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Initially a fork of 0AD, the realtime strategy game targetting city phases and fun play, it combines RPG and co-op features with RTS. It simulates world history starting at 200 000 B.C.E. and features realism like flow of time, lively atmosphere, civilization merging and foundation, day night cycles, weather, seasons and an elaborated tech, commander system as well as a hybrid AI for RTS-RPG style game play (coop, p2AI, AI2AI, p2p). Travelling time may give rise to questions about the circles the world seems to be caught in, e.g. conflicts, misunderstandings and group, personal interests to the disadvantage of the beauty of the world

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Report RSS Liu Bang with some active equipment. (view original)
Liu Bang with some active equipment.
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Guest
Guest - - 689,513 comments

Just, wow! What you have done, will give life to those bagpipers.
How much is the performance affected with the inventory system?
Same question as before, only affects heroes? or every unit will have it?
skr.

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radagastearendil Author
radagastearendil - - 59 comments

Peformance is not affected at all. When my humble self had to rewrite the animation system, I realized the design flaws that stood in my way and just rewrote the majority of graphics classes. After some time fixing all regressions, we now have a system that allows for inventory without any change to performance.

Every unit has inventory - it's dynamic. Each entity will handle its inventory (backpack & active items) automatically unless you take control of it (the RPG part).

The reason is that the units now can look for goods to transport:
1) find e.g. a plank that is needed for some construction work.
2) go there,
3) pick it up (put into backpack either invisible or visible and/or attach it as active item to give it an effect e.g. show other units that you bear a cool armour such that their loyalty towards this unit increases).
4) go to the construction foundation,
5) hand the plank over to the builders.

One concept, pretty multipurpose, hopefully giving us the chance to achieve something epic.

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radagastearendil Author
radagastearendil - - 59 comments

The song capability actually should be a bagpipe capability combined with the unit's skill (as an effect multiplier.

That means each entity can play bagpipe music if they are equiped with a bagpipe, the quality might differ depending on entity stats though.

Unit skills/talents to be introduced still need to be discussed, perhaps:
- Learning,
- Wisdom,
- Artistic skill,
- Mechanic skill,
- ...

All integers to allow for mali.

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radagastearendil Author
radagastearendil - - 59 comments

Talent/Skill != Capability in the languages I somewhat know.

That means we could make only those entities capable to play the bagpipe if they have the corresponding capability (the system we already discussed).

The skill will then determine the magnitude of the effect. e.g. you can know a magic spell (capability) and you might learn to use it better (skill/talent/stats).

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radagastearendil Author
radagastearendil - - 59 comments

Ok, I see this is complicated. No problem if you can't add it - you're new to 0 B.C. development - I'll do my best to add it myself as soon as possible (currently still working on professions - may it be that it's short before really becoming an epic realism time machine? :)).

Added basic season support too. (This, capturing, conversion & Co appears to be less complicated than adding capabilities and professions. Nevertheless won't give up. Already half done.)

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radagastearendil Author
radagastearendil - - 59 comments

Yeah, capabilities are in (huge scripting side + GUI rewrite). Some complications with the construction capability are yet to be resolved, else we're are fine to go. It'll allow for huge epicness like wizards and learning different songs to play on a guitar. Can hardly believe it myself. We must not give up.

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radagastearendil Author
radagastearendil - - 59 comments

Re: Bagpipe capability
It might be like:
* scan for parts to operate on a thing (e.g. those that can be moved).
* if capability for the operating exists, i.e. it is known that e.g. keys can be pressed, pipes be air flown, ... then
* operation of the thing is possible.
* e.g. the bagpipe can be played, i.e. actions triggered from it (e.g. sounds).
* Which quality then is a matter of talent/skill.

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radagastearendil Author
radagastearendil - - 59 comments

"without any change to performance" is not correct, what is meant is without any significant change in performance or without any change in performance magnitude.

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