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That was fast, @Tapothei! Thanks for putting in the effort to learn how to create a PR. Eventually, you'll get familiar with the workflow: The usual workflow is to fork the repository, clone your fork locally, and create a branch for your changes ( You don't want to work directly on the website for practical reasons). You commit your work and push the branch to your fork. Each contributor works on their own fork. Once the changes are ready, you open a pull request from your branch to the upstream repository, where the maintainers can review it. Also, right now your changes are on the main branch of your repository. Normally main should not be used for development. Instead, it is kept in sync with upstream (the official 0 A.D. repository), and new changes are developed in separate branches. Pull requests are then opened from those branches. This way your main branch always stays clean and can be used to create new branches. Otherwise, if main contains previous work that wasn’t merged, those changes could end up included again in future pull requests. An if you later want to work on something else and sync your main branch with upstream, you may run into problems because git will detect local changes that don’t match upstream. By creating separate branches from main, you isolate each set of changes. This makes it easier to keep main clean, revisit your work later, and work on multiple things in parallel. I also noticed that your PR contains many separate commits. Like this: In these cases, it is usually recommended to squash (git command) them into a single commit. This makes it easier for maintainers to review the changes and keep a clean history of the proposed modifications. I know this might seem completely confusing right now. But if you plan to keep contributing, learning it will make things much easier in the long run.It can take months and plenty of frustration to get comfortable with the basics of git. So if you decide to learn it, be patient with yourself. It gets a little easier every day. Well, I don’t want to overwhelm you any further. You’ve already made it this far, and that’s worth recognizing. Thank you! You could get a source-code editor like Visual Studio Code to make things easier for you. Also, when creating a PR that solves an issue, you normally want to include this in the PR message like this: "Fixes #8781"
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Elephants - Do they take bonus damage from Spearman and Pikeman?
Arup replied to DesertRose's topic in Gameplay Discussion
NO. KEEP MY ELEPHANTS AWAY FROM THIS! ELEPHANTS ARE NOT CAVALRY -
It makes the most sense to give javelin throwers the damage multiplier, but that would severely nerf an already underused, slow unit. The decision to retain damage multipliers against cavalry for spearmen was purely based on balance, to counter the cavalry's naturally greater speed and higher stats. Otherwise, we got rid of counter units in A17, if I recall correctly.
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What is the point of having two units with the same stats ?
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And how do you do that ?
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Thx for the push, also I don't use either of them, I just have my default text editor. This took me awhile to understand(somewhat a partial comprehend)... and now after that it request for checks... man I'm so exhausted...
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DonnaReese joined the community
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Deactivation of unencrypted lobby connections
Dunedan replied to Dunedan's topic in Announcements / News
Unencrypted connections to the multiplayer lobby are now not possible anymore. -
Atlas in Game (Alpha)
ShadowOfHassen replied to trompetin17's topic in Game Development & Technical Discussion
LET'S GO! This and some of @Vantha's PRs for campaigns are on my wishlist for things I want to see in 0 A.D. for the next release. -
Atlas in Game (Alpha)
trompetin17 replied to trompetin17's topic in Game Development & Technical Discussion
actually is https://gitea.wildfiregames.com/trompetin17/0ad-atlas-in-game/src/branch/main so if you are able to test would be great. you can read more details here: https://gitea.wildfiregames.com/0ad/0ad/pulls/7803 -
no need to apologize, happens to me all the time!
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oh yeah, sorry i just got lost in my thoughts
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Ill take a look! And I agree, with "I think the citizen soldier concept in 0 A.D. actually reflects something that historically happened, something that other historical RTS games do not represent at all because they completely separate military units from civilian units." I was just questioning/wondering why the "male" version of the gender units were so much weaker at gathering resources!
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Atlas in Game (Alpha)
guerringuerrin replied to trompetin17's topic in Game Development & Technical Discussion
@trompetin17 I realize this is the same branch as the issue I have to test so I guess I have the chance to give it a try of this great project! -
you don't know how fast I am... what if I was Darren Jason Watkins JR and like to play video games in my spare time... im pretty sure i could beat Usain bolt wearing 70lbs of classical antiquity armor. I am having fun. You dont like to be questioned do you?
