All Activity
- Past hour
-
Aqorusede joined the community
-
AngarRes joined the community
-
Opened 10 years ago, last message 7 years ago... is there where the PRs you want me to open are going to end? I see they discuss if to implement it to all buildings or not, and they don't discuss what percentage should be salvageable. I'd combine these issues and just assign every building a realistic "salvage rate", for example, 85% for temples, 15% for houses, or whatever values are best for gameplay.
-
One fix idea, although haven't digged into what would take, could be to have building footprints (their size) always be the territory of the building owner. This would kinda make sens too. Maybe I'm overlooking some potential drawbacks of doing so.. Anyone can think of one? I think for non-root, this shouldn't prevent decay if not connected. IIRC I noticed a bug where dropsites, owned player but "outside" your territory (example enclaved by an allied barrack) is not considered by your gatherer. So that would also fix this kind of bug.
-
@manowar I still think we should try to fix the underlying issue. If I build a barrack next to my CC and it gets captured by an opponent then I will also have my entire territory decaying right (something that could happen in any game mode)? I've just tested and it is indeed the case : You can see here the house is decaying although there the CC looks very much not so much enclaved
- Today
-
@manowar, I see.. The issue seems that even if the territory area is influenced by the CC (the territory root), the CC is still considered outside of it, so "no root is attached to the territory". Good catch. A enclaved CC is probably expected to have territory outside the enclave to decay. But here the enclave is just created by the barrack having bigger weight then the CC. So here I would say it's definitively a territory influence weight problem/bug.
-
mod LocalRatings mod - evaluate players' skills based on previous games
Seleucids replied to Mentula's topic in Game Modification
Could we automatically sync all replays in the player's replay folder to replay Pallas? This allows us to have access to every single game that has ever happened -
By accident I found a related Issue on Gitea: #4050 (Build back own buildings to gather resources)
-
Ah, I was confused. This has nothing to do with "losing health" or "health bars". You mean capture points. Now that I think, maybe that should be called loyalty or allegiance, to pair it with "health", since saying "losing capture" wouldn't make much sense.
-
-
@Atrik adding detail here about why your approach (and what I tried first myself) still has problems. (reference PR comment) I added your code, built and ran the game twice as player1 (blue) and player2 (red). In the attached first screenshot player1 has built a barracks close to player2 CC. The new code stops the CC from decaying BUT notice that buildings created by player2 have auto reverted to being owned by player1 AND while they are in the process of decaying the territory line of player2 starts flashing and it is not possible for player2 to add any other building within his own territory (see building highlighted red). It is for this reason that I approached the problem from another angle i.e. allowing the host to impose a CC distance in the Game Setup. The alternative of messing with the weights of buildings, owning tiles, decay rates felt like a more dangerous change.
-
Yeah, that was the thing. As I understand it wfg can't just let any bots run on the lobby. Uff was honest about his bot, but it wasn't approved (yet). I can understand that some boundaries have to be set e.g. to avoid adds, spam etc.. But I liked uffs host. I can also understand that it is not so attractive for a developer to have everything approved of the ideas one wants to try out. For me, I would appreciate such a host in combination with a fast automated pairing system like the LocalRatings Team-Balancer Mod. The hoster could build up a better database than I could by only manually spectating and playing games. This way one could also experiment more with parameters of the pairing system.
-
I have some machines which can be used as dedicated servers for 0ad, but I am not fully sure how to achieve a constant lobby presence. Also how to handle the end of a game session If you are willing, we can work together to pull this off. I can commit my main account to host for people while I'm sleeping. This does not breach TOS as there are no bots (in the sense of xmpp bots) inside the lobby and there is no use of multi accounts. I have seen some promising progress from sanafur who was automating his host largely yesterday evening. Players can allocate themselves and start game by typing commands so that sanafur doesn't have to read the chat and do things manually. It's a good starting point and people with the resources can carry on
-
Hello @Red Wolf thanks for your suggestions. 1) The one can be good, but its a copy paste from age of mythology eheh. But its useful. Frankly I don't need and the system of notification is quite ok for this situation already. 2) I disagree because house are not so hard to manage already. And the wood need is already low. 5 and 10 population by house is enough. If you want Carthage has house with 20 population for a extra cost. 3) Agree, options are always nice. 4)There is some mod for change this info panel already, you can find them, I have no opinion on this idea 5) I don't know really theses formation but i suppose they have a difference so i'm against your proposition. But we should change the UI for hide some formation we never want to use. 6) Frankly it's actually quite ok but we can always improve. So why not change the color text yes. 7) Hmm I didn't understand, but maybe use alt for select only unit military. 8) Ctlr right clic don't work? should be exist so I agree witht he fact to garnison animals in corral. But in same way of other garnison, so with the usually keybind. 9) It's exist, ctrl 10) Sure but only for iberes! 600 metal 600 wood, a tech in castle. 11) Not often, why not, but not priority.. We can make the difference with the map 12) Actually, you can move your unit how you like and do a good shapes. its nice actually i think 13) Against, risk of abuse lol, if you are focus you don't make mistake, but yes its annoying and take some seconds. 14) yess 15) why not 16) button not exist but keybind exist already so not really need
-
you can always garrison the wall towers for them to shoot I think + the possibility to put ranged units on the wall itself.
-
Oh, I though it was a bug, there being no capture, and a very low damage amount. I guess it is helpful to fully read the stats, not just part
-
How is that not useful? its 0 pop, and cost 60 total resourecs Its not a champion though.... from what I have read about them, they were former slaves who were city "police" type units. So they are 0 pop (but lmitied) they have increased vision. They are more for patrolling and helping you notice any threats.
-
So, I noticed the Athenian Champion Archer that you train from the cc isn't very useful (I assume a bug)
-
Ok, I guess I miss read it or something. Silly me
-
City phase? City phase is pretty normal and standard.
-
But I was having trouble getting city phase as Roman, I think it said I need a structure of empire phase to get it. So I assumed that was bug
-
That is the generic empire phase. The civ specific one replaces the generic
- Yesterday
-
Is this a bug in the empire phase file? How would it replace empire phase if it is empire phase? "replaces": [ "phase_empi" ],
-
Latest Topics
