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That´s what I thought!
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Right, I'd really like to see "column" movement implemented. Basically, battalions would form one by one into the column and they'd all "snake" together to the destination. Or else, if it's a short distance, they'd stay together side by side in a battle line.
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Elzed0 joined the community
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I´ve always liked Battle for Middle Earth style! But that game had a problem, when you choose several squads they move mixed.
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Overhaul of the Citizen system
wowgetoffyourcellphone replied to Deicide4u's topic in Gameplay Discussion
Calling all historians and others who have helped with unit naming in the past! Lend us your efforts! Once more unto the breech, dear friends! -
My comment wasn't a direct reply to you. If anything, I agree with you here. My comment is in response to those who would rather obfuscate what their mods are doing while claiming "freedom" and twisting the meaning of open-source software as justification.
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I mean, the concept of free software (as in, you can read the code and find out exactly what your pc is doing) has its place in certain situations, although I dont necessarily believe gaming is one of them; it makes more sense when actual real-world data is involved; i dont really care to know *how* the game calculates where my units go, i just need them to go. But I dont think this quote (even though its certainly true) is very applicable in this situation? Just knowing what code is executed doesnt mean anybodys screwing anybody over?
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btw -- I am pro-formation, but there are a lot of hurdles. Not just technical hurdles, but in their function and use and how they interact with non-formed enemy units. Ideally, the units in your formation should spread their attacks out along multiple targets within range. And then also do the same when facing another formation in combat. We'd have to eliminate, as much as possible, the focus-fire effect. Truly, if I had my way, we'd have all soldiers in constant battalions, Battle for Middle Earth style ("squad-based combat" would be the industry term).
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===[TASK]=== WONDER: Persians: Apadana of Darius
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
This is a great start. I wonder if it wouldn't benefit from its own new texture. I think we could save some triangles by getting rid of the 2 staircases we won't commonly see. I think the original building abutted walls and other buildings on those 2 sides anyway. So, copy the double staircase on the front over to the left side we see here, then get rid of the 2 staircases on the far side. I might be able to help with textures for the staircases. The game does have this: Which would be verrrrry useful for the Wonder. Here it is on the Tachara: -
You'll notice a strong trend here on this forum and also out in the real world, indeed, across humanity: When some people speak of "freedom" they very often mean their own freedom to screw over other people. The fight against this tendency is what builds and maintains civilization (and a healthy online community in 0 A.D.).
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Gauls skrim rank 2 cape doesn't follow in attack animation
wowgetoffyourcellphone replied to ffm2's topic in Bug reports
I can fix it, but, ugh, I'm already dealing with Git headaches. Literally anyone can submit a patch for it. It's a rather simple fix and would be a good one for someone's first or second patch. -
How to use Delenda Est on Alpha 27
wowgetoffyourcellphone replied to Souldbyt's topic in Delenda Est
I'm going to release the next Delenda Est with the next Empires Ascendant release (R28). Reason being is that finishing stuff up and bundling it all for mod.io is a really involved process for a mod of this size. In fact, I have to pester poor @Stan` to help me resolve issues every time, and I think his time and effort is best used for other things. Also, there are a lot of loose ends not tidied up that I want to finish before a next release. I'd like to get the post-game charts working again. They haven't worked properly almost since the beginning of my mod years ago. I'd like to get that resolved once and for all if someone like @Vantha or @trompetin17 or anyone else would like to assist. I also recently (ill-advisedly, lol) added the Galatians civ to the mod, since they can share a lot of assets with the Gauls and Britons. I need to find at least 3 relevant heroes for them and come up with bonuses for them all, and decide on a Wonder. I think a cool wonder for them could be the destroyed ruins of Delphi, maybe, or something they built once they settled in Asia Minor. Needs more research. I'm also behind on designing and implementing the bonuses for some of the other civs' heroes as well. Most of them are done, but again, there are loose ends. And then, there are things I'm helping with for Empires Ascendant, such as adding Gendered-Citizens to the game, hopefully to be included in Release 28. These things, plus the waxing and waning of my own available time and interest, slow down my progress with Delenda Est. Not to mention, I'm pretty sure I have ADHD. -
Yes, this is another silver lining with having specs in the game who are nice enough to warn. Hopefully those who are hosting will have the courage to at least temporarily suspend some of these players who are using the exploit. I'm not a huge fan of just outright banning people, but more consequences would be good. Let's see how it develops. Regarding deleting this topic, not sure it needs to be. I think people need to be made aware that this is a (renewed?) issue and to be on the lookout for it.
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You do know that it's possible to save and load multiplayer matches since Alpha 27?
