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  1. Hi everyone, For a few years now we have pondered whether git would be the right VCS for the development of 0 A.D. One of the main selling points of git is the ability to create numerous branches for parallel development of features and bugfixes. Several popular platforms (Github, Gitlab.com, ...) leverage this to provide a feature-packed development environment, where people can contribute, discuss, review, and test patches. Historically, the development of 0 A.D. has been performed using SVN, which is a bit old... but suits our needs in a number of ways, already discussed elsewhere. We are using Phabricator to supercharge SVN with a review and CI/CD platform, but alas, Phabricator has been abandoned by its developers. In any case, a lot of contributors in the past couple of years have expressed disappointment with the peculiarities of Phabricator. Thus, we have discussed finally moving to git, without any strong urgency or hard opinions on the matter. I have proposed myself to set up a migration path and a new development environment for 0 A.D., and I am proud to present it to you folks today. I have started working on this "for real" more than a year ago, and started dedicating all my "0 A.D. time" (which has been very scarce) on this project at the end of Spring 2023. It is still, unfortunately, very much a work-in-progress, but now is the time to reveal it and receive feedback. Ideally, I would like to collect feedback from the community, finish the CI/CD system, and fix bugs, over the course of the spring, with the aim of performing the actual migration, if the community wishes to perform it, during the summer. As always, delays should be expected. It is worth noting that personal changes in my life/work balance will give me more free time after the summer. Thanks in advance for the feedback you will provide Presentation of the Proof of Concept I am self-hosting the services for the duration of the tests, so that I have full control and do not divert resources from WFG. All URLs are under itms.ovh, which should eventually become wildfiregames.com Email does not work on this Proof of Concept! I have no will to setup email and I certainly don't want to spam anyone with tests. The services are not updated automatically: the full migration takes around 48h and necessitates some human input. The PoC I am presenting was generated from scratch the past two days. I will update stuff from time to time, when I fix bugs or when I'm bored, but don't expect the PoC to follow the actual development of the WFG services. Please test as many things as you want and don't hesitate to try to break things! Now is the time to make sure I didn't forget anything. All the data sent to the PoC will be wiped out whenever I re-migrate the services, and of course whenever the actual migration happens. Please feel free to play around all this. The services (this will be regularly updated) - gitea.itms.ovh The development platform. This is an instance of Gitea, a self-hosted lightweight alternative to Gitlab/Github. If, in the far future, we want to stop self-hosting stuff, Gitea is compatible with Github features to allow for easy migration. The git repository is at wfg/0ad. Commit messages were reformatted, contain the original SVN revision, links to other commits are preserved as much as possible. The HEAD revision is the HEAD of the SVN repo. A currently WIP of the "future" branch of the git repository, adding commits needed for development with git, is at my fork Itms/0ad. All Gitea users were imported from Trac. Since email does not work, if you want to login, shoot me a DM and I'll send you a password. All Trac tickets are imported at wfg/0ad/issues. The Trac wiki is imported at wfg/0ad/wiki. I tried to self-document the PoC as much as possible, so please read the updated pages, especially BuildInstructionsGettingTheCode and BuildAndDeploymentEnvironment. The FAQ is defaced beyond readability because of its formatting peculiarities, work is needed, my apologies to everyone who worked hard on the visuals of the Trac page... - trac.itms.ovh A read-only copy of Trac, upgraded to the latest release. This serves as a reference, and can stay online as long as needed. See below for the redirect tool. - code.itms.ovh A registration-disabled copy of Phabricator, upgraded to the latest version (RIP). All the inactive accounts were deleted, especially the dormant spam accounts. This should stay up as much as possible. We need to keep all the discussions on patches and commits. TODO: I need to find a (possibly ugly) way to disable the upload of new diffs. - svn.itms.ovh The old and new SVN repositories. This holds the current ps repo (which will stop receiving commits after the migration), the audio and art sources (which will keep working as-is), the new libraries repos for precompiled Windows and for bundled libs, and most importantly the new nightly-build repo WIP: This is currently the biggest missing piece, as I am now going to start working on CI/CD, and the generation of the nightly build. Please read NightlyBuild if you want to know how this will work in the (hopefully close) future. - ariadne.itms.ovh Ariadne is a small redirect tool I wrote as a drop-in replacement for Trac or Phabricator when/if we decide to drop them. A lot of links to Trac exist on the Internet. You can follow Trac-like paths on Ariadne to find the relevant content. Each Trac page displays a link to the associated Ariadne path. For instance : A ticket https://ariadne.itms.ovh/ticket/666 A wiki page https://ariadne.itms.ovh/wiki/Manual_Settings A SVN changeset https://ariadne.itms.ovh/changeset/28056 A Phabricator commit page https://ariadne.itms.ovh/rP28056 A file in the Trac browser https://ariadne.itms.ovh/browser/ps/trunk/source/test_setup.cpp Ariadne also provides a nice page for knowing commit correspondence, just use `rXXXX` as path: https://ariadne.itms.ovh/r28056 https://ariadne.itms.ovh/r28000 Enjoy! And see you soon for regular updates
