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  1. Past hour
  2. It has graphical bugs and some weird things, but it can be used with patience.
  3. Today
  4. Vectorcraft is 95% stable and bug-free. But it has stability issues. Even so, it's still perfectly usable.
  5. Ok thanks. I compiled it, and I tried it, but I got a bunch of: { "code": "PACKAGE_MISSING_XMB", "severity": "warn", "file": "simulation/templates/units/sele/cavalry_javelineer_scout_stable.xml", "detail": "simulation template XML has no compiled .xmb counterpart" }, how do I generate the xmb files, and what do they do?
  6. Yesterday
  7. Could we change the website to one of those static sites that uses a git instance to host it so we could just make changes there to update the website?
  8. That's the last time it was versioned. I'm not quite sure how it is versioned, but it's something that could be looked into i guess, if there is any interest.
  9. Glad to hear that! Thanks! Yes known limitation, there should be either another mission, or another option when you found a city form ruins for the second time. I agree it needs much more love. The attack-move bug is mitigated (resembling this PR) but it shows it's not enough for battalions. About the rearranging and controlling individual units, I might need to try some things to even have an opinion about what to think about how it could be like or mitigated...
  10. Thanks. But the latest commit is 7 years ago, so maybe somewhere else.
  11. And this is what I mean when I say that the tendency to readjust can sometimes lead to weird situations. For example, here I just want to move the infantry group blocking the gate out of the way to make room for the siege engines. But since the whole battalion is selected automatically and the units are spread out, issuing a move command makes them all rearrange themselves. Maybe a modifier key that lets you move individual units separately could do the trick, but I'm not sure.
  12. Perhaps the Franks could have bolt throwing artillery http://google.com.br/books/edition/Early_Carolingian_Warfare/6Zt0BAAAQBA
  13. @Atrik, I've made a bit more progress in the campaign, and I'm having quite a lot of fun with it. I wanted to share a few things I've noticed. At one point, I captured a spot to found a city that was similar to the one at the beginning of the campaign. When I fought the bandits, though, I had such a large army that I was well over the 40-pop limit, so I had to just sit there and wait for the waves to come without doing anything. Perhaps that spot was meant to be discovered earlier, when the army wasn't quite so massive yet. As for the combat experience with battalions, I like it quite a lot. It opens up a range of interesting and fun possibilities. I think there's room for improvement in cavalry movement. At times, that tendency to constantly readjust feels a bit artificial and forced. It also makes it quite difficult to move battalions around. I'd perhaps try allowing cavalry to be used without a formation. Also, given that the motion rework is in place, it would be nice to experience it on these pre-built battlefields. I'd also like to be able to control siege engines individually. That would let you spread them out a bit to avoid them blocking each other and cover a wider attack area with bolts and catapults. Also, hotkeys to focus on next task, ignore next task and next turn, would be neat Lastly, I think attack-move behaves strangely. Towards the end of the video, you can also see a bug I've run into quite often: when I use attack-move, the battalion just stands still, and the only way to get it moving again is to use the regular move command.
  14. Do you have a link ? There are like 55 mods in the queue and i couldn't find it easily
  15. Can probably be patched, yes
  16. I see no file in your mod. https://github.com/StanleySweet/modaudit I've started, few problems still.
  17. I'm currently designing pitch materials for the screenplays and using the screenplays as outlines for the novel.
  18. Will this be available as a campaign as well? It is so breathtakingly embedding (not sure I am expressing it right but you may get the point).
  19. Nerf the CS, if the problem is the effect of economic snow ball. The economic stats...
  20. @real_tabasco_sauce I'd like to remind you something you said in the illuminating thread I referenced: I agree with that, that's why I'm even against increasing training times and "every phase up would reduce training times" mentioned there, that would make the start of the game too slow for competitive players. I proposed instead (apparently ironically amazingly) increasing training times but making batching more efficient to keep the current training times for more average sized batches (again, all balance-pending, since this might make comebacks too strong, larger batches being produced even faster than currently). Lower difficulty AIs should not batch. I also find interesting the idea mentioned there that Mercenaries "should be able to be recruited very quickly", which could apply to their batch efficiency, giving them an accurate and clear use case.
  21. Clio : muse of History
  22. It might still be on github: https://github.com/0ad/play0ad.com. I am not certain though
  23. Hi there. I noticed that some pages on play0ad.com are outdated. For example, https://play0ad.com/community/participate/ still tells us to use trac and SVN, but apparently it's been moved to Gitea. https://play0ad.com/game-info/project-overview/ says that 0ad is still in alpha, but there is a release now. Is play0ad.com managed internally, or there is a public repository where we can submit updates to those outdated pages? Thank you.
  24. Do you want help with making those tools?
  25. I have to check things manually which is slow, I'm currently writing tools to help me be more efficient. Really sorry.
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