asterix
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Posts
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Posts posted by asterix
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15 hours ago, Imperator Ferrum Princeps I said:
kind of the idea, after playing a few multiplayer games I hated how the winner was determined by how fast they could fast eco and spam units, instead of who had the best battlefield strategy.
And the old total war games where players had to compete over strategic points on the map would be much nicer then being able to build a fort nearly anywhere in your territory in 3 minutes flat.
I have plans for a "manpower" system to nerf spamming of troops, similar to in the DIVIDE ET IMPERIA mod for total war rome 2, with manpower as a resource that you start out with a lot of and cannot regenerate similar to in HOI4 to force players to be strategic with their men instead of sending them as cannon fodder, and ensuring the battles are not endless troop spam (name one historical battle where both sides had an endless number of troops).
Though I am mainly just a good idea man, and not good at coding the actual nitty gritty stuff, that is why I made a public GitHub page and a modding team.
The MTW2 video was to show what my vision for the mod kind of is, for epic battles like that with a fixed amount of troops when you start the game, and better buildings in general that are there at the beginning of the game and harder to destroy.
Basically the kind of mod I am going for is the opposite of the arcadey "streamlining" (look the game design term up) and a mod more tailored to hardcore armchair generals and less of the "fast eco, cav spam" kind of demographic.
Nice idea currently I will have some time in February due to that December and January is time for exams
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11 hours ago, fatherbushido said:
Greetings!
As some of you might have noticed development has nearly come to a halt a while ago. This was not only caused by issues around the initial attempt at releasing Alpha 23, but also regarding how development was done, and a certain number of internal conflicts. A few people were not quite happy with where the development was going, or how the team "interacted" with each other. A long time ago the team at least had each other's backs in cases of conflict. Apparently this ceased to be the case a while ago.
You might now wonder why this sad story above is the start of this communication. Well, some of us decided that we were not happy with this, and after each and every one of us stopped considering the current team in this state to be good steersmen we decided to give the whole community an alternative.
Please let us introduce you to Fork AD.
The amount of changes that have been made to the code since we forked is greater in number than the amount of changes to WFG's SVN repo since May. That may not sound like a lot, until you consider that we've been at this for less than a month, and WFG allegedly has a lot more active members.
Now we know you've been craving to know some details of what we've changed so far. Apart from fixing some glaring bugs in the code that were even pointed out to WFG when they were noticed, we are updating a lot of things so we don't place users of our code at risk. There also is a lot better Single Player support, though one could blame that on most of said code effectively being unmaintained, better mod support, improved development tools, a bunch of housekeeping that was needed, and more.
If you now ask yourself when and where you can download Fork AD, we still have to defer you to a later point. We will release for all supported platforms, which are still Linux, macOS, Windows, and BSDs, once we are confident that we are releasing something that fullfills your expectations, and is something we can be proud of.
Although the progress has already been substantial, we are always open for reinforcement, either from new people or from those disappointed or demotivated by the WFG direction. Artists in particular are very welcomed.
As said before, the state of that fork is not yet publicly available, but all information will be given on our website when available.
Meanwhile, you can reach us at https://webchat.freenode.net/?channels=fork-ad
Kind regards,
fatherbushido, leper and mimo.It saddens me when I see splitting of forces, however, since I have been following this project since its beginnings this move was quite inevitable. Nonetheless, as it was already said by @(-_-) the advantages of opensource approach are limitless if you give your soul into it, that is. Moreover, I wish that you guys will bring us a new outlook, additions on RTS genre being it big or small as it was in the past decade which I would be grateful. ( I may visit you sometime to see how things are or if you need some help as well) So I wish you guys fare thee well and luck in your journey and I hope we will hear from you sometime @fatherbushido @mimo and @leper.
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@Alexandermb I think you can look at this if you want after your ship project since you done the original Xiongnu.
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1 hour ago, Angen said:
Changes:
Fix order qeuing: Rotation moved to Shift + R
Fixed attack synchronisation and missing building animation for soldiers
Fixed briton dog and tooltip error
Hovering over building which selected unit can be garrisoned in, shows garrisoning as first option.
All defense towers, fortresses, temples, civ centres, colonies and wonders should be capturable by soldiers now. (may some another buildings but I am not sure which)
@Imperator Ferrum Princeps I As I looked into current code, garrisoning is bound with action key = ctrl, so I do not know what you meant it does not work traditional way.
Thanks for your hard work on your mod If you would like I can also help you.
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@Itms @stanislas69 @elexis should I test something ? I have Win 10 (latest version) (Nvidea GEFORCE GTX 970)
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18 hours ago, Itms said:
In this case your name will be added to the credits when we package a new version of the game. Thanks for your contribution!
I am also translating the game into Czech language, not sure if I am in credits or not.
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1 hour ago, Bigtiger said:
Wasn't aware there was a second part to Millenium AD. If the Millenium team is looking for this kind of material then i wouldn't mind contributing, but I'm also interested in making something separate that wouldn't be the same as Millenium AD.
- We would be definitely interested to work with you https://github.com/0ADMods/millenniumad (for more information you can ask me)
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2 hours ago, Genava55 said:
It is an issue if he still have a old version of the OS. It is a common problem, old mac didn't have regular updates for the OS and if he didn't do it himself the update, it become tougher after time because the Apple Store didn't let you download a new version of the OS.
3 hours ago, stanislas69 said:That might be an issue indeed :/
Maybe we can ask https://gitlab.gnome.org/samm-git or @wraitii I believe also has a mac.