    12 points
  2. I am happy to present the start of a new single player campaign called "Carthage: New Beginnings". The campaign will cover Dido's departure from Tyre up to the founding of Carthage. This campaign will be fairly short, about 6 or so scenarios. They are mostly done and I will be porting each one to the current version of 0ad and provide an update every few days. Chapter 1: In the beginning You are Elissa -- the sister of the tyrant of Tyre, King Pumayyaton. All your life, you have dreamed of glory but lately, your brother has been increasingly pushing you out of power and out of influence. You sense that is the time to make a move. And what better way to show your abilities to the citizens of Tyre than to raid a band of Celts who have recently moved in and established a small fishing town on the mainland. But first, you must figure out how to get your elephants across the sea as to take down the settlement's fortifications. Your husband, Acerbas, the High Priest of Melqart, has an idea. A band of pirates holding out on an island to the north-west, has stolen an ancient relic. Should you be able to return it, he will secure enough money to purchase you a ship that will be able to carry the elephants across the water. But you must be careful - our current ships are weak and can only be used to ferry our soldiers but not for battle. AI Settings: Player 5 should be on Petra with a difficulty of your choice (the hardest for best experience). All others should be set to Sandbox. Note: you may need to know a tiny bit about the geography of Tyre to know which was is North Where to get the scenarios: https://github.com/SciGuy42/Carthage_BeginningsGloryAndDemise/archive/refs/heads/main.zip You should extract the files in your /mods/user/ folder. On Linux, that is typically located in /home/.local/share/0ad/mods/user/. Note that the repository contains additional scenarios but I haven't tested them yet and they most certainly need fixes and a play test. But coming soon! I play tested on the following build: Mar 22, 2022 (25860-release), which is the default version on Liniux when installing from the "universe". There are probably issues with newer versions if the javascript API is not backwards compatible or if template names changed. A few screen shots from the game play: Some questions for developers: 1. Can some point me to the function I need to call to display text in the same place where we see notifications, like when a players enters a new phase? Since the objectives change throughout the game based on events, I would like to periodically print the current objectives to remind the player. 2. Similarly, is there an example of a dialog box but no so much a dialogue with 2 options but just 1 option? I found the example with two buttons and am currently using that but I don't actually need two buttons and which button is pressed is irrelevant. Observed issues: 1. One of the docks that the AI build rotated the wrong way by 90 degrees, instead of the dock facing the sea, it was oriented parallel to the shore. 2. The first time I used catapults, I gave them the command to attack a fortress while the catapults were packed. The moved closer to the fortress, unpacked but were still outside of range. I had to pack them, move them closer, then unpack and then they worked fine. Want to help? While I am quite proud of my Tyre, it can use a round of, let's say, "beautification". If you like that sort of thing, let me know, I can give you permissions in the repository. The only constraint is that I'd rather not move the docks and also the passages to the harbors should probably not get smaller. Eventually I may need an "early" Carthage but probably not for the first few missions. If you want to help there, I am already thinking of one possible scenario that would take place in Carthage, let's say, 10-15 years after it was founded. I also need a mod file but I don't know how to do that. The other way to help, of course, is to play it and write back with how it went. Enjoy!
    7 points
  3. I don't think it goes with the FOSS philosophy to make something official with a private company.
    6 points
  4. I made another "campaign map" after long time. I choose 235 B.C. for this map, because for me it's a crucial year for the "Ellenistic world" and its evolution. The civ you can choose are: Macedonians, Seleucids, Ptolemaics, Maurya, Parthians(Persians), Armenia(Iberians), Sarmatians(Britons), Aksum(Kushites) I made a small update to the map, adding a little of fauna, treasures and above all actors entities. Ellenisticeng.pmp Ellenisticeng.xml
    4 points
  5. There should be rigorous debate. If you look back in trac at some of the least popular changes, those were the changes that typically had the least discussion or where dissenting opinions where just outright ignored. Disagree on each version of the community mod being disliked. To be honest, all the versions before 26.6 were pretty widely liked at initial release and those changes are still widely approved of. There are mechanisms to reverse changes. Indeed, we appear to be in the midst of changes with buildingAI and melee rebalance.
