diminutives: wall tower: ὁ πύργος defence tower: τό πυργίον small tower: τό πυργίδιον as for the workshop, ὁ μηχᾰνητής “siege engineer” is a person/unit, therefore inappropiate for a place/structure; unless we can find a better alternative, I strongly recommend to stick with τό ἐργαστήριον “workshop” maybe we should try looking into a different direction. τό κέστρειον is probably a bit obscure, though Actually it could be done once for all Greek factions; updated earlier post:
    1 point
  18. I took the liberty to redact your post, it's a bit clearer now.
    1 point
  19. Personally I strongly recommend to use a single language/direct, rather than an amalgam taken from different ones. Some relevant things were posted in https://wildfiregames.com/forum/index.php?/topic/24046-voice-over-artist/ , perhaps those ought to be merged into here. Without people who know the language(s), nothing will change, though. Adding new civilizations is low priority, and rightly so: correcting, improving, and maintaining the existing ones is already a lot of work, none of those is finished yet. But if we are dreaming, then the most important gaps are in the 150-1 BC timeframe: Parthia and Greater Armenia peaked here and including Han China would be great too; Pontus is probably too unimportant. Other sensible additions could be Scythians, Thracians, Illyrians, Galatians, and Numidians.
    1 point
  20. Let's stay on topic. I'm asking for clarification because I'm confused: several of your posts in this thread appear to be talking about different things. Posting what is desired is nice, but discussing how something could be implemented is important too. Some things that might seem easy are techically complicated (e.g. changing font), whereas some things that might sound daunting are actually quite easy (e.g. creating a mod).
    1 point
  21. (Not about ram so a bit offtopic. It "worked" between r16907 and r17784. It didn't "work" and it was removed from templates in r18766. A proper solution needs to change/fix many things before.)
    1 point
  22. What exactly do you mean? Your patch ( https://code.wildfiregames.com/D1803 ) was accepted and implemented in the development version two months ago and your name is in the credits.
    1 point
  23. You know I prefer your counters, a lot of your gameplay, so I recommend it and try to help you, soon I will try new mixed techniques for icons and other new things.
    1 point
  24. That would be @user1
    1 point
  25. Just a few months ago, I submitted my first contribution to 0 A.D. as a patch for this issue. It was tagged "beginner" by @Imarok. But either feature creep or no room for a newcomer like me? Idk I tried. So ...metaphorically speaking, and sadly too (which is why I'm expressing it) "Diminishing Returns" seems so far to describe the investment of my interest and time toward 0 A.D. in the less than four months since I came here to be a modder, mapper and FOSS contributor. I would point out that a more sensible simulation would be to add people to work the land and improve the yield (not diminish it). But that would have been beyond the scope of this issue. The DR mechanic is being mis-applied as a "feature" when it would be better used to sim other gameplay dynamics. So yeah, no one else here cares about my contribution, so you probably shouldn't either?
    1 point
  26. Fair enough. That said, I don't have any reason to think that the team would add in another faction, and there are others that I would say are more on demand such as Thebes, Corinth, Argos, Syracuse, Tarentum, Epirus, Rhodes... basically everyone wants more Greeks and only Greeks. Those who say they don't are in denial. Silliness aside, there are plenty of responses that could be given that are less Jewish sounding. The Greek voice acting mainly consists of "What is it?" (not a traditional greeting). At least according to a forum post that apparently quoted a scholarly source, there might be indication that it Shalom was employed quite regularly in Punic even as a greeting: Š-L-M I [Heb. s̆-l-m]v. pi’’el 1. GREET SOMEONE (+ 'lt)CIS I 5510.6/7 (Pu) qr’ lmlqrt ysp ‘lty l s̆lm wlyrhy bmqm [z], “As for him who calls to Milqart, they shall continue to greet him and make him welcome in this city.” Cf. Arabic sallama 'alā.ŠLM II [Heb. s̆alōm]n.m. 1. PEACE, specifically PEACEFUL RELATIONSKAI 26 a I 11/12 (Ph) ws̆t ‘nk s̆lm ‘t kl mlk, “And I made peace with every king.”ŠLM III 3. PROSPERITY, WELL-BEINGKAI 26 A III 1/4 (Ph) wbrk b’l krntrys̆ ‘yt ‘ztwd hym ws̆lm w’z ‘dr ‘l kl mlk, “May Baal-KRNTRYŠ bless Aztwadda with long life an [sic] well-being and might greater than that of any king.” – CIS I 5511.4 (Pu) dr s̆lm wmnh[t], “A time of prosperity and peace.”Source: Krahmalkov, Charles R. Phoenician-Punic Dictionary. Leuven: Uitgeverij Peeters, 2000. 462-64.
    1 point
  27. For Delenda Est I made a "Conquest Civic Centers" victory condition. It works (you lose immediately when you lose your last civic center), but I'd really like to make it a timer where when you lose your last civic center you get X number of minutes to build or capture a new civic center or you lose.
    1 point
  28. Each resource subtype (fish, fruit, grain, etc.) has its own gather animation, action icon, and gather rate. However, the automatically generated tooltips display a single food gather rate, which is the average of its subtypes; this is misleading and incorrect. Perhaps it should display individual gather rates for all resource subtypes; figuring out a way to do so without the tooltip becoming cluttered and potentially confusing is not trivial, though. And yes, food is now represented by a meat icon; perhaps someone ought to create a new one more representative of its subtypes, e.g. including fish, fruit, grain, and meat; it should remain clear at small size, of course. A very good point. What would you think best to replace the repair hammer with, a generic gather icon (e.g. a bucket), the resource icon (e.g. food), or the subtype icon (e.g. grain)? You're not mistaken, the farm field tooltip was corrected relatively recently in the devopment version (A24), see https://code.wildfiregames.com/D1803 for discussion.
