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- Past hour
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Idk, take in count I am nub. But Maybe would be good idea to show inf and cav champs in different columns. Thank for your responses.
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yeah u r right. its unneccesary and just complicate things
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174 + 1 + 25 = 200 100 of those 174 inf are champions, 1 horse, 25 women.
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Yes, you could. But if you lookup "Cav" column you expect to see how much Cavs there are for that player... Not just Cavs that aren't Champ. Well, might be more obvious to me who do use it. The counters aren't trying to be breakdown of pop space used. Some units aren't represented at all; some units could cost multiple population space etc etc...
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Is not about the gui, it is ok. What is confusing is the fact that the guy is supposed 1100, he told me he is nub but he made 100 champs, plus he made wonder, the pop limit should have increased, and the stats show me numbers that don't make sense for me I just post this just in case the guy report me bc I quitted.
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Or you could probably count infantry classes which arent champ, same for cav
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- Today
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Class counters aren't mutually exclusives in ModernGUI. Which indeed makes champion cavalry or infantry represented in both columns. That's not a bug, that's also like this in the autociv panel for example, and it make sens. But it gave me the idea to try to make things clearer by adding an a little spacer between champs and the rest, as it's the only column that a unit can be represented twice.
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Winning in a colour prediction game takes both luck and smart thinking. Start by understanding hoterns, so observe carefully before placing bets. Set a budget and never chase losses. It’s wise to begin with small bets and increase only if you're winning. Don't let emotions control your choices—stay calm and focused. Some players look for trends, but remember, results are often random.
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Sanjeev Kapoor joined the community
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I'm not using that mod but my guess is he had infantry champs and the panel is showing them on both columns Inf and Chp. You can check the replay and select all his units to confirm
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I was playing with this guy and he got molested because I quitted but, reviewing the reply I noticed he has so much pop than the maximum. Even with Wonder, he had 25+174+100+1=300 What about this? @BreakfastBurrito_007 @Atrik @Dunedan And he said to me "pls be happy, I'm not a Smurf, I just have been playing longer than you"
- Yesterday
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Its an Axeman. I welcome this early balance feedback, it helps to make the playtests more serious when we do them. -
Civ: Germans (Cimbri, Suebians, Goths)
Deicide4u replied to wowgetoffyourcellphone's topic in Delenda Est
Yeah, they have the same damage as Kushite Axemen, -1 Hack resistance, but are faster and cheaper in Metal. Also, available in P2. They should get lower pierce armor, or cost more metal. The damage is fine if their other stats suffer. -
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Back to the unit dialogue overlay, do you think player inputs (hovering, selecting, giving commands, ...) should be ignored while the dialogue is shown? As it is done in full "cinema path" cutscenes (that's how it's called in the code) like the one shown in the "Cinema Demo" map? -
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
I see. This might be surprising to hear, but the essence of this is technically already possible in 0ad. It is possible in scenario scripts to push basic decision dialogs to the player and then wait and react differently depending on what the player chose. Now, the system isn't optimised for showing a lot of dialogs in a single game, as the code can get quite cumbersome, but it is surprisingly versatile and works. The reason it's so unknown is because it isn't actually used in any playable scenarios right now, there's only a small demonstration of it in the "Triggers Demo" map (the yes-no dialog). Sooner or later, I'd like to write a full guide about embedding storylines in scenarios and campaigns, to show that features like this exist and how to use them. -
Civ: Germans (Cimbri, Suebians, Goths)
Deicide4u replied to wowgetoffyourcellphone's topic in Delenda Est
I believe that it's a nod to Norse Log Ram from Age of Mythology. Now, we just need their voices, too: -
Civ: Germans (Cimbri, Suebians, Goths)
Seleucids replied to wowgetoffyourcellphone's topic in Delenda Est
I built the latest version and tried the German civ. Here are some feedbacks specific to this civ's design: Overall it looks like Britons ++, because it is the same slinger civ, can use the same build order. However, the inclusion of a citizen class infantry clubman and spear cav instead of sword cav makes them better at spamming cavs and fighting counters. Very strong heroes. I worry that Teutobod might be too OP with his speed bonus and extra health. The weaker ram is kind of a joke unit, as it just dies to towers and any enemy army. But this is fine, just don't train it. The champion clubman raider is giga OP - much higher attack than a regular champion swordsman, much faster but lower cost. It is also available since p2 when other civs don't have the appropriate counters. It's slighly lower hack shield does not affect it that much as you would mix them with other infantry melee in an attack. There isn't a single counter to it; you can't even hide in buildings because they hack down CCs in no time. The only unit I can think of is large quantities of spear cav, but not every civ can field that in P2... -
You could ask on the Linux Mint forums. I think they endorse using Flatpaks there. I would also consider using Debian proper. It now comes with non-free firmware by default, and it's easier to use than ever.
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oops i forgot to mention debian based distros. Linux mint debian edition specifically, i didn't see version 27 there.
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Civ: Germans (Cimbri, Suebians, Goths)
Classic-Burger replied to wowgetoffyourcellphone's topic in Delenda Est
Good catch. -
Whenever I start a game on a SVN version of the game, the textures (buildings, units, grass, etc.) start loading dynamically. This also makes random maps slow to load. How can I make the textures appear instant, like in a normal release? I've checked out only the "binaries" directory. EDIT: I think I know why. The release version comes with cached files inside the "public.zip" file. SVN version doesn't have these pre-cached files, they need to be cached on the fly.
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