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  1. Had some fun the phase icons using my new letters. phase_sources.7z
    9 points
  2. Hello everyone, For the purposes of helping me review patches for Alpha 24 (coming soon!), I made a quick mod to get an easy "macro" view of templates and try a few things out. My intention is that this mod should be compatible with most other mods, not just 0 A.D. itself, even most total conversion mods. I'm releasing it publicly, it'll soon be on mod.IO and it's on GitHub: https://github.com/wraitii/balance_test_mod See the wiki over there for some more documentation. I'll probably keep adding a few more features until I'm happy, and intend to maintain this somewhat since we
    7 points
  3. Hi, I want to introduce this patch properly, first of all, and it's hard to do in IRC. I think it was Stan who mentioned to me in another forum thread, that one of the things needing fixing in the engine, performance-wise, is the fixed point (64-bit) square root, which is found int Sqrt.cpp, named isqrt64(). This is a hand-coded routine, which I saw no immediate way of improving. But what I thought of is that I could somehow reduce calls to it by cacheing results. 99% if not 100% of the use of this routine is courtesy of FixedVector2/3D objects' Length() fn, to obtain integer sqare roo
    6 points
  4. Hello everyone, This message to inform you that I have merged in SVN the 'default formation' patch, which is a rather substantial behaviour change, though it can be de-activated. In Alpha 23 you have to put units explicitly in formation. In SVN and A24, units will now go into the 'default formation' when walking, and will act as individual when given orders like 'gather' or 'repair'. This is intended to leverage formations for movement, but to avoid issues with specific orders where formations make less sense. The "box" formation is the default. You can change this in your con
    6 points
  5. The time has finally come! DerpHammer version 1.0 has been released over on ModDB: https://www.moddb.com/mods/derphammer
    6 points
  6. hi people, you are going off topic again, please stick to the topic
    5 points
  7. The migration has been finished; the new dedicated server is in use for all our online services. The old server will be cancelled on the 13th of January (first possible date). I'll securely wipe the harddisks before that date.
    5 points
  8. 5 points
  9. When capturing was introduced I didn't particularly like it. As it came up recently, as in make sieges not capture-able I tried to recall why this was so. One aspect is the capture-delete meta. This could be fixed by buildings needing being demolished as they need be built and could award some of the resources back as compensation. The other was when capturing got introduced I felt the unit behaviour quite a bit annoying. So I changed the code that capturing needs to be explicitly ordered for it to happen. Turns out it feels better but not by as much as I expected. Probably having to
    4 points
  10. I have made another thread with Iberians, I have put something that could be useful as a wonder, a fort that used the greatest Iberian technology of the time, unique fertility rituals in that area and all the defense measures that were never used, because it is about of an exceptional historical and monumental complex, unique in our Spain From here the people of the ilergetes were born, who had Indíbil and Mandonio as main
    4 points
  11. As you probably know A24 has been in development for over two years and thousands of revisions have been committed. Rumour has it it is nearing completion, which is great! Numerous things have been improved and releasing for a wider audience is certainly welcome. However, some mechanics are fundamentally different in A24 than they were in A23. Things I'm most concerned about: Firstly, the way technology modifications are applied. Technologies (and civ bonuses) are supposed to be permanent, auras (and team bonuses) temporary. In A23 the order in which modifications were applied
    4 points
  12. Por el último de hoy pero no menos importante ; -(Boceto) Puerto lusitano; (vista frontal) (vista trasera) Disculpen las molestias*
    4 points
  13. Buenos días/tardes Aquí les presento el boceto mejorado para las barracas/cuartel lusitanas ; -Modelo de Barracas/cuartel lusitanas; (Vista frontal) (vista trasera) Disculpen las molestias *
    4 points
  14. Any solution with a gradient on skyboxes will have such artifacts (just for different angles), because fog calculated by distance, the sky is at a far fixed distance. So fog should be calculated by distance and height. I have a solution for that but it requires to adjust fog settings for all maps.
    4 points
  15. Hello! I'd like to replace our dedicated server again. Our current server is having weird slowdowns, which I can attribute to harddisk problems. Ideally, I'd have the datacenter replace them both, but that's a hassle that takes up a lot of time and downtime. Plus, we can get a little better hardware for a little cheaper price, 58 euros per month instead of 60 for server with a little newer CPU. No setup fees, only extra costs are maybe around 30 euros because we'll be paying for two servers while I migrate (rougly 2 weeks). Can I proceed? :-)
    4 points
  16. Wanna wish nice christmas to 0 a.d. community, programmers and artists. Thx to @Stan he is helping other players in forum everyday and other programmers / modders because their amazing work for spend much time in this game. Artists @LordGood @wackyserious @Alexandermb(hope he will have better internet some day) and @OmriLahav make the game look amazing. I am hoping that @Lion.Kanzen and @Sundiata will come back soon. Keep healthy
    4 points
  17. The ones of you who have a close eye on the recent commits and patches in the queue will have noticed that there are efforts being made to further differentiate the current civs either by unique bonuses and/or buildings. I am assuming that I am not the only one seeing great potential for Spartans in that direction, especially since the removal of their pop penality leaves room for new things. I think it is time to share my ideas from a mod draft made several years ago, but never finished/published. See the following description and proposals as an inspiration for new/alternative/enhanced Spart