    4 points
  6. @SneakEP @JC (naval supremacist)
    4 points
  7. Chapter 2: Revenge You have had to flee Tyre, along with your most loyal supporters and adventurers seeking glory in battle. Stricken by grief due to the murder of your husband, you decide to pay a visit to an Assyrian fort on the way to Cyprus - and not just any fort, one that currently hosts the general Abibaal as an ambassador, who is (secretly) your brother's lover. You will have your revenge! Your objectives are to establish a settlement and raise an army to kill or capture Abibaal. Abibaal is bound to be located in one of the civil centres in the Assyrian fortress. You must search for him and have your revenge! Screenshots from game play and a view of enemy fortress: There are multiple ways to win, some smarter than others
    4 points
  8. Hey @Allan You need to add the following tag to your particle effect: <use_relative_velocity/> So in your case: <?xml version="1.0" encoding="utf-8"?> <particles> <texture>art/textures/particles/flame.png</texture> <blend mode="add"/> <start_full/> <use_relative_velocity/> <constant name="emissionrate" value="20.0"/> <uniform name="lifetime" min="1.0" max="1.5"/> <uniform name="velocity.x" min="-2" max="-2.5"/> <uniform name="velocity.y" min="-0.3" max="0.3"/> <uniform name="velocity.z" min="2" max="2.5"/> <uniform name="velocity.angle" min="-3.14" max="3.14"/> <uniform name="size" min="1.0" max="2.0"/> <uniform name="color.r" min="0.8" max="1.0"/> <copy name="color.g" from="color.r"/> <copy name="color.b" from="color.r"/> </particles> I removed the following line in my screenshot for it to be straight. <uniform name="velocity.x" min="-2" max="-2.5"/>
    4 points
  9. Don't get me started about that. I know a lot of people like Discord, but when open source communities use it exclusively, it's ridiculous. I ended up not working on Endless Sky because they only talk there. I personally prefer the slower form of communication than real-time. It gives people more time to think.
    4 points
  10. Carthage 4: The Island of the Palace-builders After securing blessing at Kition, you continue to sail West, in search of new lands to settle. As supplies run low, you make a stop at Crete, the island of the palace-builders. You remember the lessons from childhood, about a great people who lived on the island, their palaces and wall paintings. All of that is history is gone though, Dorians from the North have been raiding the islands for centuries and there is little left of the palace-builders. You have dispatched two of your most loyal servants with a small contingent to secure food supplies. The hills nearby are inhabited by herders -- we must capture their corrals and secure a total of 650 animals for the journey ahead. To the West, lies a small Minoan settlement that we can trade with. Further to the North is a Dorrian city, well fortified and protected -- we must beware! We are likely to face attacks both on land and sea so build up your forces fast! News of our arrival has spread and we can expect a much larger Dorian army to arrive within 2 weeks time (~50 minutes game play) -- we must secure the animals by then! AI Settings: Dorians and Minoans should be set to Petra with a difficulty of your choice. All others should be Sandbox
    3 points
  11. It might be cool if rams gained speed with garrisoned units. The more people pushing the ram, the faster it should go right? I don't think any of the rams were motorized back then
    3 points
  12. Preview on YOUTUBE: https://youtu.be/CKZkLCIz9o8 After the first Deal, prices become dynamic, in other words they change: 1.If players Barter resources in the Market 2.If players do NOT Barter resources on the Market The exchange rate may gradually decrease or increase over time. In a new game, the exchange rates will be different from the previous game. Each next trade will increase or decrease the price differently. The interval between updates has been increased to 7sec. The market recovers unevenly for each update interval. Infrequent events where there is a significant jump in rates. Installation method: Right-click on the archive Select open with - specify 0 AD. In the Settings menu the Mod should be displayed in Green color. Save and Restart the game Volatile_Market.zip
    3 points
  13. Thanks. I think I will be going with Tivala Maurya and Kunala Maurya. (as you can see in the family tree here, they both were at some point heirs to the throne, and even though they themselves never held the title of emperor, their sons did. Therefore making both of them part of the imperial Mauryan bloodline.) I might add Devi too, she also fits well.
