Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 2024-02-28 in all areas

  1. 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
  2. I don't think it goes with the FOSS philosophy to make something official with a private company.
    6 points
  3. 5 points
  4. 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
  5. 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
  6. 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
  7. 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
  8. I'd like to add 2 thoughts to basic idea of this post. ( Let's ignore toxic behavior and lack of culture. Which is btw very important, especially in online communication when you can't actually see person's gestures and mimics which can lead to missundertandings.) (1) Vulcan: someone already replied. Performance and lag, especially in TGs is serious problem in 0AD. And devs really deserve to be highly appreciated for their volunter work. Not only on Vulcan... (2) Base idea of this post is to "prioritize tasks". It can be good approach in commercial projects, but in open-source where devs do it for free and for their own soul, that can be wrong sometimes. I think devs should have freedom to enjoy their "work" but off course, leaders must make sure that it doesn't ruin release game. P.S. 0AD is really nice project and huge job is already done and being done. Game is very playable so we should appreciate anyone who does anything to make it progress. Off course, I have many things I'd like to be improved so it becomes more competitive, but I am aware it's not simple.
    4 points
  9. I have some more texts in the works, but in the meantime here's an update on the UI work: A quick showcase: 0 A.D. 2024-03-03 20-49-23.mp4 I have done some layouting, moving everything to a place where it fits. It already looks a lot better than before, but I will probably still change some sprites, fonts or colors. How do you like the new arrangement? The right is still pretty empty, this is where the related articles section would be, they have to be added manually to each file and I havent done that (the Athenian civic center is the only article where I added some for testing). Here are the new features (mainly improving navigation between different pages and menus): - Because everything is structured like (and in) folders I added the current "path" at the top, by clicking on different parts of the path you can switch to the respective page. There also is an "UpButton" (with the arrow pointing up) to the left of the path that will alway open the current page's "parent" (like the "up" button found in most file managers) - Every action you take/ every menu or text you open will (temporarily) be saved. With the back and forward button you can move back and forth through your history (like the back and forward button in browsers) - the button "suprise me!" opens a random article (I am aware that it currently chooses "general" and "environment" more often than "civilisations". That happens because folders inside "civilisations" are only partially filled with files/articles (yet!)) I've also put together a quick mod: encyclopedia.zip Try it out! Let me know any errrors or unwanted behaviour you encounter or any suggestion you have! Keep in mind that it is still in progress, I have cleaned up the code, but it's not very well commented yet. I'm quite new to programming, so don't be suprised if something's done in a confusing way. Tell me if you think I should change something to bring it into line with 0ad's code. And regarding the sprites, @wowgetoffyourcellphone You've done a great job with the mockups. What textures did you use? Are they in the game files? I couldn't find them. I'm specifically talking about the beige/white background and the golden frame around the image. Was the background texture just a brigther and hueshifted version of 0ad's black background?
    4 points
  10. I used to think about creating a website for playing 0AD with cash prize, I am not against it but I don't know how many players are even good enough to play competitive games, if money is involved things will get complicated, we need strict rules and infrastructure to implement them, I am not sure 0AD can control its players the main reason I am not willing to play with money in 0AD is anyone can customize the game to their advantage, nobody has control. I am seeing @Norse_Harold trying to impose law and order in game but failing because we got players that don't want law and order in a free and open source game. I think 0AD survives because of players consider each other as friends, money kills friendships at least argument about them. if people hate each other they won't show up to play 0AD. If someone was sponsoring the tournaments that's another matter, no player is loosing money but winner gets a price, that would be nice but playing 0AD like a poker game will be bad, it is bad in real poker too that's why in many countries playing with money is illegal. may be we should find some sponsors for that we have to create a community in social media like facebook instagram etc and be active in it always and keep promoting 0AD. people use discord but I think it's like dark web, nobody will every find out we exit. if 100 people are willing to do marketing for 0AD then the fate of 0AD will change. money will flow in with it new programming Talents who can contribute to 0AD
    4 points
  11. @SneakEP @JC (naval supremacist)
    3 points
  12. Added a small update to the wiki page.
    3 points
  13. 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
  14. @ Bothnia again, surprisingly not winter. "GrEaT fIsHiNg OpPoRtUnItIeS" Pffffffffffffffffffffffffffffffft
    3 points
  15. @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
  16. @Feldfeld do you have a github where you are working on feldmap? id be happy to try and get the other badosu maps working with your balancers for some future release.
