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Ozem27CapsulesNL joined the community
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Georgetam started following Вывод из запоя анонимно в наркологической клинике Детокс
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Абстинентный синдром, развивающийся после резкой отмены алкоголя, – это не просто тяжелое похмелье. В большинстве случаев он сопровождается выраженными вегетативными, неврологическими и психическими нарушениями, которые могут угрожать жизни. Даже при легкой и средней степени тяжести человек испытывает мучительную головную боль, сильную тошноту, многократную рвоту, тремор конечностей, скачки артериального давления, сердцебиение, панические атаки и неконтролируемую тревогу. В таких ситуациях срочный вызов нарколога и постановка очищающей капельницы – это возможность быстро купировать опасные симптомы, предотвратить развитие алкогольного психоза, инсульта или инфаркта. Облегчение симптомов похмелья и алкогольной интоксикации обычно наступает уже в течение первого часа после начала внутривенного введения растворов. Подробнее можно узнать тут - капельница для алкоголика на дому
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Georgetam joined the community
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Should the Health of Units influence their Speed?
ShadowOfHassen replied to Obelix's topic in Gameplay Discussion
i'm just trying to think how it would complicate battles, you couldn't really retreat then without sacrificing units to cover the retreat (which is realistic). It would also make healers way more important (and maybe require people to maybe obtain them sooner. -
https://www.moddb.com/mods/maori-0-ad/downloads/maori-0-ad-v110 This is my first 0AD mod and was originally part of a uni project. It adds new techs, buildings, and units to the game like the Pa or Waka. I would be keen to do some future updates to it, so any feedback is definitely appreciated!
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The first time it happened we didn't understand that the game went out sync and my brother ran another instance of the game, just at the end we realised we were not at the same game for a while, because we were playing at the same time against the AI. But I will try that if it happens again. Another importante thing for me is that here where I'am, when I'm playing at my PC that has a much better graphic card, it is not rare to have a short power loss. And as I have a public IP address usually I'm the host for the match and if there is a power loss we lose the match. It happened twice last week and that was frustrating.
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Yes, just add to the user.cfg the config: host.autosave.interval = "60" the value is set in seconds.
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Average Concept Enjoyer started following Civ Concept: Sardinians
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Been a while since I did my Judeans concept. Been very busy looking for other civilizations that could be fun for the game, and after 5 months, I finally got something. From their lonely but fertile island that which gave them their name, the Sardinians are believed to have been the descendants of the dreaded Sherden sea peoples roughly a millennia before the Punic Wars. Sardinians were well known for, among other things: their foreboding Nuraghe towers, their love for fighting matches, and their expertise at sea. Although initially hostile to Carthage, the Sardinians became one of their most trusted allies against Rome. This did not last for long, however, as Rome conquered Sardinia during the First Punic War. Their last gasp was an unsuccessful rebellion in 215 BC. Like my Judeans concept, The Sardinians are defensive focused, but depending on the map they can either be good for booming or turtling. Their team bonus, People of the Sea, removes the population requirement of fishing ships and arrow ships. Sardinians lack any good civ bonuses but make up for it with their techs. Obscure Legacy, giving all of their military units a bonus against heroes, but cannot train heroes of their own. Their second and more fun trait is Nuragic Civilization: All arrow tower techs are researched at the start of the game. The Sardinians have a lot of unique technologies, and can lead to some fun combinations. Harpoons (fleet) further improves the gather rate of fishing ships by 1/second, and allow arrow ships to slow down other ships. Harpoons (army) allow javelin men to slow down units by 10 walk and running speed (does not affect siege units). Ritualistic wrestling allows CCs and defensive buildings (except walls) the ability to improve the experience of soldiers in them, similar to a barracks or stables. And finally, Sherden Tactics allow melee infantry to "scare" enemy units, reducing their attack by 20% for 5 seconds. This does not stack. The Sardinians were best known for their Nuraghe Towers, which modern archaeologists have discovered 7,000 in Sardinia alone. Nuraghe towers are the Sardinian's signature building, replacing the fortress and are ofc able to improve the exp of units that are garrisoned in them. Nuraghe towers are also a territory root, and can be built in neutral territory. Their other unique building is the fighting pit. The fighting pit, despite their unique appearance and name, have the same function of a theatre, without being a theatre. They have 5 population houses only. The Sardinians have an unremarkable unit roster, with a slight emphasis on ranged troops. Village phase units are a spearman, skirmisher infantry, and a sword cavalry. Their Town Phase is a sword infantry, archer, and slinger. Their Champions are a sword infantry and an archer infantry that can set units on fire, similar to the Iberian skirmish cavalry champion. Their only siege equipment is a ram. Their only warship is an arrow ship.
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BuddyZcligo joined the community
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Hi @Caroby! Thanks for your work on this mod!! This is definitely a great feature to add to the game. I wanted to mention, just in case, that if a player disconnects, you can still save the game and rehost it to resume from where they left off. The player doesn't need to be online at that moment. Aside from that detail, thanks again for this work. I haven't been able to test it yet, but autosave isn't a bad thing for anyone.