    3 points
  18. Because Sundays just wouldn't be the same without it!
    3 points
  19. My first map :p Fall Of Constantinople.pmp Fall Of Constantinople.xml
    3 points
  20. -Aquí , otro boceto mejorado para las Murallas lusitanas, Murallas; (vista frontal) (vista trasera) Disculpen las molestias*
    3 points
  21. Buenos días/tardes Gracias @wowgetoffyourcellphone por su comentario y tomo nota, intento hacer que los edificios tengan la misma estructura que las demás "Civs" (o eso intento ahora con los nuevos bocetos) pero me es muy complicado ya que los edificios lusitanos SON CIRCULARES y quedan pocos restos arqueológicos ( por eso edificios como las torres defensivas no las he creado) porque intento ser fiel a la historia y si no hay vestigios de un edificio yo no me lo voy a inventar Si alguien encuentra más restos arqueológicos lusitanos me sería de gran ayuda Un rasgo in
    3 points
  22. You are correct when it comes to Arabic, there is only one written form of it, and it is understood by all Arabic-speaking audiences, so there is no need to have specializations for each country, in fact, the players will expect one Arabic language option to be available, more is just confusing for the players and makes translation way harder since other specializations are not standard Arabic, just local dialect used in day to day life in that country, and it is not expected to be fully understood by other people outside that country, but on the other hand, standard Arabic is used in official
    3 points
  23. 3 points
  24. I like new farming with more animals in A24
    3 points
  25. This is actually somewhat inaccurate, the order is: Template values Global (techs/global auras/other modifiers such cheats) If any 'replace' is present, it is picked. If multiple 'replace' are present, a random one is chosen. Otherwise, X * mult + additions. Note that the replace behaviour isn't changed from A23. Local modifiers & auras The main difference is that global auras now multiply and add alongside techs, instead of on top of them. I don't think this is obviously better or worse. In practice, since most auras are local, there sh
    3 points
  26. Buenas ; Como "primeros" bocetos de los edificios lusitanos , aquí unas fotos desde otro ángulo de vista de los edificios para ilustrar mejor la idea de la arquitectura lusitana (como precedente o referente para otras creaciones de otros usuarios del foro) , en un futuro haré otros bocetos gracias a más investigaciones sobre la cultura lusitana en detalle y a un mejor uso de la aplicación 3D con los consejos de @Lopess ; Otros ángulos de los bocetos; (Los ángulos frontales de los edificios los subí hace tiempo en este mismo tópico) -almacén;
    3 points
  27. @Boudica and @JC (naval supremacist): If you want to have an argument with basically only you two involved I suggest you do so in a private conversation rather then to flood a thread with off-topic and insulting posts. And if you don't ... just don't
    3 points
  28. Took another stab at Lorraine Plain:
    3 points
  29. So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves
    3 points
  30. I think having the upgrades in there visible like that somehow might be useful
    3 points
  31. Sorry for the mistake In the film's opening credits, it should be "gifts" and not "presents" ...
    3 points
  32. 3 points
  33. 3 points
  34. 3 points
  35. Archaic Age: Classical Age:
    3 points
  36. I am part of the balancing team. Rams can no longer attack organic units. Some "new" units like maceman and axeman can make a good dmg vs siege units.
    3 points
  37. After the 5th time clearing the cache it worked...
    3 points
  38. https://www.artstation.com/artwork/gJ8GoZ
    3 points
  39. https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-09 New version of Hyrule Conquest that adds many more Heroes and other new features. Installation: - Place Hyrule.zip into C:\Users\Username\Documents\my games\0ad\mods - Start up 0AD and go to Settings > Mod Selection - Select Hyrule Conquest, Enable, Save Configuration, then Start Mods - If using Windows 10, 0AD may generate several warnings upon starting up, just click Continue through each of them to get to the main menu. New Features: - Two new heroes for each faction, each b
    3 points
  40. Buenas Aquí les propongo un boceto de todos los edificios lusitanos; Almacén; Casas; Centro Urbano/Centro Cívico; Corral; Cuartel; (Edificio especial)-Castro; (Edificio especial)-Castro Mercenario; (Edificio especial)-Sauna; Fortaleza; Granja; Herrería; Maravilla; Mercado; Murallas; Puerto; Templo; Aldea; Disculpen las molestias*
    3 points
  41. Boceto "edificio especial"; Castro Mercenario lusitano: (vista frontal) (vista trasera) Disculpen las molestias*
    2 points
  42. 2 points
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