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  2. In College Football 26 Coins, mastering the tight end position is crucial for both the running and passing game. The tight end offers a unique combination of blocking strength and receiving ability, making them an essential weapon for any offense. Understanding how to maximize this position requires a balance of awareness, timing, and strategic execution. This guide provides practical tips to elevate your performance as a tight end. The tight end operates as a hybrid between an offensive lineman and a wide receiver. On running plays, the tight end often helps clear a path for the ball carrier, while on passing plays, they provide a reliable target for the quarterback. Effective tight end play involves reading defenses, adjusting to coverage, and making precise movements to create opportunities. A versatile tight end can transform the offensive scheme by keeping defenders guessing. Running as a tight end is more than just following your blocks. Positioning and timing are essential. When executing routes that lead to the running game, focus on maintaining leverage against defenders. Strong footwork allows the tight end to create space for the running back. Quick, aggressive movements at the line of scrimmage can open gaps and force the defense to react. Additionally, learning when to peel off for secondary blocks or pursue a linebacker can extend the play and generate big gains. Anticipation is also key. Reading the defensive alignment before the snap helps identify weak points to exploit. Engaging with the defense quickly, while maintaining balance, ensures that you fulfill both blocking and receiving duties effectively. Developing a sense of cheap NCAA 26 Coins timing with the quarterback and running back can result in seamless handoffs or quick passes that capitalize on defensive lapses. In the passing game, the tight end provides a mid-range threat that complements wide receivers and slot options. Running crisp routes and understanding spacing is vital. The tight end must create separation from linebackers and safeties, often relying on agility and hand techniques rather than just speed. Fakes and sudden changes of direction can confuse defenders, giving the quarterback a clear target.
  3. The vibrant Skull and Bones Silver community plays a huge role in helping players break through barriers like the tier 9 ceiling. Rundbear's frustration is far from unique; many others have shared similar experiences. In this environment, the exchange of tips, strategies, and advice can make a huge difference in how players approach their progression. One player, an experienced pirate, shared a helpful piece of advice:"You need to level up your ship to at least level 6 to get to level 13." This comment may seem simple, but it's a game-changer for players who are stuck at tier 9. It highlights the importance of focusing on ship upgrades, not just collecting loot. It's a reminder that players need to go beyond simply seeking better gear; they must understand the underlying mechanics of the ship upgrade system. This insight emphasizes the value of attuning weapons through the blacksmith as a key strategy for progression. It encourages players to actively engage with the game's systems and regularly check their gear to ensure that it matches the challenges ahead. By asking for advice and learning from the experiences of others, players can avoid common pitfalls and speed up their progression. This highlights the importance of community-driven knowledge and how the sharing of wisdom can create a more rewarding experience for everyone. It's a reminder that Skull and Bones is as much about learning and adapting as it is about defeating enemies and collecting loot. The quest for progression in buy skull and bones boosting isn't just about individual triumphs—it's also about connecting with other players who face similar struggles. The power of camaraderie in the community can be a motivating force for many players, especially those who feel stuck at tier 9. As more players share their challenges and successes, a sense of unity and shared purpose emerges. Whether it's offering advice on where to find better gear, recommending the best strategies for taking down elite ships, or simply providing moral support, the community plays an invaluable role in helping players break free from stagnation. This sense of camaraderie makes the journey through Skull and Bones even more enjoyable, turning the game into a social experience where players help each other thrive.
  4. In Diablo IV gold, certain pieces of gear stand out not only for their raw stats but also for their unique effects that can define a build. One such treasure is the Ring of the Midnight Sun, a powerful unique ring that has become one of the most sought-after items in the game's endgame grind. If you're looking to track it down, you'll need patience, persistence, and a clear farming strategy. This guide will walk you through where it drops, the best farming methods, and why this item is worth the effort. The Ring of the Midnight Sun is a unique item designed to give players both offensive and defensive boosts. While exact affixes vary slightly depending on the roll, the ring often enhances critical strike chance, elemental damage over time, and sometimes provides a unique modifier tied to resource generation or cooldown reduction. For example, some versions grant increased damage to burning enemies or improved energy restoration on hit. This flexibility makes it especially useful for classes like the Sorcerer, Rogue, and Necromancer, though Barbarians and Druids can also benefit depending on their chosen builds. The ring's combination of raw power and utility means that once obtained, it can remain relevant for dozens of buy D4 Gold levels, even in the highest tiers of play.
  5. Today
  6. Thanks for the welcome Stan! I've run into my first crash, and have reported it here: https://gitea.wildfiregames.com/0ad/0ad/issues/7661#issuecomment-132398 If you have any feedback on how I'm reporting issues please let me know, I'm sure every organization has their own processes.
