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That is a rather cool perk. I would be in favour of a negative multiplier as an interesting alternative to a positive one. Adding positives takes us closer to Age II levels of Spear/Cav counters, and I would prefer we did not have that degree
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moodicapsul joined the community
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Seems to be the best place to re-mention this, the Roman First Cohort Legionaries are missing their legionary keyword and subsequently are not being affected by the Centurion century manoeuvres bonus. Which is quite the nuisance at times when your centurions outpace the units they are supposed to be commanding. I was told a few months ago this was an error, so am hoping for a fix eventually
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@Fabius there was already a precedent for that, so it's possible. Elephants had a "Stench" aura in the early alphas. What that actually meant is they had 50% additional damage reduction from cavalry attacks.
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Digging through the old discussions, I've struck a gold mine. Here it is for some developer nostalgia https://docs.google.com/document/d/1PxeSahVf5J6h32jy2iqTHlnogtQSHPocXKqNSspyMUs/edit?tab=t.0
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What about a damage reduction bonus that has spearmen take less damage from cavalry, a reverse multiplier if you will, specifically for melee cavalry. Eg does 0.75 damage against spear/pike troops.
- Today
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Gitea ssh-key problems
Cayleb-Ordo replied to Cayleb-Ordo's topic in Game Development & Technical Discussion
Thx that fixed it. Always forget that git lfs :D. -
Gitea ssh-key problems
Stan` replied to Cayleb-Ordo's topic in Game Development & Technical Discussion
See the note at https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/.lfsconfig -
Regarding the hero abuse, we can change its preferred attack categories to prevent it from attacking women. We can also remove the passive stance from the unit. Reasons: 1. Attacking defenseless women is a war criminal (coward) move and is contrary to heroic. Therefore the heroes shouldn't be doing this. The gameplay justification is that some civs have sword cav heroes which can sneak into enemy base and kill women, while other civs don't. This is an imbalance. 2. If a hero is fleeing from the fight then it is no longer a hero but a coward. Heroes die in battle. Therefore they should not have the passive stance. However, it's a perfectly valid strategy for a player to withdraw or move around a defensive mode / aggressive mode hero manually. It's acceptable to try to save your hero from dying in battle.
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Hey guys, i updated a branch on my development fork. If i want to push the changes, ill have to enter my credentials even if i cloned it with my configured ssh key. Does anyone have the same problem ? And if i do that, than it will not accept it either. Had the problem bot on fedora 41 and opensuse tumbleweed.
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Yknow, thats something you could say about the "send your cavalry hero alone into the enemy food economy"-"tactic"... Thats a weakness in gamedesign. But using formations to trap enemy units? skill. And while hero dancing doesnt take much skill, it also doesnt take much skill to just not follow the hero and have an eye on what your units are doing. If you blindly send your units to attack the enemy hero and then stop looking at them, thats your problem. 1. I didnt defend cheats, I just pointed out how nonsensical your "solutions" are. Come up with a solution that actually helps and you wont get any comment from me. 2. None of my friends cheat. While I dont have any problem with @Atrik (who you're probably referring to?), I dont know him enough to call him "friend".
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When one player has more kills than the sum of enemy team: The key to this is the Will To Fight tech which allows you to hold outnumbered 1v2 battles
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I. No need for a new thread. Already discussed in other threads. II. I like how you structured and formatted your original post, @king reza the great! What I don't like is the absence of hyperlinks (it's the internet!) to the corresponding topics. Understanding that you may not want to link to topics that you consider ‘abusive’ or ‘exploitative’; nevertheless I find it unfriendly that users first have to research for themselves. We are in a open source software forum (sub forum 'Bug reports') here! For the sake of peace (and my own time) only the topics on 'overpowert units':
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@Dakara, yes. Alpha 9 was a good base to build upon. New update along with the changelog. The opening post has been updated with the correct download link, as well. Download link: https://limewire.com/d/79Sdu#XsxLknoKrz changelog.txt
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I can reproduce it with system wx. If I build wx from source without the make it work for both x11 and wayland hacks the distribution adds the alt key starts working again. Instead it it triggers another issue with our code which makes Atlas useless. Namely wxGetKeyState is only usable for modifier keys with that codepath. Will have to think more about how to go about it. There is also wx 3.4 in the making which likely will solve the x11 vs wayland issue (glcanvas) but trying to build against wx 3.3 fails, so atlas needs fixing for that as well, don't know yet how much work it would be yet. TLDR, not something fixed in a few minutes.
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only A9?
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It will be balanced around the 6 original civilizations.
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Buenos días, -Aquí les dejo las últimas 3 facciones americanas(haciendo un total de 16); Zapotecas (México) Paiute (EE.UU/Great basin) Hisatsinom (EE.UU/Southwest) Disculpen las molestias*
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Then it won't have A27's civs?
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Actors selection in Atlas not working
trompetin17 replied to cephalotus's topic in Gameplay Discussion
i would like to ask you two additional things: 1. An screenshot that show me the whole AtlasUI when you tried to click or select an actor 2. Maybe if you can record and upload the record to see what steps are you using to being able to catch any minimal detail that drive me to found the real issue thx
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