All Activity
- Past hour
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here we go. commands.txt metadata.json
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plz tell me how, im using imageapp on manjaro. i will right now.
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And you say you were playing as Athens, right? If the territory gained from the building you captured ends up touching your own territory, then it’s expected that it won’t decay (even without garrison). But if the building remained isolated (not connected to your territory) and it was ungarrisoned, then that would indeed be a bug. Do you have the replay? It would be good if you could share it so we can check what happened. If you don’t know where to find it, you can go to the replays window, identify the match, and at the bottom you’ll see a text box showing the exact file path.
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this is so weird, we need you to share the replay
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ok, sure. i captured buildings, outside my teritory root, the buildings did not decayed, i was able to use them, outside my teritory root, ungarrisoned. i checked several times, the buildings didnt started to loose ownership - the things did not decayed. my gamebud recaptured, and, shazamshazam, abracadabra, hocus pocus, under his ownership, buildings started to decay.
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I don't understand very well your first message, @dinuruian. What is actually the exploit? Could you please rephrase?
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marvelous reply -=)) "the exploit is here to stay" altough i did nothin to provoke the exploited situation -=))
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ecsactli the issue, the buildings didnt decayed. undesirable position, to ask gamebuds to play, and to perform unfair advantages.
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You can use the README.md file on your repository to do all this kind of stuff
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For better or worse, capture mechanic is here to stay. You can capture buildings that are not in your territory, but they will decay to Gaia over time. Unless you leave enough units inside when you capture it.
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while playing 1v1, i captured building, while not being - the building - in my territory root, neither extended by the captured building specificaly, baracks and a siege worshop, playing as athens. plz remove those repugnant , unfair, offending unrealised "advantages", of sustainable ownership without teritory root. thank you.
- Today
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elliot81222 changed their profile photo
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TeresaWatson joined the community
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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.
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AlexHerbert started following 0 A.D. Delenda Est Release 28 and Under-utilization of my pc
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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
- Yesterday
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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.
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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.
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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.
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st0ad1 started following Delenda Est
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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.
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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)
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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?
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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.
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How were the units in the Civic Center chosen?
Deicide4u replied to DesertRose's topic in General Discussion
They represent more or less basic units for each civilization. There is also a balance consideration of which units are available. -
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.
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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.
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Balance Discussion - Hack and Pierce
Perzival12 replied to DesertRose's topic in Gameplay Discussion
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. -
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.
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