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Showing content with the highest reputation on 2021-04-20 in all areas

  1. Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best! Stan' is the best!
    9 points
  2. Hi, Not it's not possible as the game is deterministic to require less network usage, so everyone has to compute the game state. Which means the slowest will slow everything...
    3 points
  3. WIP - "Holzfäller" at work ...
    3 points
  4. A FAQ button, which will link to the wiki/FAQ may be included in the next version of the game. The patch (D3499) is currently under review on phabricator.
    2 points
  5. How about there? https://trac.wildfiregames.com/wiki/FAQ#BasicTroubleshooting Issue: When hosting a game, the PC/laptop can barely cope with the required technical prerequisites, leading to game lag. Possible solution:
    2 points
  6. A way to ease the load on the laptop is: 1. Host a game, but let the host laptop be a spec 2. When the match starts, turn all graphics settings on the laptop to minimum, then choose one of the player's perspective. The idea is normal observer/overload perspective allows you to see every detail on the map, which increases load. If you switch to a player's mode, you only need to render what that player can see. This would only require the laptop to render a small portion of the map, hence the load is smaller. Even better: add an unassigned player and switch to that perspective. The unassigned player will never explore or expand so its field of view would be limited to just the starting cc.
    2 points
  7. Hey hello! I was browsing around the many ideas flowing and I've found this. I just wanted to bring it up, because I think it offers some interesting points to spicen up the diplomatic game I think diplomacy is usually neglected but maybe there's potential for some interesting variations in the gameplay if expanded a bit more .. why not? Definitely not the priority at the moment but I think is worth considering .. what do you guys think?
    2 points
  8. Many thanks to @Stan` for creating this mod. It would be great if we can integrate Han as a formal civ into the next release A25 as they had been a major player in the world's history around 0AD. Hopefully the addition of this civ will attract more potential players. Currently the structure tree of the Chinese civ has already been determined and all of its features have been implemented in this mod: https://github.com/0ADMods/han_china I hereby call upon the balancing advisors @borg- @ValihrAnt @LetswaveaBook @maroder @badosu @Feldfeld @Player of 0AD (sorry if I didn't mention you) to give suggestions on tweaking the unit stats so that they are ready for implementation in the next alpha. There are some quite unique units from this civ and therefore we need to adapt them so that they are a fun civ to play with while being appropriately strong in comparison to the others. I have made improvements to the Chinese language packs to make this more a realistic and authentic experience, while hopefully the game will become more accessible to Chinese speakers out there. EDIT: Stan: Here is a package version of the mod compatible with A24han_china.pyromod
    1 point
  9. Hi guys, please don't lough about the result, but i would show you my first try making a model from scatch. After downloading hundereds of models, inspect them, try to learn things about meshes, unwrapping, texturing, baking and so on i've decided to build my "own" village for 0ad, which i can share without having trouble with licensing. So, here it is:
    1 point
  10. hello friends, I have made a mod to play battles with 0ad. No need to focus on economy, just choose your preferred unit types and start playin battles. characteristics: 1. No unit can gather resources and build any buildings. 2. Female units can only build Civil Center and Palisade walls.(only one Civil Center at a time) 3. All units and blacksmith research are available from Civil Center. 4. Units produce instantly. 5. Technologies research time also Zero. e.g : ai does not works so multiplayer is only option. have fun and make suggestions. Mod Name : BattleMod. Mod File : attached. Installation : just download, unzip and put it in the mods folder. battlemod.zip
    1 point
  11. Gracias, yo no me atrevo, a escribirlo, tengo una amiga que sabe Portugués.
    1 point
  12. Added translation to post!
    1 point
  13. I will share in Spanish FB, now in Portuguese too.
    1 point
  14. Mod is live guys: https://0ad.mod.io/theban-greeks
    1 point
  15. So we have a trench, with some small defenses, we only have to garrison the wagons, and archers. Then the building that would be made would be an earth trench with some small defenses, like palisade and fences, with spikes, a pit (decoration) may be healing them. Later I will do the sketch. Now what I need is for normal wagons to turn into wagons of war, That what would amount to is a small siege tower,It will house only archers and spearmen, and it will garrison that trench. There will already be at least 3 versions of it, of different level and capacity.
    1 point
  16. Eureka. I know how to implement it. At least for now. First, we create a base building, the carts are only garrisoned there, And archers, same philosophy of the wall segments, with prop actors.
    1 point
  17. Let's implement China first then, but using Stan's version as his looks more compatible and balanced already.
    1 point
  18. In personal conversations he told me how stressed he was from having so many responsibilities and that is why he needed to take a break.
    1 point
  19. Stan connecting all the pieces in the project, circa 2021.
    1 point
  20. Thanks, but I think I formulated my question poorly. I only want specific units (spells, ghosts and the like) to be able to walk through buildings while still being impassible for regular units. I've been tinkering with the obstruction component in template_unit but I can't get it to work the way I want it to.
    1 point
  21. Would be great if there was a hotkey for private chat
    1 point
  22. 1 point
  23. CC = civic centre / Military colony / Kleroukhia It is an abbreviation used in competitive matches, for example: 'blue rams to your cc!', 'my cc under attack', 'cav near my cc'.
    1 point
  24. If you have got more FAQ's, put them in there, I literally just redid this 3 year old page, yesterday. The layout needs to improved, the content is mostly up to date and useful.
    1 point
  25. Yes, I have some Javascript experience. Thanks for the quick response by the way. Really appreciate all the support so far.
    1 point
  26. Sounds good. If you create an account there you should be able to edit the page. Don't worry too much. You need to go very far before I'm gonna get mad
    1 point
  27. That's certainly true. But I had trouble understanding what was happening without corresponding new art. It's early of course. The modder could put years of his or her life into it and turn it into a Pirates of the Caribbean RTS.