    3 points
  17. Battle report: RIVER DELTA (4P) My Carthaginians defeated 3 Petra of average level and random behavior: 1 Theban, 1 Macedonian, 1 Iberian. Conquest mode / map not revealed. Playing time = 3h08mn15sec, at an average speed of 0.25 (0.5 when all is quiet and 0.1 in the event of invasion or reorganization): I like to play slowly to give myself time to react and build. 118 saves made for this game. This delta is a very beautiful and immersive map, meandering through land crossings between peninsulas. I played it without using the mini-maps, which reveal resource locations. The development of a fleet allows you to harass Petra on its shores, as well as the rapid and massive movement of units to the delta's various peninsulas. Starting in the center of the map (with player 1) is unusual, and stimulates exploration. As the topography doesn't allow quick access to enemy territories, these sometimes far-flung confrontations require the ability to consolidate distant territories. If the 3 Petras neglect the maritime aspect, this will leave you little respite between their frequent invasions. In short, a great map! [Translated with DeepL.com (free version)]
    3 points
  18. https://code.wildfiregames.com/D5041
    3 points
  19. I must be in a huge minority thinking 1v1s should be played at 200 pop.
    3 points
  20. I mean if someone likes to do it - fine for me, thats those players buisness. Personally i think i would not be intrested because it would make 0 AD too serious, i would be bothered more by the outcome of the game, which is something i do not necessarily want for something i do for fun and escapism. After a game of 0 AD i dont want to go to bed and be mad bc i lost money etc. I also think it will lead to more conflicts inbetween players, especially given what past incidents i have witnessed, and also there would be trouble connected to the lack of infrastructure, authority and rule enforcement we have in our non-professional small community. Another issue would be the skill difference between players. Players who pay an entrance fee want at least an outside chance to win in the end, which will mean its gonna be tough to find many players willing to "bet" money. Another option that doesnt really seem promising due to a small community would be to use donations for prize funds, gathered through someone broadcasting the games, so the earning would kinda be a bonus. Consider that tournaments could have a non-monetary prize maybe, that is more about creativity and of symbolic value.
    3 points
  21. New version is out and can be downloaded from mod.io
    3 points
  22. We're back! While @Vantha is working on the encyclopedia UI we've decided to continue on with the encyclopedia. This time we're focusing on the rest of the Hellenistic Civilizations, that is not only Macedonia but the Seculids and Ptolemies as well! The reason is that although Alexander the Great's empire was broken up into the three different parts, the empires existed at about the same time and all had a common culture taken from Greece. This PR is the women for all the Hellenistic civilizations, it has some repeated parts because, as I said, the cultures of the three empires were very similar. https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/122 This is as good a time as any newcomers to join. You don't have to be an amazing historian (I'm most certainly not.) And writing articles is really simple, just check out what we have already written and try to write like that, everything else can be fixed in edits.
    3 points
  23. Version 1.0.0 has been submitted to mod.io and is awaiting signature. Please do not manually download the update from mod.io with intent to play it in multiplayer as long as it is not signed. This would confuse many players. Please wait for the signature to play it! This update introduces wood balance. As long as there is enough space around the player's base, they will be given 3 forests in p1 territory. The total amount of wood in these forests is equal (in expectation, and with fairly small variance) among players, but there can be variance between individual forests. The shape of the forests remains pretty random so there can be small imbalances here but it shouldn't matter much. I made it so that forests look the same as before. Depending on the situation the new forests may contain more trees than before and I haven't yet harmonized it with the rest of the map, but this should be barely noticeable. I invite you to try different biomes now! They are a lot more playable. I didn't include berry tree balance yet, but I made it so they spawn a little further away from the player, so less chance you get a "one for all" farmstead at the beginning. Note that I mainly tested the map with 1v1 small size and 4v4 medium size settings, though I did some runs with extreme settings as well. This update makes Mainland Balanced incompatible with previous version's Mainland Balanced. Yet I still make the choice to disallow the incompatible mod check, for the same reasons I gave previously in this thread. As a small mitigation I made it so Mainland Balanced gets a new mappreview image, so if players with outdated version join a game with the up to date version, they will see an error related to the mappreview file. If a player reports such an error in the game, please say there is a new feldmap version and players who haven't done so yet should update it! (Please note however that players up-to-date that join an host with outdated version will not notice anything until game starts) Sorry, that's not for this version yet . Unless I make an exception for pizza settings, it would have to wait for at least a 2.x.x zone of control mechanic.