    3 points
  14. That would obviously depend on how you implement it.
    3 points
  15. Caesar accounts about the Celtic chariots: Caesar, DBG, 4.24 The natives, however, perceived the design of the Romans. So they sent forward their cavalry and charioteers — an arm which it is their regular custom to employ in fights — and, following up with the rest of their forces, they sought to prevent our troops from disembarking. Disembarkation was a matter of extreme difficulty, for the following reasons. The ships, on account of their size, could not be run ashore, except in deep water; the troops — though they did not know the ground, had not their hands free, and were loaded with the great and grievous weight of their arms — had nevertheless at one and the same time to leap down from the vessels, to stand firm in the waves, and to fight the enemy. The enemy, on the other hand, had all their limbs free, and knew the ground exceeding well; and either standing on dry land or advancing a little way into the water, they boldly hurled their missiles, or spurred on their horses, which were trained to it. Frightened by all this, and wholly inexperienced in this sort of fighting, our troops did not press on with the same fire and force as they were accustomed to show in land engagements. Caesar, DBG, 4.32 Meanwhile one legion, called the Seventh, had been sent as usual to collect corn; nor as yet had any suspicion of hostilities intervened, since part of the people remained in the fields, and part were actually frequent visitors to the camp. Then the outposts on duty before the gates of the camp reported to Caesar that a greater dust than usual was to be seen in that quarter to which the legion had marched. Caesar suspected the truth — that some fresh design had been started by the natives — and ordered the cohorts which were on outpost to proceed with him to the quarter in question, two of the others to relieve them on outpost, and the rest to arm and follow him immediately. When he had advanced some little way from the camp, he found that his troops were being hard pressed by the enemy and were holding their ground with difficulty: the legion was crowded together, while missiles were being hurled from all sides. The fact was that when the corn had been cut from the rest of the neighbourhood one part remained, and the enemy, supposing that our troops would come hither, had hidden by night in the woods; then, when the men were scattered and, having grounded arms, were engaged in cutting corn, they had suddenly attacked them. They had killed a few, throwing the rest into confusion before they could form up, and at the same time surrounding them with horsemen and chariots. Caesar, DBG, 4.33 Their manner of fighting from chariots is as follows. First of all they drive in all directions and hurl missiles, and so by the mere terror that the teams inspire and by the noise of the wheels they generally throw ranks into confusion. When they have worked their way in between the troops of cavalry, they leap down from the chariots and fight on foot. Meanwhile the charioteers retire gradually from the combat, and dispose the chariots in such fashion that, if the warriors are hard pressed by the host of the enemy, they may have a ready means of retirement to their own side. Thus they show in action the mobile of cavalry and the stability of infantry; and by daily use and practice they become so accomplished that they are ready to gallop their teams down the steepest of slopes without loss of control, to check and turn them in a moment, to run along the pole, stand on the yoke, and then, quick as lightning, to dart back into the chariot. Caesar, DBG, 5.15 The horsemen and charioteers of the enemy engaged in fierce conflict with our cavalry on the march, with the result, however, that our troops proved their superiority in all respects, and drove them into the woods and highlands; but, pursuing too eagerly after slaying several of the enemy, they lost some of their own number. After an interval, however, when our troops were off their guard and engaged in entrenching the camp, the enemy suddenly dashed out from the woods, and charging the detachments on outpost duty in advance of the camp, they fought fiercely. And though Caesar sent up two cohorts in support — and those the first cohorts of two legions — and two detachments had taken post with a very slight interval between them, the enemy most gallantly broke through in the middle (as our troops were disconcerted by the novel kind of fighting), and retired safely from the field. On that day a tribune, Quintus Laberius Durus, was killed. The enemy were driven back when more cohorts had been sent up. Caesar, DBG, 5.16 The action took place in front of the camp and under the eyes of all; and it was clear that in all such fighting our infantry, by reason of their heavy armament, since they could neither pursue a retiring enemy nor venture far from the standards, were but poorly fitted for an enemy of this kind. It was clear, again, that our cavalry fought with great risk, because the enemy often retired of deliberate purpose, and, when they had separated our horse a little from the legions, leapt down from their chariots and fought on foot to our disadvantage. Their cavalry tactics, however, threatened us with exactly the same danger in retirement or pursuit. Add to this that the enemy never fought in close array, but