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Posts
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Posts posted by nani
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With a quick lookup
If ranged:
/*** Take damage according to the entity's armor.* @param {Object} strengths - { "hack": number, "pierce": number, "crush": number } or something like that.* @param {number} multiplier - the damage multiplier.* Returns object of the form { "killed": false, "change": -12 }.*/Armour.prototype.TakeDamage = function(strengths, multiplier = 1){if (this.invulnerable)return { "killed": false, "change": 0 };// Adjust damage values based on armour; exponential armour: damage = attack * 0.9^armourvar armourStrengths = this.GetArmourStrengths();// Total is sum of individual damages// Don't bother rounding, since HP is no longer integral.var total = 0;for (let type in strengths)total += strengths[type] * multiplier * Math.pow(0.9, armourStrengths[type] || 0);// Reduce healthvar cmpHealth = Engine.QueryInterface(this.entity, IID_Health);return cmpHealth.Reduce(total);};strengths[type] *multiplier *(0.9^armourStrengths)
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@ffffffff will you make your awesome mod up to date with current alpha ?! Many fixes get rewritten by mod
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Loading screen is meant to entertain you so I wouldn't add a "Play" button. Maybe make it an option to see the page inside the game menu after load (only the tooltips ).
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Is this to be taken as a final stance on no longer collaborating in the main branch or could there be some resolution? I'm out of the loop on the past events ... pity.:(
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38 minutes ago, Lion.Kanzen said:
Annoys me a little that they keep using Age of Empires as naming
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2 hours ago, wowgetoffyourcellphone said:
Perhaps catapults could lose a little bit of health for every shot.
How about catapults each projectile costs 10 stone ?
For bolts could be 10 wood 5 metal.
*Having a starting 10(?) projectiles for each siege unit.
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@Edetano hola.
Como ha dicho @vladislavbelov, seguramente tu tarjeta gráfica no tiene memoria suficiente para jugar con una resolución 4k. Prueba con reducir los gráficos bajando la calidad de las sombras y/o deshabilitando otras opciones de los gráficos hasta que no tengas problemas.
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version 0.2.10
Added:
- Now works for host with different language (will auto-assign civ in the language the host has set).
- Will also work with custom civs names (no vanilla civs) if most JavaScript code is compatible/unchanged.
- Bug fix : start word won't set civ as "spartan". @thankforpie
- ???
- Profit.
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Very nice.
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I don't really see an improvement imho. Looks unecessary and confusing, maybe make it optional?
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I like the new rainbow effect 0 A.D. has implemented
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On 10/25/2018 at 8:57 AM, stanislas69 said:
Really ? What did he say ? :p
"If you wanna make it loo more realistic, push the scene over the edge, again, go for an external renderer" xd
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On 8/7/2018 at 7:53 PM, stanislas69 said:
I hope I'll get in touch with Andrew price someday. That guy is really a legend for me.
Yes! I also watched all his videos when he was starting in YouTube 10 years ago. Made me progress a lot and was fun listening his anecdotes and line of thought. He even reviewed one of my renders in one of his focused reviews in vimeo XD, so funny.
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9 minutes ago, Jofursloft said:
What I think in fact is that for a infantry hero / normal unit is normal to dodge some shots (obv not like 100+) moving really fast: what is unrealistic is a cavarly unit that does the same
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This bug exist because 0ad doesn't take into account the units momentum, light units should have more maneuverability and heavy ones lower. Knowing that, I don't know any RTS that takes army or units momentum to the mechanics of the game, would look cool and also realistic but the implementation would be not straightforward.
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On 10/3/2018 at 10:46 AM, Agora_0AD said:
Hi guys, just wanted to announce that my series of videos on the 0 A.D. Champions Cup is finally finished. So we have a nice archive with all the matches of the championship in this playlist below. I remember that before starting my channel I searched for some videos of competitions of 0 A.D. and found none, so now I gladly leave this as a resource for the future players and the community as a whole.
The spoken language is Portuguese, but there are English subtitles for all videos. The most important matches (final, semi-final, etc.) have commentary, but most videos don't (except in between matches, when I make a short summary of what happened in the previous match). Hope you all enjoy, thanks for all who watched and @PrincessChristmas for the great initiative!
Great work, gameplay commentary is hard and tedious, greatly appreciated!
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I'm afraid that having ideas without any math to back them up is not the way formations are going to be fixed.
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Beard in mind the tipos.
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Required
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Build order is important but is even more the feel of the game/map environment and knowing your opponent strat unless you want to assume the best conditions for boom, then is mostly luck/sim city skill.
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20 hours ago, (-_-) said:
Making /link open the last link posted will be way more intuitive IMO.
Good point, I changed it.
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What's the best mods?
in Game Modification
Posted
So,then, which was the original question? I thought you were referring to full fledge mods like Hyrule conquest, millennium a.d. or the wierd ponny mod (is cool btw).