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Atlas in Game (Alpha)
trompetin17 replied to trompetin17's topic in Game Development & Technical Discussion
Continuing with the initiative, I mention it so that it becomes visible. -
Usain Bolt is pretty fast. So fast that he’d beat you in a foot race if he was wearing heavy body armor while you streaked down the track with nothing but the wind and the finish line between you and him. Also, it’s a game. Have fun
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I think the economic tasks performed by soldiers in 0 A.D. can represent the kinds of economic activities soldiers carried out during military campaigns. Foraging, collecting grain from nearby villages, gathering wood for fires, building fortifications, and so on. I think the citizen soldier concept in 0 A.D. actually reflects something that historically happened, something that other historical RTS games do not represent at all because they completely separate military units from civilian units. They were probably not fully equipped when carrying out these kinds of tasks. I have read a bit about this here. I read about this here. https://roman-empire.net/army/roman-military-logistics-supply-chain-history?utm_source=chatgpt.com My source is probably very questionable, haha. I'm not a historian and I know nothing about all this. But discussing these topics is fun and you learn something along the way. =) edit: also i think that actually the champions are the kind of unit that represents a "higher more noble class" of soldier, and that's why they can't do economic tasks. different from citizen soldier that were probably more "common" folks. And also, there were other men that didn't went into fight and those are the civilians
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we have a separate thread with the git and everything.
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I WAS TRYING TO CREATE BAIT TO MARKET IT FOR YOU!! WHY DIDN'T YOU JUST POST A LINK THERE SMH
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yes, agreed but if citizen soldiers represent a higher more noble class, why would they even bother with the labor? And if you are wearing armor, holding a shield and a weapon, dont you think that would slow you down compare to another man who works the fields all days and wears nothing? Its not like the laborer is obese.... thats definitely an american and 20th century problem. You aren't a historian are you?
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I’m a lawyer. I sit around at a desk all day reading and writing. I became a lawyer because I’m pretty good at reading and writing. I’d even say that I can do lawyer work better than your typical marine. But guess what? If you put a pack and boots on me I bet I’d be a lot slower on a trek than those same marines. All men aren’t the same and can’t do all jobs equally.
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The new version has mainland balanced fixed. It is also on the mod downloader now: feldmap.zip This is version 3.0.1
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So i actually like what 0ad is trying to do, I just think it needs to be tweaked, at least to make more sense in my had. I like the complexity. We had already played around witth the idea of a male eco unit in preveous alphas, create "serfs". But now we have taken it one step furthing I think, although it needs some testing. women gather rates 1.0 .75 3.0 .5 .25 .25 (Now only cost 40 food, 40 health) Gender rather rates 1.0 .5 3.0 .8 .43 .43 (50 food 50 health) CS gather rates .75 .25 3.0 .75 .4 .4 and then Serfs.... I think the game misrepresents the role of slingers in Classical Antiquity. Talking to some of the historians who have helped on the game, a lot of the civs didnt have slingers per say.... they were more like low class citizens who were the laborers, but sometimes would need to skrimish throwing rocks or other small objects at the invaders. So the civs that have women only all have a serf unit. For slingers its 50% less dmg, 25% less range but only cost 40F 10S and 10W their gather rates are: .75 .25 3.45 .86 .46 .46 (Berries, farms, meat, wood, stone, metal)
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shubhanjali joined the community
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derderoverbid joined the community
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Ensemble Studios knew something when they were making AoE1. Yes, ancient societies were dominated by men. The original game developers of 0 A. D. didn't give an explanation why they chose to represent women as a separate unit. Citizen-Soldier concept surely played a part in it, but they could have done this without representing women as farmers. I've played almost all of the original first 10 releases, and even created a mod for one of them. The economy then wasn't so focused on wood, so you could distribute your income more efficiently. The game always had a pure eco unit that costs only food, but this unit isn't efficient at its job. It's also unfortunate that unit was literally a woman. Now that this unit has both male and female variants, the developers could try creating a real, effective economic unit by R30, for example. Hope this makes sense.
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Neither did most of us, but Gitea isn't too hard to figure out especially if you use something like VS code or codium
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