    3 points
  24. 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.
    2 points
  25. 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.
    2 points
  26. 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?
    2 points
  27. 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
  28. Hello guys, I really enjoy play this game and I want to contribute in any way I can, my background is web dev, I sent my first PR to the terra magna mod repo. I play with some friends each Saturday night, we really enjoyed the game!
    2 points
  29. JC is very foul-mouthed.
    2 points
  30. this whole proto-indo-european mythology thing is pretty interesting. I wander how do they know that before the many myths similar to each other, there was a "common ancestor", instead of just maybe assume a myth spread from people to people in more recent times.
    2 points
  31. 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
  32. I think the fact we used famous names was to give an incentive for people to learn about them Just like Pyhric victory in Medieval 2 Total War made me wonder about Pyhrus
    2 points
  33. I'm in favor of adding new names because for some civs we won't find enough names otherwise. Yeah, my idea is to modify the way the list created, to first pick each name only once, and when every name has already been chosen pick a random name instead plus suffix showing the count (like (2) ) to avoid two bots with the same name. And as long as each civ has at least 8 different names to choose from, these suffixes won't appear in ordinary 8 player games anyway.
    2 points
  34. 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
  35. 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
  36. PR for the Lighthouse of Alexandria:https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/128
    2 points
  37. I'm not sure that works for 32 bits apps. Basically : - Default 32 bit app : max 2GB of RAM - Large adress aware 32 bit app : max 4GB of ram - 64 bit app I couldn't see any swapping info on the MSDN links https://stackoverflow.com/questions/2222901/memory-allocation-limit-for-a-32-bit-app-on-a-64-bit-system I think there was no popup then. elexis fixed a shitton of OOS in A23b
    2 points
  38. Removed the old poll, you can you try again?
    2 points
  39. It’s true that the building ai was better balanced before the mod, but it was very underdeveloped and led to a very simple gameplay result. It would be foolish to say that random arrows is the best possible building ai system, so it was definitely worth trying something new. Also I’ve seen high skill players avoid losing units to the cc despite the cc shooting the closest unit. These weak cav or infantry then just go back and gather or heal in their own cc. Interesting micro has arisen for both the rusher and defender. The best part of the building arrow change is that there is now an immediate cost to entering building arrow range instead of it being negligible for big armies. The worst part has been how fast units die especially with overlapping ranges.
    2 points
  40. I don't have a github repo for it. I could make one if you really need it but otherwise I think you can also work without version control and send me a feldmap with the changes.
    2 points
  41. We still only have damage textures for cart after all those years
    2 points
  42. See https://trac.wildfiregames.com/wiki/Mod_Verification_Process (the mod.json section)
    2 points
  43. Library of Alexandria https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/124
    2 points
  44. Their punches and especially their kicks can be pretty mean. Of course then we also need a war emu! Should there actually someone who doesn't know: the Australians once fought a war against the emus - and lost. https://en.wikipedia.org/wiki/Emu_War
    2 points
  45. For Romans, their swordsmen should throw a pilum before closing into melee combat range.
    2 points
  46. I'm in parallel also writing some texts to keep the progress going. Here's the Ptolemaic, Seleucid, and Macedonian civic centers: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/123/
    2 points
  47. It's funny that the tide went from Capture should be optional to Capture should be the default when it eventually changed X)
    2 points
  48. For me personally, performance has always been the biggest issue of the game. So for me, Vulkan falls more under the category 'enhancing playability' than 'adding new features'
    2 points
×
×
  • Create New...