    1 point
  28. A "cohort" is essentially a battalion or company for Romans.
    1 point
  29. Looks pretty cool! Would be really nice with some polish.
    1 point
  30. Thank you for playtesting. I will fix the naming issues as well as maybe including the Athenian ram fix.
    1 point
  31. The stoa was generally used for commercial activities, something that Spartans were known to disdain. Furthermore, doing a quick search for all examples of stoas on Wikipedia lists no Spartan one (That's not definitive of course, and anyone can list a case of a Spartan Stoa, I would appreciate it..).
    1 point
  32. We need have to give to them a technical and scientific boost for workshop. Even more siege power.
    1 point
  33. There is a bit of that it's true. But also silence or inactivity is not consent. Just because I didn't implement stone quarries in the game doesn't mean I'm okay with units mining a stone by being around (I am mostly, but I think it could look better with https://code.wildfiregames.com/D2372) I think it's important to mention there are two types of devs, some are working on the engine, and some are working on the game. When I started the whole balancing PM and this community of advisers my goal was to leverage the community into getting more involved with the developpment because there is not enough people to do both and there are actually more people working on the engine than the game, and we need to keep the engine improvements in order to support better new player hardware else the game won't run at all but we also need the gameplay developpers because else there will be no players anyway. Point is, not every dev has the knowledge or the skills to do the balancing. Just putting everyone in the same basket is not productive. There are a lot of types of developpers. And we don't have the kind genius that can do everything. So let's help each other instead of tearing each other apart. PLEASE.
    1 point
  34. We (Me @OmriLahav and @Samulis) Have something coming. Stay tuned.
    1 point
  35. Can you see if this fixes the problem? theban_greeks_a24_0_1.pyromod
    1 point
  36. The problem with that one is that it is designed for HD+ resolutions. At least Gomez's design fits our ridiculously small 1024 min resolution. @Sebastián Gómez I tweaked it a bit:
    1 point
  37. If we can overcome the language barrier, then, with some appropriate advertising, we can get a huge player base in China as Chinese gamers would love a game that does not force them to pay real money in some way. The Han Chinese civ definitely would attract them, but, it would be difficult to balance though because currently the Han is OP. Even without Han Chinese the game would still prove attractive to potential players. AoE is quite prominent in China at this point, although the most popular games are CSGO, LOL, PUBG and Genshin Impact. I must also point out that the majority of Chinese gamers play on their phone instead of a gaming pc. If an Android version of 0AD can be released then that would be quite popular.
    1 point
  38. I thought it'd be funny to do a Minion map so I did one. the xml seems broken / unable to upload ... maybe this'll work as is ets me know if it doesn't. Its a little derpy but lets not take it too seriously. Bob.pmp
    1 point
  39. First map and it was a learning process so sadly there are a few bugs nothing much though should still be playable maybe. 4 players in skirmish setting hopefully it works though there maybe issues and maybe ill fix them and upload a better version today I give you this though and it isn't too bad. YingYang.xml YingYang.pmp
    1 point
  40. I am attempting to do exactly that, but I am hitting a wall of errors. I asked @Freagarach to assist me with the template.
    1 point
  41. Yeah, Kush with a "K", is used to refer to the ancient Kingdom of Kush, while Cushitic with a "C" refers to the Cushitic languages, spoken by non-Kushite peoples, even though both Kush and Cush obviously share the same etymology. Lay people confuse these two all the time. I don't think that the official standardizer, la RAE, is a historical source, and considering how often this stuff gets confused even in English, I'm not sure we should follow "official standardizers". When we look at the Spanish Wikipedia page for the Kingdom of Kush, we get 6 matches for "Kushita" and only one match for "Cushita" (the second match for Cushita refers to the unrelated Cushitic languages). Cushitic languages are Afro-Asiatic languages, while Kushites spoke a branch of proto-Nilo-Saharan. Using Cushita or the even rarer Cusita with a "C" even risks playing into Oromo nationalist sentiments and the likes, who like to illegitimately claim Kushite history for some ugly reason.... There's a whole, really ugly backstory for why "Cushitic" languages were named as such and it's highly inappropriate for us all to continue using that term, but these things are difficult to change once they've been coined. Either way, we should not continue associating Cushitic people with Kush proper, even if official standardizers (who know nothing of this history) say so. I know it's confusing... But it is what it is...
    1 point
  42. Do not worry, I will not laugh. I may frown however. You can optimize this The trick is to separate those pieces, and use limited dissolve to clean the rest up. Support beams have useless bottom faces Also bevels are nice, but be careful about polycount. Same for the door and the bottom window but you should check all the wooden beams Using what I said above you should be able to clean up the roof Bonus. After cleaning everything up, you can add some props, maybe some climbing plant on of the side. It's a 3D game, so make sure to make all sides interesting
    1 point
  43. Be careful about textures.com. For opengameart if non CC0 make sure it has a commercial license, and also that if their are authors to keep their names somewhere; Do you wish to have feedback on your 3DModel?
    1 point
  44. Okay, let's talk about @wowgetoffyourcellphone I like this idea because of a certain implication. If you're a player like me, I favor map exploration. Asides from finding your enemy's farm and lumbercamps, and map treasures (which I turn off by default) I don't find map exploration very rewarding. From watching Aoe2 commentators, scouting the map for your first sheep/boars is very vital and encourages players to scout (both for animals and relics). For now, we have fruit trees and fruit bushes for that... but all of it is practically given by default in every starting match... your only real strategy is the build order (gather first or build first). I believe wow's suggestion gives such a rewarding feeling of possibly having an advantage against your enemy, and exploring the map.
    1 point
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