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  2. I am not sure at all. I was looking for this topic because sometimes even as spec my FPS fall to 9 having 90% CPU and GPU idle, trying to understand made some test and got until 200fps in specific conditions, but clearly not having multithreads I think limit the performance. In some games one core of my MacBook is fighting for his life while the rest of the hw just sit and watch.
  3. Today
  4. How would you like me to do that? I dont really have a credit page, its just a mixture of colaborations from players of the game. You can check out the git if you want. I can add you as a collaborator. I probably could put in a credits file somewhere, just dont know where it would go. Im still a mod nub Emacz2/classical-warefare-aea
  5. Yesterday
  6. Make a mod that remove all gui buttons that can be executed with just the mouse (units actions, formations, etc). Also remove selection box since you can always shift+click units when you want to make a multi-selection. You can even remove auto-drop-site deposit and things like that. Surely you'll experience fully the real-time-strategy at it's full potential then. Since real-time obviously means clicking a lot, and anything that allow users to make batch orders are blasphemes.
  7. Why though? It would be 2 developers working against each other. First develops a game mechanic where each farmer has x0.9 of the efficiency of the former. Second just optimize the effect automatically to a minimum making it meaningless for the player. If you like to plan less for your setup, why don't you just suggest to remove the feature that's also not full documented with the numbers? I'd just keep it as it is, but it should be documented with the numbers clearer.
  8. Oh, i completely misread that, i thought we were talking about expanding the radius a villager goes to a new farm if necessary. Because that radius is quite small actually.
  9. If the farm is full, this is already the case, like for all resource gathering. Gatherers have diminishing efficiency in function of how much they are on a single field, hence the initial suggestion of having them spreading.
  10. This update does have the issue: https://github.com/JustusAvramenko/delenda_est/issues/76 It doesn't happen on choosing 'Skirmishes' maps Only happens on 'random' maps with map sizes above small(768)
  11. Do workers tasked on busy farms not already look for spots on nearby farms? Or do you mean that they should automatically distribute to all available farms?
  12. I wouldnt really bother creating anything in GUI for it, for vanilla anyway. The objective is simple, player wants villager to farm, villager goes to an nearby available farm. So it does what the player wants to do. Better than standing AFK at a busy farm. But it's up to whoever decides to pick this up anyway.
  13. They represent more or less basic units for each civilization. There is also a balance consideration of which units are available.
  14. https://gitea.wildfiregames.com/0ad/0ad/pulls/8525 In that PR, @phosit suggested that we could use the selection box for spreading gatherers on some selection. I don't know how in feasible it is, or if it would be practical but just noting it as a more general approach. FieldManager is awesome but indeed, the fact it create a panel for fields, is introducing a tiny bit of technicality to the selection panel. Far from being a disqualifier to introduce in vanilla IMO, but together with the icons that aren't that much blending, there is probably some work to get in there.
  15. Interesting. I was just about to comment that ModernGui already has a very similar function to distribute your Farmer equally among multiple Fields. It seems that mod got it from the above mod. Would be great to some sort of "Spread evenly" functionality in the base game.
  16. Agreed How it should be: Units with swords, axes, or other edged weapons (arrow edges don’t count) deal Hack damage. Units with spears, arrows, pikes, and other tipped weapons (maybe some swords can count, but probably not given no thrusting animations) deal Pierce damage. Units with maces, staffs, or blunt weapons of any type deal Crush damage. Resistance balance should be redesigned, with Pierce and Crush resistance being about equal, while Hack remains slightly lower than them.
  17. You are overwriting a player command for something maybe he doesn't want to do thoughts.. Maybe you can check Field Manager from @Mentula that added a command panel for farms with useful buttons.
  18. Do they represent the bulk of each civilization's army? More of less randomly chosen among all Citizen Soldier units created for each Civ?
  19. Would be a great first patch for someone willing to contribute to 0 AD
  20. If you task a Worker to a Field, they will go to another nearby Field if that Field has less farmers instead.
  21. Sure, as long as you credit me!
  22. May I incoropate it into Classical Warfare AEA? Been meaning ot add a chariot for them, but yours are probably better if you do graphics and everything
  23. If you get a team game going, please test the Catapult construction ASAP and see if it causes a hard crash. It if does, I will make a release 28.1 with a fix.
  24. Can you reproduce it minimally in vanilla ?
  25. basically, it's a yes from the historical side of the discussion. alright, I'm creating a issue for it
  26. LET'S GO!! I would love to get more people who want to try doing a TG in delenda! react with a like to this post to let me know I can count on you for a delenda TG (and please show your lobby name in your profile) (looking at you @wowgetoffyourcellphone)
  27. I found a crash. Right clicking the Noba merc portrait to get the information viewer causes an unrecoverable civ error. Apparently, the Ui does not like it when a unit's civ is that of an unselectable civ (in this case, "noba"). So, locally I changed their civ to "kush." Will add that to the next bundle.
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