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I'm with @wowgetoffyourcellphone on this one. I find the current tooltips show way too much information. Along time ago I even locally made some mockups revamping them, but I'm afraid those have been lost to time. In fact, I thought about using bars to visualize numbers like attack damage and resource gathering speed, which is still an idea I like. It would be cool to work on this, but for me it's a matter of time, I have so many things I'd love to implement, but they take time and I can't work on too many things at once. I genuinely hope, though, that I'll get to it eventually and I'd also be happy to review PRs for it. @wowgetoffyourcellphone, same for your viewer mockup. https://gitea.wildfiregames.com/0ad/0ad/issues/6860 (I personally prefer icons, by the way, and it would also be nice to add an option to choose between reduced vs extended tooltips)
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And, I forgot to say, doesn't give unfair advantages, quite the contrary, unfair would be to force a group of people use an UI scheme that makes things harder for them.
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If we cannot decide leave the dicsion to the user! I like it.
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Also, if some people prefer text and others icons, it would be great if both are menu options. This way @wowgetoffyourcellphone's improvements can stay under the text option, and if some day someone wants to do the icon variant, then that's added under the icons option, nothing is wasted and everyone is happy, I guess.
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You can blame me This is actually not a mistake, it was a deliberare decision, which I was involved in. See the discussion in https://gitea.wildfiregames.com/0ad/0ad/pulls/8062 The idea was to make the civilians' names more interesting, to change them up a bit for some civs and add historical flavor; most of the lower-class civilians in the Han dynasty were indeed farmers, and after all, the unit is best at working on fields. I was aware at the time already that this idea was not without its flaws and that someone would bring it up eventually. But I still stand by the decision, I think it's a good opportunity to reflect and teach what kind of people actually formed the lower societal class in those civilisations; and for me personally, that outweighs the oddities. And if you really need one to pick on, then please the "Carthaginian Artisan"...
- Today
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Trying to get a mod to show in the Mod Selection screen
Odysseus replied to Odysseus's topic in Help & Feedback
Thanks for your reply guys. My G: drive doesn't have a Documents folder. Should I make it? -
My non-scientific ahistorical assessment: People on the lower end of society were always somehow farmers and sometimes ordered to do lumbering. I am not sure if in these times specialized professions were so common (like lumberjack, other probably) Don't take my assessment serious, please.
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Should be good now.
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Just saw this beautiful screenshots by @wowgetoffyourcellphone showing a roman city built around a central paved town square/piazza: The game is rightfully famous for many things - but also for allowing to build beautiful scenarios. Just, if you happen to not use the ATLAS map/scenario editor, how can you build your city around a paved area? Many maps already provide such an area from the beginning, but you need a lot of planning ahead in order to allow sufficient space for builduings that can only be build in a later phase (temple, wonder etc.). Would it be possible at all to allow building a kind of paved area during the game? The typical issue would remain that it needs to be an object that can be crossed also by the pathfinding algorithm. As such it needs to be a building that, while visible, is not blocking and acts rather as a decal with a specific aura (e.g. market features, agora/politics, negative aura for files/reduced soil fertility). Upgrades from sand to gravel to cobblestone would increase the strength or range of the aura. If such thing can be implemented, it could open other interesting possibilities as well: building roads (movement speed), bridges (can be crossed by land forces but not by ships, can be destroyed by ships), channels (can be crossed by ships but not by land forces). Also we could designate/build areas of fertility/watered areas if the respective technology was invented. For each there could be technology steps (wooden bridge, up to stone bridge, farm lane to planked path to paved road etc.) Just dreaming a bit ....
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He needs lumber for his farming tools
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Until you denied I didn't think you were specifically to blame; but now...
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Login Error: TLS Handshake / Certificate Verification Failed (Release 28)
Stan` replied to MIIB123's topic in Help & Feedback
Do you have tls enabled in the options ? -
New Release: 0 A.D. 28: Boiorix
wowgetoffyourcellphone replied to phosit's topic in Announcements / News
Not my fault -
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Dafercam joined the community
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Tooltips layout
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Agreed. It's not necessary, just nice. -
Latest iteration is better. Cost should be the first priority, then the explanation. Enlarged icon might not be necessary, but I am not a UI designer.
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Trying to get a mod to show in the Mod Selection screen
AlexHerbert replied to Odysseus's topic in Help & Feedback
Documents folder and keep going, place the mod inside mods folder -
Gurken Khan started following New Release: 0 A.D. 28: Boiorix
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Trying to get a mod to show in the Mod Selection screen
Lopess replied to Odysseus's topic in Help & Feedback
Hi, I followed the path from this post: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/) -
Hello there, I'd like to apologise in advance for being too lazy to find my sign-in for my 0 A.D. account, but I was hoping to get some help on a problem I've been having. I installed 0 A.D. on the following path -> G:\0 A.D. alpha and I'm trying to get a mod to show in the 0 A.D. mod selector. What folder should I manually put the mod in? Do I need to make a separate folder for it? I already have a 0 A.D. installion on my main drive with a potentially conflicting mod in there, hence it's on the G drive. Here's a screenie for what's currently there: The mod is Hyrule Conquest: Revival. Kind regards, Odysseus
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27 whitout IK's will manage to bake those actions whitout IK'S 4 ik legs (Maind and poles) 1 Ik Head also will try to bake the leg as a front render with a mesh to avoid blurry diff
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