in small parties with wide intervals; and had detachments posted at regular stations, so that one party covered another in turn, and fresh, unspent warriors took the place of the battle-weary. Caesar, DBG, 5.17 Next day the enemy took post on the hills, at a distance from the camp, and began to show themselves in small parties and to assail our horsemen, though more feebly than on the day before. But at noon, when Caesar had sent three legions and all the cavalry with Gaius Trebonius, the lieutenant-general, to get forage, the enemy swooped suddenly from all directions upon the foraging parties, with such vigour that they did not stop short of the legions drawn up for battle. Our troops charged them fiercely and drove them back, and did not bring the pursuit to an end until the cavalry, relying on the support of the legions they saw behind them, drove the enemy headlong and slew a great number of them, giving them no chance to rally or stand fast, nor to leap down from their chariots. After this rout the succours which had assembled from all quarters took their departure; and never afterwards did the enemy engage us at their full strength. Caesar, DBG, 5.19 When Cassivellaunus, as above set forth, had relinquished all hope of a struggle, and disbanded the greater part of his force, with the remainder — about four thousand charioteers — he kept our marches under observation, and, withdrawing a little from the route, concealed himself in entangled positions among the woods. In whatever districts he had learnt that we intended to march he drove all cattle and human beings from the fields into the woods; then, whenever our cavalry dashed out over the fields to plunder and devastate more freely, he sent out charioteers from the woods by every road and path, engaging our cavalry to their great danger, and preventing them by the fear thus caused from ranging farther afield. The only course left to Caesar was to allow no party to remove very far from the main column of the legions, and to do as much harm to the enemy in laying waste the fields and in conflagrations as the marching powers of the legionaries could accomplish.
    3 points
  16. If it helps, I like the non-random arrows. Sure, they need tweaked, but I build a guard tower to kill people, and it's kind of hard to kill people if it skims the top 50% off of the invading Spartans and then moves on to shoot something else.
    3 points
  17. I said random arrows were balanced, and I agree with that. But it was silly, boring, and resulted in a lot of unfavorable gameplay. Surely you realize we are not giving non-random arrows a fair shake here since they are not yet balanced ideally. Diving under buildings without consequence, buildings acting like a timer for the soldiers to leave, Healer auras invalidate arrows, lack of control over arrows. So the reason that non-random arrows is bad is personal preference?
    3 points
  18. Chapter 3: Blessings You have finally arrived in Kition, a Tyrian colony in Cyprus where your husband's brother is the head priest of Astarte. You grieve your husband's death together. But work is to be done. The priest is ready to provide Astarte's blessing for your journey but there is trouble that needs to be dealt with first. News of your assault on the Assyrian fortress has reached these lands and the general in the Assyrian colony to the West of us has vowed revenge. To the north east, a band of Greeks live in the hills and have decided that now is the time to plunder. You must help Kition defend itself. Defeat the Assyrians and the Greeks! Your scouts report that there are friendly traders in the area -- we should search by boat and within land. We do not have the resources to establish a settlement and will need to rely on trade to support our forces. Directly to the north, our scouts report the presence of barbarians -- they may have useful loot and perhaps even weapons that will be helpful to us. AI Settings: Greek Traders should be set to Sandbox. Everyone else, Petra with a difficulty of your choice. Note: any buildings you capture will not decay due to lack of culture influence.
    3 points
  19. Added a small update to the wiki page.
    3 points
  20. They are undocumented at https://trac.wildfiregames.com/wiki/ParticleFormat. I just tried to do so but after trying to pass the the captcha about 20 times without success I give up
    3 points
  21. @ Bothnia again, surprisingly not winter. "GrEaT fIsHiNg OpPoRtUnItIeS" Pffffffffffffffffffffffffffffffft
    3 points
  22. @Gurken Khan @Obelix I was not able to replicate the bug: However, forcing the game to choose a new name for each AI player (and avoid all the hassle with the Roman numerals) could be done by simply adding this:
    3 points
  23. What I think makes the Seleucid cavalry so interesting is that they were, unlike other Hellenistic kingdoms, forced by external enemies to develop a strong cavalry force. And this necessity aggravated even more after loosing (and becoming enemies with) some of their own important cavalry suppliers, regions like Parthia and Bactria. This even led to a tendency to neglect infantry which turned out fatal in some battles. In the above text, I was focusing on the composition of Seleucid cavalry. Its role and importance probably deserve its own text. You worded it pretty well, if you're fine with it, I'm gonna use the passages you wrote, I couldn't write it better.
