All Activity
- Past hour
-
Is there a public repo for play0ad.com?
Stan` replied to bowen951209's topic in Game Development & Technical Discussion
That's the last time it was versioned. I'm not quite sure how it is versioned, but it's something that could be looked into i guess, if there is any interest. -
Glad to hear that! Thanks! Yes known limitation, there should be either another mission, or another option when you found a city form ruins for the second time. I agree it needs much more love. The attack-move bug is mitigated (resembling this PR) but it shows it's not enough for battalions. About the rearranging and controlling individual units, I might need to try some things to even have an opinion about what to think about how it could be like or mitigated...
-
Is there a public repo for play0ad.com?
bowen951209 replied to bowen951209's topic in Game Development & Technical Discussion
Thanks. But the latest commit is 7 years ago, so maybe somewhere else. -
bowen951209 started following Is there a public repo for play0ad.com?
-
And this is what I mean when I say that the tendency to readjust can sometimes lead to weird situations. For example, here I just want to move the infantry group blocking the gate out of the way to make room for the siege engines. But since the whole battalion is selected automatically and the units are spread out, issuing a move command makes them all rearrange themselves. Maybe a modifier key that lets you move individual units separately could do the trick, but I'm not sure.
-
Fixed
- Today
-
Perhaps the Franks could have bolt throwing artillery http://google.com.br/books/edition/Early_Carolingian_Warfare/6Zt0BAAAQBA
-
@Atrik, I've made a bit more progress in the campaign, and I'm having quite a lot of fun with it. I wanted to share a few things I've noticed. At one point, I captured a spot to found a city that was similar to the one at the beginning of the campaign. When I fought the bandits, though, I had such a large army that I was well over the 40-pop limit, so I had to just sit there and wait for the waves to come without doing anything. Perhaps that spot was meant to be discovered earlier, when the army wasn't quite so massive yet. As for the combat experience with battalions, I like it quite a lot. It opens up a range of interesting and fun possibilities. I think there's room for improvement in cavalry movement. At times, that tendency to constantly readjust feels a bit artificial and forced. It also makes it quite difficult to move battalions around. I'd perhaps try allowing cavalry to be used without a formation. Also, given that the motion rework is in place, it would be nice to experience it on these pre-built battlefields. I'd also like to be able to control siege engines individually. That would let you spread them out a bit to avoid them blocking each other and cover a wider attack area with bolts and catapults. Also, hotkeys to focus on next task, ignore next task and next turn, would be neat Lastly, I think attack-move behaves strangely. Towards the end of the video, you can also see a bug I've run into quite often: when I use attack-move, the battalion just stands still, and the only way to get it moving again is to use the regular move command.
-
That returns 404, is it private?
-
Do you have a link ? There are like 55 mods in the queue and i couldn't find it easily
-
Can probably be patched, yes
-
I see no file in your mod. https://github.com/StanleySweet/modaudit I've started, few problems still.
-
0 A.D. Is Wasting Its Potential !
Nicolaus_von_Kues replied to lilypoppy's topic in General Discussion
Nerf the CS, if the problem is the effect of economic snow ball. The economic stats... -
@real_tabasco_sauce I'd like to remind you something you said in the illuminating thread I referenced: I agree with that, that's why I'm even against increasing training times and "every phase up would reduce training times" mentioned there, that would make the start of the game too slow for competitive players. I proposed instead (apparently ironically amazingly) increasing training times but making batching more efficient to keep the current training times for more average sized batches (again, all balance-pending, since this might make comebacks too strong, larger batches being produced even faster than currently). Lower difficulty AIs should not batch. I also find interesting the idea mentioned there that Mercenaries "should be able to be recruited very quickly", which could apply to their batch efficiency, giving them an accurate and clear use case.
-
Clio : muse of History
-
Is there a public repo for play0ad.com?
Asher replied to bowen951209's topic in Game Development & Technical Discussion
It might still be on github: https://github.com/0ad/play0ad.com. I am not certain though -
Hi there. I noticed that some pages on play0ad.com are outdated. For example, https://play0ad.com/community/participate/ still tells us to use trac and SVN, but apparently it's been moved to Gitea. https://play0ad.com/game-info/project-overview/ says that 0ad is still in alpha, but there is a release now. Is play0ad.com managed internally, or there is a public repository where we can submit updates to those outdated pages? Thank you.
-
Do you want help with making those tools?
-
I have to check things manually which is slow, I'm currently writing tools to help me be more efficient. Really sorry.
-
I'm elbows deep into a writing project I started wayyyy back in 2004 before the Athens Summer Olympics. I wrote a messy 169 page screenplay draft based upon the experience of ATHENS during the Greco-Persian Wars, and then proceeded to screw around with it for 20+ years off and on with no satisfaction. At one point, I'd lost all digital copies of it; only one printed copy remained and it was in the hands of an ex-girlfriend. She graciously gave it back to me and I digitized it again. Years go by and it's September 2026. I look at it again and I'm thinking no way will this behemoth ever get produced, let alone optioned or sold. It was also too melodramatic, Themistocles was an @#$%, and too much was crammed into it, even at 160+ pages. Then it hit me like a ton of bricks: turn it into a two-part cinematic event. Voila! Two 118-120 page film scripts and suddenly there is breathing room for characterization and plot! Not to mention cleaning up structure, narrative, dialogue, and action description. So, I've been on a 2-month tear just hammering these things like Hephaestus on his anvil into a couple of scripts I can be proud of, even if they're never produced. A small excerpt of what I've been working on. A particular battle you may have heard of: Other random excerpts: And, I've started a novel of the same story. Complimentary projects of the same story and characters. And now the novel is doing for my imagination what splitting the original screenplay into two separate films did a couple months ago. Deeper characterization possible, more historical detail. The excerpt from prologue to the novel: And page one of Chapter one:
-
I uploaded my map mod to mod.io 5 days ago and its still pending.
-
My one and only vote. https://www.wikiwand.com/en/Caryatid The caryatid standing in contrapposto, originally part of the Erechtheion, was removed by Lord Elgin and is now displayed at the British Museum [and should be returned to Greece] Caryatids are added to the game for this release by @nifa
-
What are the main changes planned for R29?
-
Latest Topics