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Great idea! So i just tried it out, and I got these warnings: Maybe you already did this, but if you could add a setting in the settings page that allows you to change the interval, I think that would be helpful
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Hi guy me and my friend was trying 0.A.D over network (LAN) but we run out some problems due to losing connection from clients(poor wifi signal from one of the clients). ChatGPT suggested that if we save it we may restore and continue our gameplay without problem, but it is not easy to remember to keep saving just in case, then I asked GPT to create a mod to autosave and it did and it works very well and I would like to share. I don't know it already exists but GPT said there is not such native function. The default autosave time is 300s, but I changed mine to 60s and it doesn't freeze the game while saving. More instructions at github. https://github.com/tiekookeit/0ad_mod_autosave
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Should the Health of Units influence their Speed?
Grautvornix replied to Obelix's topic in Gameplay Discussion
There was a recent proposal to use an area as target instead of focussing on one target (the closest one) only which may lead to an overkill. Possibly the two changes could work hand in hand? -
Should the Health of Units influence their Speed?
wraitii replied to Obelix's topic in Gameplay Discussion
The general idea would be to work around Lanchester's square law. Because several units can attack one unit, it's better overall to focus fire on one unit until it's killed (without overkill however), and then move on to the next, rather than distribute damage to the group as a whole. I'm not 100% sure how to fix this elegantly - perhaps to an extent it's not really possible or desired - but in principle it should make the game fight less snowballs, which I think is generally a pretty good thing for an RTS. -
Should the Health of Units influence their Speed?
Grautvornix replied to Obelix's topic in Gameplay Discussion
Good points! Sound more realistic. From my perspective, a minimum attack speed needs to be available though (until exitus). Would that also affect movement speed? (for hunted animals as well as for advancing/feeling troops) Indeed this feature would remove the need to micromanage (focus your "fire" on reducing enemy forces by quantity i.e. kill them individually one-by-one) but rather damage them across the board. This could however affect gameplay to quite some extent. Should that be tested with a separate mode first? -
Itms started following Closing Old Issues
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Closing Old Issues
Itms replied to ShadowOfHassen's topic in Game Development & Technical Discussion
I am catching up with a long backlog of unread stuff from a couple months of absence, so I am seeing the excellent housekeeping work you folks have been performing on the issues. Great job and thanks! -
Closing Old Issues
Obelix replied to ShadowOfHassen's topic in Game Development & Technical Discussion
See -
Copied from 'Closing Old Issues' thread in the 'Game Development & Technical Discussion' forum: As above-mentioned Issue was closed by @ShadowOfHassen and reopened by @Itms with a 'Needs Design input' label attached to it, I think I like to hear - from all of you - your thoughts. Copy of the Comments from the Issue tracker @sanderd17 commented 13 years ago: @wraitii commented 13 years ago: @Palaxin commented 11 years ago: Personal opinion I like the idea of Speed connected to Health, maybe by 25% steps of Units Health.
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vox_qvMn started following Summary of attendance at the Stunfest 2022
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Honestly, this is the kind of modding content I enjoy the most. Simple, helpful, and easy to try. Thank you for taking the time to share this with everyone. Keep it up! https://apksunday.com/ has a lot of useful information if needed.
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Ilihim_LD started following Modern warfare mod
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Information about the translation integration process
Dunedan replied to Altay's topic in Help & Feedback
Right now we don't care if strings are approved or not, we take whatever we can get (we obviously filter for vandalism though). The best way would be to get in touch with one of the language coordinators (https://app.transifex.com/wildfire-games/teams/17418/tr/). If they aren't responsive, let me know and we'll find another way. -
I would use the blend files rather than trying to reverse engineer pmd and psa to be importable in Blender (Source: I did and it's not worth the trouble for your case) https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal contains most of the blend files you can reexport.
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Information about the translation integration process
Altay replied to Altay's topic in Help & Feedback
- Thanks for the info! I've noticed there are quite a few parts waiting for approval (other than the ones I translated myself), and they all seem to be translated correctly. Quick question — how can I join the team that reviews/approves translations (specifically for Turkish)? Would love to help out with that too if possible. Thanks! -
thanks for the link. Good site, but a bit weird that one makes such a detailed site and it's only linked in the forum by a third party randomly in the middle of the tournament... At least for non-discord users. For me it is annoying to cycle through multiple sites and see if on any of them is any news. Forums, git-sites, social media sites, email, messengers .. all after work. So I'd rather not add another site. I'm not asking for some special treatment, only want to share my view on it.
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Information about the translation integration process
Dunedan replied to Altay's topic in Help & Feedback
Updates to the translations get integrated whenever a new version of 0ad gets released. Once we start the release process, we'll publish multiple release candidates, translators like you can use to check if the translations look fine in the game and give you the chance to polish the translations. The start of the release process will be announced via a notification on Transifex, as well as in the "Announcements / News" subforum here. If you're eager to try out the translation before, you can either compile the current development state of the game yourself or, if you're using Windows, use the nightly build: https://gitea.wildfiregames.com/0ad/0ad/wiki/NightlyBuild -
Altay changed their profile photo
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Hello, I'm curious about when and how the Turkish translations we make via Transifex get integrated into the game. Are translations merged on a specific release cycle, or updated instantly? I'd appreciate it if anyone with knowledge on this could share some information. Thanks!
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Hi there @Emperior! If you go extract the public folder (~/Library/Application Support/0ad/ for macos) (%APPDATA%\0ad windows) you can find it under the art folder
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