  7. Yesterday
  8. Karl Pearson Coefficient of 0.95 (strong correlation) but to be honest it's not really slept on. you can know the outcome of 1v1 by min 8 unless both sre equally matched.if one has advantage over the other at min 8 then it's most probably going to stay that way
  9. Everything was fine, until suddenly… Petra error. Ver. 0.28.0, 7386a5d514 Mainly: Debian 13.2, SVN compilation ('svn update' commands, etc.). Best regards and Merry Christmas. interestinglog.html_2025-12-24.7z mainlog.html_2025-12-24.7z
  10. Interesting, I experienced this in a game a few months back, I was kiting Spartans with Roman skirmisher cavalry, whenever I would have them move in formation some would just stop dead and get impaled by spears as a result, after a while I discovered that splitting my 70+ block into smaller blocks of 30+ made the problem go away and did an even better job at harassing lol
  11. Triaging is helpful, merging similar issues, closing issues with no actionnable data too.
  12. Ah makes sense. True, but they dont exactly serve a purpose either as someone will open a new issue. If we want to keep the issues open that's fine by me, I was just wondering if going through the backlog would be helpful.
  13. Meant some are missing. I guess they could, but the issue is that you never know if they've been fixed, and it's unlikely they weren't so sweeping them under the rug doesn't seem to serve purpose. By mimimal understand you cannot do anything in it. Dunno Dunno
  14. It was last edited in 2010 so slightly out of date. Is a war story something we want to keep doing? If not/ even if so it could be closed. Yeah, it would be cool, I don't think it'll work with the gameplay. So close the issue? for the music, they look like they're all flacs or .wavs https://svn.wildfiregames.com/public/audio/trunk/music/ oof. Don't we have a minimal in atlas, though? Or is that screenshot wowgetoffyourcellphone posted inaccurate? Also there seems there are some engine based bugs from many, many versions past which is we can't reproduce could be closed(maybe?) (Like this one: https://gitea.wildfiregames.com/0ad/0ad/issues/5672)
  15. This is one of the worst bugs in the game: https://gitea.wildfiregames.com/0ad/0ad/issues/8577 I can't tell you how many times I've been hit by this, at the most inconvenient times, and lost a good chunk of my army as a result.
  16. It's also there https://gitea.wildfiregames.com/0ad/0ad/wiki/War_Story not sure how up to date it is. IIRC not all the tracks are lossless format in https://svn.wildfiregames.com/public/audio/ That's a hill @wowgetoffyourcellphone is willing to die on (Just kidding) But basically we don't have the art assets for. I made some for the eyecandy mod, but it doesn't cover very sharp cliffs iirc. Unless @trompetin17 gives up on a new GUI system or @Vantha does it anyway it's years away. There is a check list in that ticket as far as I can see, that's kinda a clear goal If you think decisions are easy around here, you haven't been paying attention Agree it might be closed, if anything on the basis that such tickets would be closed these days with a "discussions belong on the forums" I do wish units could fish, but I don't think it works in the current meta.
  17. The 0 A.D. Main Branch has over 1.6k issues. I was looking through some of the older ones and I noticed there are quite a few that are either outdated or not relevant anymore either while the view of the game has shifted, or they don't really apply. There are also some that would be really trivial for even the non-technical users. I wonder if we could go through some and quickly discuss and see if they're really necessary or should be done real quick by someone. For example, here's one that suggests that lower health units could move slower. It's an interesting idea, but one I'm not exactly sure is one that 0 A.D. is ever going to have. https://gitea.wildfiregames.com/0ad/0ad/issues/2091 Here are a few others that could be possibly closed or done really quickly. This issue is about "deciding on whether to have land unit fishing" This is another one that could be decided really quickly, closed, and if we wanted to add it later no harm really. https://gitea.wildfiregames.com/0ad/0ad/issues/1437 Creating a 0 A.D. war story may have been useful in 2006-2007, but in the year of our Lord 2025 (soon to be 2026) we have YouTube so having a war story isn't really as needed, we could still make one eventually, but having an issue for it right now doesn't seem needed. https://gitea.wildfiregames.com/0ad/0ad/issues/66 This issue here is just for "adding more victory conditions" which personally I think is a bad issue because it doesn't really give us a goal to work for (and we could be doing this forever. I move for closing it and opening new issues for the specific conditions. https://gitea.wildfiregames.com/0ad/0ad/issues/1649 This is an issue to add metadata to the soundtrack. I 100% agree this should get done, but even a non-technical user could get it done in less than an hour if Omri didn't have to. https://gitea.wildfiregames.com/0ad/0ad/issues/3619 Then there are some tickets about adding cliffs to 0 A.D. which I am almost am certain exist in 0 A.D. (so maybe some issues people forgot to close?) I could be wrong, of course. https://gitea.wildfiregames.com/0ad/0ad/issues/993 Finally, there are a LOT of issues about atlas which either A) seem already implemented (like this one) or B seem a little outdated if atlas is being moved in game. https://gitea.wildfiregames.com/0ad/0ad/issues/571 let me know what you think closing these issues and if the devs are ok with cleaning the issues I'll post more that we could go through.