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28 minutes ago, Rolf Dew said:
Hi guys!
I would like to ask a question concerning engine features. How hard would implementing LODS (level of detail) be? Would it require changes to the engine itself or can it be added in another manner? Do you have a rough estimate of the amount of work and time that would be required to implement it? Finally would it help increase the performance of the game? (I know most of the lag is caused by the pathfinder and ai).
moderately difficult (multiplatform game)
and look at other posts from this guy and @vladislavbelov I wanted previously to use the system for LODS from supertuxkart engine that with small modifications could be applied.
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11 hours ago, Athelia said:
Random
is not working because Delenda Est mod package that is in mod.io publishing site from which you automatically download the mods are map specific changes and random map libraries not completely in sync with 0.23 upstream changes.
11 hours ago, Athelia said:anyone was working to fix it
Delenda Est mod is solely developed by @wowgetoffyourcellphone so you should ask him (https://github.com/JustusAvramenko/delenda_est) not by Council of Modders group
Terra Magna mod and Millenium Ad mod plus some other mods and projects are developed by Council of Modders (https://github.com/0ADMods)
17 hours ago, Athelia said:I didn't see Hyrule Conquest in the list. Where do I get that?
.https://www.moddb.com/mods/hyrule-conquest
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10 minutes ago, gw1500se said:
I have SDL2-devel.x86_64-2.0.8-5.el7 installed. That was from the epel repository.
This version is not supported, supported version is SDL2 2.0.4 as seen here https://trac.wildfiregames.com/browser/ps/trunk/binaries/system?rev=20340
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11 hours ago, Athelia said:
I just started researching mods on the 0 a.d. GitHub and I am very confused about which mods work with the Ken Wood release so I have downloaded all of the major ones but have not attempted to install any for fear of "breaking" my game. I am on MacOS Mojave if that helps. Thanks!
as Lion just said just ask or ask me btw as of right now with 0.23 are compatible the ones here https://0ad.mod.io/ plus Hyrule Conquest https://www.moddb.com/games/0-ad/mods
0abc mod or
even
those that are on github are in constant development and are not advised to be installed if you wish to install them just ask and we might provide some instructions and ways to install them.
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25 minutes ago, Isodiso said:
Hello,
Im new to the game and i dont know how the HP system works in 0AD. Can somebody explain me the things like hack and pierce and what kind of effect it has on different units.
HP is basically how long your units will survive certain attacks (the amount of life) that is decreased by every hit by certain attack calculated against armor some types of attacks are listed in code here https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/Attack.js?rev=20367 hack means hit by a sword or another weapon/unit that is listed in that class and pierce means hit by spear or similar weapon that can do serious damage through getting through armor . Btw there is also crush damage and so on. This might be also interesting https://trac.wildfiregames.com/changeset/20203
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11 hours ago, Servo said:
The wonder has maximum 12 icon slots but has 30 allowable units garrison feature. If you garrison more than 12 types of units say 13 one type of unit won’t show up though it’s garrisoned and will still accommodate up to maximum allowable units.
By saying that you want us to fix it because it is a bug or unexpected behavior?
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9 hours ago, Lion.Kanzen said:
may be scenarios or some campaign.
maybe add it to https://github.com/0ADMods/aristeia
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58 minutes ago, dMAthena said:
I will get the source/files from my brother if i have to get them, he will help with SVN if its require
@dmzerocold do you have any comment on this?
58 minutes ago, dMAthena said:Could you please explain it more? do i need to include specific background ? i also applied different layers in photoshop for this portrait
46 minutes ago, stanislas69 said:Basically when you will be done upload the psd file and make sure the background is a specific layer and he will be happy
Well that portrait can be not just portrait or icon but if you make it into layers it could be main menu background as well. (when you get to first screen when you start 0AD)
BTW very nice portrait. @stanislas69 I believe also Kushites do not have portraits. Sorry just noticed that they are also in your list.
@dMAthena Also if you would like after you finish these for 0AD you could also take a look at heroes in our mods Terra Magna, Millennium AD and so on.
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2 hours ago, Imperator Ferrum Princeps I said:
Odd, I had the exact same issue with millennium AD
yes, it is the same bug but not odd since during the development there were some movements in art repository in vanilla 0ad and in mods it was overlooked so it ended up in most of the mods maintained by Council of Modders.
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12 minutes ago, Altrine said:
Thracian building names and stuff citizens and soldiers names are also important
@Lion.Kanzen @Sundiata @Genava55 already did some research in other threads.
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29 minutes ago, balduin said:
"Liberapay is a recurrent donations platform". They accept donations via Stripe and PayPal.
Some people already donated money to 0 A.D. https://liberapay.com/on/twitter/play0ad
However, 0 A.D. currently does not collect the money donated via Liberapay. Is there a chance that 0 A.D. will make use of Liberapay in the future?
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1 hour ago, balduin said:
I would like to see a weather simulation in 0 A.D. It would be nice to have weather events such as rain, dark clouds, bright sun, snow and desert winds. This would produces an entirely different feeling in maps. However, weather simulations can become annoying if they influence the map or game play to much.
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I am for Xeres.
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2 hours ago, Altrine said:
New Thracian Civ idea?
hm... https://github.com/0ADMods/thracians
look below into comments
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vote for your free game 19 hours remaining https://www.gog.com/10years
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Render Dump
in Art dev
Posted
It looks very detailed and nice. Maybe a bit cartoony for me it appears that it came straight out of Ponies Ascendant mode.