    2 points
  24. It's true, it is open source and I am not a dev. So it is easy for me to complain about the poor performance in team games, even though I myself cannot put in the work to fix it. Nevertheless, I have been asking myself recently: should I really be playing a game this laggy in 2024? Time out of one's day is lost in games where actual time is significantly longer (2x, for example) than game time. WAY more than the unit rebalances or new units, I look forward to performance improvements like Vulcan. I also heard a27 will bring a way for the host to check if a player is causing lag due too just having a slow computer. So the host can choose not let that player in 4v4 games for example. That is annoying. Probably what you are running into is the fact that a maximum of 200 units can be selected at a time. 2 things can help mitigate this now: Hold alt while dragging the mouse to select military units only. Holding alt + y while dragging the mouse to select will select NON-military units only. Or, Play games with a lower pop limit. A bit of self critique: Some of the performance issues can be mitigated by choosing different options. We DON'T HAVE to play 4v4 200 pop team games. I think 3v3 is pretty interesting, actually. We can play lower pop limit games (albeit this effects the defensive structure vs unit balance). Just because we have the freedom to choose grander options doesn't mean that it's the best choice.
    2 points
  25. PR for two more articles:https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/134 Battle of Gaugamela (I wrote this one a long time ago, but forgot to submit it). It is good text in my opinion, but I'm unsure whether its length actually fits in the scope of the encyclopedia. Same for most other texts in the unused folder and some heroes. I am going to try harder to keep the texts shorter and leave out irrelevant details from now on. and cavalry warfare during the Hellenistic period (lengthwise much better): The UI work on the encyclopedia page has been on hold for the last weeks, but I will resume working on it this weekend or next week.
    2 points
  26. I think this is a great idea. Bigger houses should need less time for producing women. That would be fair for civ balance. Moreover, reducing women training time from houses would give an alternative way to boom. I would go as far as: - 25sec from small houses - 18sec from big houses - 12sec from apartment
    2 points
  27. Always thought this would be nice. Other things I thought about rams: A ram that has 0 garrisoned units cannot move. The ram does not contribute to population. A ram with 0 garrisoned units belongs to Gaia (inactive, does not attack). Whoever garrisons a unit gets the ram.
    2 points
  28. https://code.wildfiregames.com/D5179 @wowgetoffyourcellphone put it together. We didn't make the rams start slower, but the fully garrisoned ram is still a little slower than melee infantry.
    2 points
  29. The technical issue is fairly well summed up by Sam James from Gentoo at https://gist.github.com/thesamesam/223949d5a074ebc3dce9ee78baad9e27 A rather good video by Theo discussing the human component of the exploit:
    2 points
  30. @Itms Glad to see progress was made and we might have an improved workflow in the not so distant future. Appreciated. I wonder if it would make sense to create a subforum for the git migration and keep this topic as a means for informing the community about the general progress. I already see me bringing up various issues which each might warrant a discussion. Putting them into separate threads would help keep some order at least and help avoid duplicate reports to some extent. Or maybe we simply should use trac?
    2 points
  31. The story is scary but thankfully it was not found in stable releases of Debian. Here the concerned versions: It’s known that XZ Utils versions 5.6.0 and 5.6.1 were included in the March builds of the following Linux distributions: Kali Linux, but, according to the official blog, only those that were available between March 26 and March 29 (the blog also contains instructions for checking for vulnerable versions of utilities); openSUSE Tumbleweed and openSUSE MicroOS, available from March 7 to March 28; Fedora 41, Fedora Rawhide, and Fedora Linux 40 beta; Debian (testing, unstable and experimental distributions only); Arch Linux – container images available from February 29 to March 29. However, the website archlinux.org states that, due to its implementation peculiarities, this attack vector won’t work in Arch Linux, but they still strongly recommend updating the system.