  18. There have been some changes to the lobby for r28, which could receive wider testing before we release, so it'd be great if some of you could test multiplayer games using the lobby with the release candidate. What I'm interested in are answers to the following questions: Does connecting to the lobby work as usual? (verify that lobby.tls and lobby.verify_certificate aren't set in your user.cfg or that they're both set to true (which is the default for r28) Are there any changes in your ability to host games, compared to a27.1?
  19. Buenos días o tardes; -Estaba pensando en crear unidades cartaginesas con un aspecto más púnico ya que ahora las facciones Auxiliares (Númidas, Mauretanos,Libios etc) ya existen en el mod como facciones propias y otras ya existen en el juego per se (íberos e itálicos)y se vería como una pobreza cultural en la facción de Cartago. -Ya creé un catálogo de edificios más únicos ,con nuevas texturas y nuevos edificios culturales : -¿Tienen alguna idea para unidades puramente cartaginesas? @Genava55 @Stan` @wackyserious @wowgetoffyourcellphone @Ultimate Aurelian Disculpen las molestias*
  20. While we are at the charts: The first 8 minutes are very underrepresented but very important. One could make such a insert plot. A bit like this:
  21. You should really bake ambient occlusion on your models. https://stan.wildfiregames.ovh/tutorials/bake-ao-pyrogenesis/ Video version
  22. Trac is no longer being used. https://gitea.wildfiregames.com/0ad/0ad/wiki/Audio_Voice_List is the new link. Nobody has updated either of the pages yet feel free to update the latter. Let me know if you don't have the permissions Yes.
  23. New updates on the World Rising project! Textures I’ve recreated many terrain textures at 2048×2048, significantly improving ground quality and visual fidelity. I plan to apply this standard to all terrain textures, making the environments even more detailed and realistic. I’ve also started working on Japanese fauna, beginning with soil and ground textures, and I’m reworking building textures to push realism even further. Destruction Buildings now show visible damage as they are attacked, gradually deteriorating until they are fully destroyed, adding more impact and immersion to the gameplay. Buildings I’ve added new upgrades and new buildings, expanding strategic options and gameplay depth. Technologies I’ve also implemented new technologies, further enhancing progression and overall game complexity. Bug Fixes Several bugs have been fixed along the way. Right now, my main focus is on fine-tuning and reworking building textures, refining every visual detail. Thank you to everyone who’s following the project. I hope you enjoy the updates and keep sharing your feedback. Thanks for the support!
  24. Is anyone still working on this? I play with the Han civ frequently and would love to hear them not speaking Greek anymore! Few questions: I noticed that Chinese is not on the voice list here: https://trac.wildfiregames.com/wiki/Audio_Voice_List - is this list still relevant? Are we still hoping to have this be ancient rather than modern Chinese? Either way, maybe if somebody has the knowledge, the voice list could be filled out so a script can be given to voice actors. I'm in a university with Chinese speakers and access to recording facilities, so I wonder if this is something worth pursuing.
  25. Last week
  26. I'd like to have a grid underlay for the line charts in the summary. Also it would be cool if "battles" were shown, like in AoE. So when a certain percentage of the total kills happen within a few minutes, the spot is marked on the graph.
  27. In metadata.json currently for the player are stored: buildingsCaptured buildingsCapturedValue buildingsConstructed buildingsLost buildingsLostValue enemyBuildingsDestroyed enemyBuildingsDestroyedValue enemyUnitsKilled enemyUnitsKilledValue failedBribes lootCollected peakPercentMapControlled percentMapControlled percentMapExplored populationCount resourcesBought resourcesCount resourcesGathered resourcesSold resourcesUsed successfulBribes teamPeakPercentMapControlled teamPercentMapControlled teamPercentMapExplored time tradeIncome treasuresCollected tributesReceived tributesSent unitsCaptured unitsCapturedValue unitsLost unitsLostValue unitsTrained I propose adding -HP healed -damage dealt in each damage type -damage dealt in HP (so after what gets absorbed by the armor) Like this, one could see if one e.g. has only Hippocrates how much HP he has restored in the game. One could see which damage type was most relevant, e.g. for defense upgrades. In the statistics under units the healers are only listed under Total, everyone/everything else gets a category.
  28. I recently replayed the tutorial (for campaign inspiration), and the vegetables reference is given as you are ordered to gather berries, soooo......
  29. There is no open PR. So soonish there is no civilisation added. But most work on civilisations is either-way done in the forum and in mods.
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