    1 point
  29. Hello, I've been thinking about why the catapult behavior makes people mad and what could be done about it. I think there is a thing that could be considered a bug, which is probably easy to fix. Another thing is the UI design for siege packing itself. I've discussed a few times how I'd expect it to work differently but I haven't written it down and I'm not sure if there is any issue for it. So where do we start? To me the ability to cancel packing or unpacking instantly doesn't make sense. The idea is that the packing process takes time. How is it possible to go from a 99% packed catapult to an unpacked one instantly, while from a 100% unpacked it takes a few seconds? So what follows is simple. We only need two icons: one for getting the catapult to a packed state and another for getting it to the unpacked state. If the packing process is in progress, the process just changes the direction as appropriate (0% is packed, 100% unpacked). If all catapults in the selection are in the same state, the icon can be grayed out. OK, so that was mostly for the UI design. But what is the single thing that makes people lose catapults and rage quit a game? It's the automatic unpacking and the weird behavior when trying to move the catapult. When enemy units get in the range, the catapult starts unpacking. That sounds about right. Except that at this point that process can't really be cancelled by the cancel icon as it just starts all over again instantly (there are still targets in range, right?). You first have to change the unit stance to passive, otherwise the cancel icon is just for frustration. Then you order the catapult to move and what happens? It continues to unpack, just so that it could start packing up again for moving. I think that the solution to the other problem is simple. I intentionally started with the idea to remove the cancel icon entirely because then we don't have to discuss what should it do in this case. If the cancel still is a thing, ordering the catapult to move sure should automatically cancel the ongoing unpacking because it's the fastest way that gets the thing done. With my first idea implemented, moving the catapult would mean ordering it to change to a packed state (as explained) with the move command chained. This eliminates people clicking on the cancel icon because they wanted the exact opposite of making the catapult unpack. To sum up, I think this is a small bug of not stopping the unpack process automatically when ordering a catapult to move. There is a third note to this discussion. I'd suggest to remove automatic unpacking entirely. If you want to have catapults ready to move, you can have that. If you have moved them to a position for attack, you decide to unpack them. I think it happens very often that the unpacking starts when you don't want it. Even with my first idea implemented, if you ordered the catapult to pack, it could start unpacking automatically just after that. I imagine that handling the siege weapons would be much more pleasant if they just simply didn't unpack by themselves at all.
    1 point
  30. ah yes i call it 'a collection of art assets without entities yet'
    1 point
  31. Sweet Christmas What did you call this mod ?
    1 point
  32. 1 point
  33. I initially decided to write this all up because I was looking for a smaller issue I could work on myself. But I guess some things need to be fixed in the development process first before I could contribute anything? When I first worked on something here, elexis helped me with everything I need. I heard him say that he'd like to invest a lot of his time into the development again. But guess what? He's been incredibly frustrated with the situation that has been around here recently. I don't even know who I'm talking to now. I just wanted to show that there are now more people that want to invest their time to make the game better but they can't. And I had the feeling that there is a lot of useless ego involved in this. Could you just put the ego behind in the name of making the game better? I'd personally be glad if elexis got more power in what gets into the game and if we listen to him more. He has incredible knowledge about the code and he puts great effort into making his contributions the best they can get. People from the player community would probably vote for elexis to become the next project leader. Or I sure would. Please unfrustrate elexis for me and let us work together.
    1 point
  34. Experimenting with glowing materials, to know how they work. Model will likely be used in a mod of mine if I make more than this. @vladislavbelov I guess there is no way I can make the glow stronger ? It doesn't work with the sun. Also would be nice to have an oscilating shader. Still far from EDIT : It seems I can't make it react to player color... <?xml version="1.0" encoding="utf-8"?> <material> <define name="USE_SELF_LIGHT" value="1"/> <required_texture name="baseTex"/> <required_texture name="normTex" define="USE_NORMAL_MAP"/> <required_texture name="specTex" define="USE_SPECULAR_MAP"/> <shader effect="model"/> <define name="USE_PLAYERCOLOR" value="1"/> <uniform name="effectSettings" value="1.0 50.0 0.0075 0.85"/> </material>
    1 point
  35. Committed: New Macedonian unit textures are now available in SVN.
    1 point
  36. H E T A I R O I (Macedonian Companion Cavalry) Finalizing some stuff, expect the commit within today. Middle one is a new scale variant, smaller ones
    1 point
  37. In-game. Town built while smashing the AI.
    1 point
  38. New map I'm working on... so far only physical features.
    1 point
  39. They're related phenomena, along with mirages, where layers of different temperature air refract light to give neat trippy visual effects. Work on my Palmyra map continues. Can anyone tell that I like the desert art set? Anyway, the map has a trade route down the middle of it with 6 capturable desert trading posts along it. The map also has a number of fruiting Date Palm groves ripe for the picking, along with some open sandy areas and craggy cliffs. This is one of two small oases on the map, long with this guy previously posted... Each player will have 2 nearby stone quarries, like this one, right outside their starting territories: Anyone want to model the Palmyran Temple of Bel for me? lol
    1 point
  40. Desert like maps need heat effects like mirages and air distorsions.
    1 point
  41. The Temperate Forest. Now go chop it down!
    1 point
  42. what a surprise deciduous trees are even more difficult. I'll get the hang of it eventually
    1 point
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