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Swostihotels joined the community
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Gauls skrim rank 2 cape doesn't follow in attack animation
Obelix replied to ffm2's topic in Bug reports
@Langbart created a ticket for you 3 weeks ago: #7970 (Art: Gaul javelinist missing cape animation during attack). -
Itms started following French Translation
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Bonjour damale, ce n'est pas un bug, la traduction française était incomplète au moment où nous avons sorti la version 27. La phrase que tu montres en anglais sur la capture d'écran n'a été traduite qu'en février par exemple. La traduction française est toujours complète d'habitude, mais nous avons découvert en décembre qu'un traducteur (peut-être un bot) avait juste copié-collé l'anglais dans les traductions en français pour énormément de contenu. L'équipe de traduction croyait donc que tout était traduit. Elle n'a malheureusement pas eu le temps de re-traduire tout ce qui manquait avant la sortie fin janvier. N'hésite pas à contribuer à la traduction sur Transifex si tu le souhaites: https://gitea.wildfiregames.com/0ad/0ad/wiki/Localization
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bling2mod joined the community
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English follow Salut, pour jouer à la version 27 sur Debian Bookworm, je dois utiliser la version flatpak trouvé ici: https://github.com/flathub/com.play0ad.zeroad Je constate que la traduction alterne souvent entre l'anglais et le français Comme vous pouvez le constater sur les images en bas, quand je pointe une structure le texte peut être en anglais et dans une même partie, le texte peut être en français. Même quand il est écrit en anglais, sous le texte anglais il est écrit en français "cliquez pour plus d'information" Quand j'étais sur la version 26, tout était en français Est-ce seulement la version flatpak qui fait ça? Est-ce dû à une mauvaise configuration de ma part ? Merci beaucoup _________________________________________________________________________________ English Hello, to play 0ad alpha 27 on Debian bookworm, I have to install the flatpak version of 0ad found here : https://github.com/flathub/com.play0ad.zeroad Sometimes the translation is in french, some other times in english (like demonstrated on the picture below) When I was playing alpha 26 installed with the official repository of debian, all the translation was in french. What could explain that bug? Thank you
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Vlacip started following Funny Relevant Videos and Memery
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If you don't want to install the oddity detector (which warns in-game) you could check quickly the barter efficiency. If that is suspiciously high watch the complete replay. Note: Just a high efficiency alone is not sufficient to claim a market exploit. It is normal game play to use good prices once one takes note of it in the market. But a market exploit causes a high barter efficiency.
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The most common and the most infuriating bug with formations, that I've experienced, is unit freeze. To reproduce: 1) Make sure "No override" is selected for formation control 2) Order your units into a line formation, 3) March towards the enemy base, 4) Add some more units to the group from your base, 5) Attack move the enemy base. Half the time, most of your units will just sit there frozen, while a few march in to be slaughtered by the enemy.
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I’ve had matches crash unexpectedly too, and yeah, not being able to save online games mid-session is frustrating. A mid-game save option would make co-op and long matches way better.
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Some formations should give an advantage to the defense and others to the offense. Testudo vs missile firing. Phalanx similar but less protection and some attack 2% more maybe Close formations should have bonuses against falling arrows and other projectiles. Syntagma and Anticav would be bonus to the attack against cavalry. Closed formations should penalize movement and open formations should favor it. The Persians were to have a unique formation, which would serve as a shield and barrier to the enemy of archers.( Protect the archers) It would be a composite formation. https://archeryhistorian.com/persian-archery/#:~:text=Persian Archery %26 Battle Tactics&text=They would release arrows%2C and,units would form their lines.
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There is still at least 2 different bug with formations that I haven't been able to have clear way to reproduce yet too. 1. is units acquiring random targets when pressing Halt in formation, ex: a building even if clearly there are units nearby, or attack units far away. (happens when there are a lot of entity around so i guess it's because of some optimization stuff) 2. units sometimes freeze/dance salsa endlessly in formation. Else wise, formation are already very very useful without bonus already, for unit placement, and to fight efficiently. I know some will consider bug too but it's actually nice that units can cluster up while in formation.
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There is a need to normalize the formations.
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@real_tabasco_sauce 1. "units don´t actually fight in the formation" wrong, if you put your troops in front the enemy´s units they will fight while maintaining formation. 2. The battle formation exist to be an advantage in battle, no one chooses battle formation for cosmetic but for win. 3. Bonuses are not rare in this game, for example range bonus: ir you build a tower in high ground, it´ll have more range. I don´t see how complicated the solution I´m proposing is.
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Bumek joined the community
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units don't actually fight in the formation, and selecting a formation over another just for the bonus and not for the formation of the units is gimmicky. I think formations are fine to remain as-is for organizing troops and for cosmetic reasons. There are more straightforward ways to address the issues you raised, like some speed balance and diverging the different roles of units.
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eastewoodpe joined the community
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Well, that´s the point of add battle formation bonuses. You will have an advantage in the game if you use it.
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