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  1. Past hour
  2. Stalker. I don't stay stuck in something that has no future.If there are no changes, this game will continue as it is. Stop killing innovation. Without innovation, this game will not grow. If the game is not adapted, it will perish.
  3. If you saved the config in the option menu it might be using vulkan now which would explain it. If not maybe the desktop file is messing up with 0 A.D. but that'd be strange, could be a KDE plasma bug might be nice to report it upstream. Does the command which 0ad point to something else ? The underlying executable is called "pyrogenesis"
  4. Today
  5. The funny thing about forums is that they keep a written record of every user’s actions. The sad part is that you post at more than 13x the rate of the people you mock for posting too much.
  6. Don't try to change their minds. Is a waste of time.
  7. Here come those who always give their opinions.
  8. +1 Can be beneficial if you repair one siege and the other is damaged too, but if storehouses get repaired it's waste of time. But having one or two units in this repair mode would be kind of nice in general. But if it matters to you setting the repair in queue is also not too much apm intensive.
  9. Shocker. Although I agree it’s a waste of time I could care less how this function works
  10. Thank you very much for the explanations. I ended up uninstalling and reinstalling the game to get it back to normal haha. Now you can try modifying the layout and adjusting a few things again. Thanks for the help, and I'll come back and share the results later =D
  11. For me it's good how it is currently. The advantage is that units will be shown as idle after repairing, instead of doing more repairing. Repairing can be a waste of time.
  12. No, I feel like I remember this too. I think even when you were building something, workers would go repair nearby building once done too. Not so long ago then, I joined in a26.
  13. I'm not really sure about this ... but wasn't it like this in some alpha very long time ago? Or maybe as in you repair something and if that's finished and something is nearby and can be repaired too the unit switches to this one... Or I mix it up with some other game.
  14. Ah, I was wrong indeed, thanks @Mentula, the items margins aren't calculated dynamically relative to the containers size. Unlikely that you want to create proxies to re-overwrite them thoughts, if you changed them or if there is a issue with the icon size, better fix it.
  15. Ok, it seems that talking about battalions has inflamed the debate ahaha but is good! There are so many different visions, but the core game keeps improving this way! Another mentioned aspect was about resources placement on the map and I just wanted to say how I really like the big stone quarries that I've seen in some recent maps (Oases, I think?). Is a very interesting visual detail and maybe a path to go in future maps and releases. Instead of many boulders randomly placed, some big extraction areas in few strategic points of the map. This would "force" a more proactive gameplay towards map exploration and strategic control. Definitely can add "flavour" to the game experience Anyway I'm just returning to play again due to winter holidays and the game is still as fun as ever ahaha
  16. And finally, this one that I wanted to try. Knights of honor. This one did use this mechanic and seemed very solid.
  17. Rise and Fall CaW. He used something similar, I'm not sure, sometimes it seems disorganized, sometimes it doesn't. The game sometimes emulates Bannerlord with its hero mode.
  18. You would have to compromise on some things to reach a consensus. Perhaps leave it as a gameplay variant. I mean one more gameplay style option.
  19. The battalions need a lot of disposable units to work. We currently have meta where all you do is mass cheap, disposable CS units. Ergo, if this meta doesn't change, we can implement unique battalions to make this meta more interesting.
  20. I think Starcraft 2 had something similar where you could set workers to auto-repair.
  21. Hi @Adriano0ad, Here is a solution if you want to control the margin between buttons dynamically. No file replacement needed. If you want to change the margin for all panels: setPanelObjectPosition = new Proxy(setPanelObjectPosition, {apply: function(target, thisArg, args) { const vMargin = 3; // Vertical margin between buttons const hMargin = 3; // Horizontal margin between buttons target(args[0], args[1], args[2], vMargin, hMargin); }}); and place this code in a new file gui/session/unit_commands~MyMod.js. If instead, you want to change the margin for one/some panel(s) only (f.e. "Construction" panel): g_SelectionPanels.Construction.setupButton = new Proxy(g_SelectionPanels.Construction.setupButton, {apply: function(target, thisArg, args) { const ret = target(...args); // Run original function const vMargin = 3; // Vertical margin between buttons const hMargin = 3; // Horizontal margin between buttons const data = args[0]; setPanelObjectPosition(data.button, data.i + getNumberOfRightPanelButtons(), data.rowLength, vMargin, hMargin); return ret; }}); and place this code in a new file gui/session/selection_panels~MyMod.js.
  22. I don't quite understand what you mean here. Restate? Oh, I have a complete vision for how the game would look with hard battalions. The problem is, there are about a dozen contributors to the codebase of the game all with their own vision so that the current meta of the game just moves forward with its own limp inertia.
  23. Hi @Adriano0ad, I'm guessing what you mean is that you resized the panel and now you want icons to fit better in the panel. The spacing is calculated dynamically so you should only have to increase the number of items per row. In the selection_panels.js for example : g_SelectionPanels.Construction = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, // <<<< INCREASE THIS NUMBER to 12 for example "getItems": function() { ...
  24. I don't know what I did wrong, but I can't find where to reduce the spacing between the icons. I've even replaced the folders, but the error persists.
  25. I think a must have that would make the game a lot better is being able to build bridges over water to connect land. It would make lots of things like the movement of land troops so versatile, and if you added the ability to build walls atop bridges to make a sort of tunnel without a roof, you'd be able to make very strong fortresses on island naval maps. I think a bridge variation for not every class could work as well, but most should have. Thats all.
  26. Thanks, that seems to do it. For the sake of completeness, by the way, running from terminal by just "0ad" also seems to work, but not the Plasma launcher link, for some reason. So then, where to look for the executable file - is it the one I see in usr/bin, or another?
  27. Yesterday
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