    2 points
  32. Already exists on some maps. Basically you need n json one for each biome and load that depending on the current biomes tha'ts how biomes work anyway
    2 points
  33. I think that most of the users listed in the staff directory have moderation capability on the forum. Some of them, typically the most senior members, have administration capability on the forum. A user may have multiple roles, and only the primary role is visible when viewing a user's profile. So, there are some things that are not completely obvious about who is a moderator and who is an administrator. Active forum administrators as far as I know right now: vladislavbelov, Itms, feneur, Stan. Active forum moderators as far as I know right now: Norse_Harold, s0600204, rossenburg, Dunedan, wraitii, kizito, fabio, Freagarach, smiley. Based on quantity of recently handled reports, it looks like s0600204 is one of the most active moderators right now regarding spam, followed by rossenburg and me. vladislavbelov should be mentioned, as well, for handling most of the reports in late 2023.
    2 points
  34. What about Pushyamitra Shunga , a general who assassinated Brihadratha ? (sorry my poor knowledge is bluntly copied from Wikipedia) Edit: of course this is not a Mauryan emperor anymore as he started the ensuing line of Shunga emperors, but at least part of the same epoch and linked to the Mauryans.
    2 points
  35. The fact that athens relies on what was the best hero in the game to be competitive is a problem. Anyway: https://code.wildfiregames.com/rP27779
    2 points
  36. JC is very foul-mouthed.
    2 points
  37. yeah, mostly trying to optimize the rebalance and arrows situation. That and bringing in some of the more simple a27 stuff like the changes to immortals: https://code.wildfiregames.com/D5202
    2 points
  38. A new Pr for the farming articles for the Secludes and Ptolemies. https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/130
    2 points
  39. Just another thought: do we need actually famous names only? I think the answer might be obvious : "no, as long as the name is typical for the respective civ."
    2 points
  40. Are you aware that the game lobby server allows real-time chat and active game listings in order to find people to play the game with? Are you aware that official IRC channels (#0ad and #0ad-dev) are available for real-time text chat with the active staff members and developers of Wildfire Games? They're most commonly used for asking for troubleshooting help and asking how to volunteer to help with 0ad development. What other problem(s) are you trying to solve by requesting an official Discord server? Are you aware that adding an official Discord server would create a large responsibility for moderation by an already stretched-thin moderation team? Are you aware of the serious privacy invasions that Discord has engaged in and the calls to boycott Discord?
    2 points
  41. Hello @DGMurdockIII, ICYMI: There is a powerful search engine integrated in this forums software where you can research easily for terms. Using the normal forums design it can be found on the upright. Using this function—and after finding results answering to existing threads—may be healthy to this ecosystem. My little bit frustrated reaction to your OP: I filed a search request to the engine for you and after few seconds found several threads (13 pages search results!) concerning the need for officially accepted Discourse servers and explanations. Due to time reasons, I only lead you to two of them: Best wishes!
    2 points
  42. Indeed @Vantha and @ShadowOfHassen your encyclopedia is a superb contribution creating an even deeper game experience! Thanks for all your effort! Much appreciated!
    2 points
  43. Ok, so it is pretty clear to me that questions 2,3, and 4 are problematic at the moment. Would you all say these issues are only problematic when the CCs and towers are garrisoned? Or are they problematic regardless of the soldiers inside contributing additional arrows? I don't think the "Make buildings shoot at random unless targeted" solution will work very well, but I can certainly do it if thats what ppl want.
    2 points
  44. submit the patch or make a mod. if the change creates a requirement for civs to have at least 8 ruler names, that's a new requirement codewise and it should be made clear.
    2 points
  45. En español: Si no tiene la intención de crear una partida multijugador, entonces no hay razón para reenviar el puerto de red en su enrutador.* Hay consejos sobre cómo solucionar problemas del mensaje de error sobre el puerto UDP 20595 en las preguntas frecuentes aquí. Desplácese hacia abajo y lea la respuesta a "Error al conectar con el servidor. El puerto UDP 20595 no se reenvía.". Escribí la mayor parte del contenido de esa respuesta, así que si aún necesita ayuda después de probar ese consejo, háblame a través de IRC. Escribí este texto en inglés y luego lo traducí con Google Translate. * … a menos que aplique un parche al código fuente que le permite controlar el puerto de red local utilizado para unir partidas multijugador. In English: If you don't intend to host a game then there is no reason to forward the network port on your router.* There is advice about how to troubleshoot the error message about UDP port 20595 in the FAQ here. Scroll down and read the answer to, "Failed to connect to the server. UDP port 20595 not being forwarded.". I wrote most of the content of that answer, so if you still need help after trying that advice then talk to me via IRC. * … unless you apply a patch to the source code that allows you to control the local network port used for joining multiplayer games. I wrote this text in English and then translated it with Google Translate.
    2 points
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