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Nescio last won the day on July 5

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About Nescio

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  1. According to https://trac.wildfiregames.com/wiki/Changelogs , there were six releases in 2010, five in 2011, four in 2012, three in 2013, two each in 2014, 2015, 2016, one in 2017, 2018, and none in 2019. Part of the reason is that the team is setting increasingly ambitious targets, and new releases contain substantially more changes as a consequence. A24 already contains 1863 commits, which is about the same as going from A1 to A6, or from A20 to A22, but it's not yet finished, therefore it'll grow even larger. Once a decision has been made to release a new version, the process is not that long for 0 A.D., see https://trac.wildfiregames.com/wiki/ReleaseProcessDraft Fedora releases a new stable version about every six months, as does Blender, and Firefox has had 73 major versions in the past nine years and numerous minor patches in between. Of course, those are much larger projects and have teams of paid programmers working on it, but in principle when to call a release is an arbitrary decision. If the team wants it, 0 A.D. could return to a much shorter release cycle, with fewer changes in each version. Personally I'd favour a new alpha say every June and December.
  2. No, Fedora 32 here, and indeed I don't have a /games/ folder inserted. Anyway, you've found what you're looking for, that's what matters. Whenever I want to look up an individual file to modify, I tend to use the A23 github mirror instead: https://github.com/0ad/0ad/tree/eb2fc5c53d0c55de308be6dc5bb7f952cfbc210d/binaries/data/mods
  3. Same here; “Computer” indicates the step below, which is displayed with this symbol on your end: (Just click on it to see what I mean.) Yes, it is, though A24, once released, will probably be only somewhat larger than A23 is. First of all, the A23 game data is compressed; extracted it's about double the size. For comparison, the (uncompressed) data folder of the development version is 4.2 GB. The development version also contains binaries, executables, libraries, and other files needed to compile the game on various platforms; the Spidermonkey folder alone is already 3.3 GB. Finally it contains the entire svn revision history since the start of the project, which can only grow, and is currently 4.8 GB. Long story short, if you want to participate in the development of the game, you need the development version, for everyone else, the latest stable (i.e. A23) is all you need. True, updating a mod to the next version only after it is released is a lot of work at once, but still a lot less work than the total of keeping your mod in step with the development version during the months (now years) prior to the stable release. Correcting for only the final differences is fundamentally more efficient than taking care of all the intermediate steps in between. However, you are not me, so it's perfectly fine to make a different choice.
  4. Actually it does, but the modern folder is located inside the mod mod, not the public mod. The mod mod was introduced in 15678 (six years ago). Every release since has it, A17 is the first. The order in which mods are loaded is specified in the configuration file, e.g.: enabledmods.mod = "mod public" For each, the game will first look at the 0 A.D. data located under Computer/usr/share/0ad/mods/ and subsequently for local modifications located under Home/./local/share/0ad/mods/ , which are empty by default. Finally the local user mod is applied. Files that are loaded later override those that were loaded earlier. Actually I would recommend against: in the development version basically anything can break overnight. Maintaining a mod for that is a lot more extra working than sticking with the latest stable. Besides, the A23 game data is about 2.1 GB, but the svn version 18.5 GB in total.
  5. You can find it at https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/mod/art/textures/ui/global/modern The mod mod is loaded before any other mods, so if you place your new texture in your mod under art/textures/ui/global/modern/ as background.png, it should work.
  6. Now there is: https://code.wildfiregames.com/D2863
  7. @Angen and @Stan`, thank you for committing those today! There are about a dozen more gameplay patches that have been accepted, some of which weeks ago: https://code.wildfiregames.com/D2504 https://code.wildfiregames.com/D2507 https://code.wildfiregames.com/D2669 https://code.wildfiregames.com/D2683 https://code.wildfiregames.com/D2686 https://code.wildfiregames.com/D2687 https://code.wildfiregames.com/D2741 https://code.wildfiregames.com/D2803 https://code.wildfiregames.com/D2821 https://code.wildfiregames.com/D2858 If any of those needs to be rebased or altered, let me know. Other team members are also more than welcome to get involved, of course.
  8. They probably should be unarmoured; Caesar describes them as running along and fighting in tandem with cavalry.
  9. Not yet, as far as I know. Gauls ought to get an archer, but that requires art. There is https://code.wildfiregames.com/D2841
  10. That's true for many (most?) things in the public folder. The limiting factor is getting team members to commit things. There are currently about 60 gameplay patches open (and the backlog is growing).
  11. Open elephant-related patches: D2496 D2595 D2852 D2853 D2861
  12. Currently those are Athenian stoa champions (which is problematic). Historically they served as an elite vanguard under Philip V or Perseus, the last Macedonian kings. All other Macedonian soldiers are based on Alexander's army, though.
  13. The real problem is not really the Macedonians, but the weakness of spearmen: ( hack + pierce + crush ) / time = damage per second basic cavalry spearman : ( 6 + 5 + 0 ) / 2 = 5.5 basic cavalry swordsman : ( 6.5 + 0 + 0 ) / 0.75 = 8.667 basic cavalry axeman : ( 6.9 + 0 + 2.3 ) / 1 = 9.2 champion cavalry spearman : ( 12 + 10 + 0 ) / 2 = 11 champion cavalry swordsman : ( 13 + 0 + 0 ) / 0.75 = 17.333 champion cavalry axeman : ( 13.8 + 0 + 4.6 ) / 1 = 18.4 hero cavalry spearman : ( 24 + 20 + 0 ) / 2 = 22 hero cavalry swordsman : ( 26 + 0 + 0 ) / 0.75 = 34.667 hero cavalry axeman : ( 27.6 + 0 + 9.2 ) / 1 = 36.8 champion elephant : ( 20 + 0 + 150 ) / 1.5 = 113.333 The approach taken in @wowgetoffyourcellphone's mod Delenda Est is giving all melee units only hack damage (which necessitates bonus attacks to differentiate unit types), the approach taken in my 0abc mod is introducing a fourth damage type (thrust) for spearmen (which allows soft counters via differences in armour levels); both approaches make them effective vs rams (and other units).
  14. Their numbers are fine, but calling them sword cavalry is a bit of a stretch. All cavalry had swords (or a sagaris (axe) in the case of Scythian and Iranian horse archers) as side-arms to be used in emergencies, but Paeonians and Odrysians (Thracians) were light cavalry, fighting with javelins and avoiding melee. Functionally the two were the same, but they hailed from different regions (Paeonians from what is now North Macedonia, Odrysians lived in Southern Bulgaria and European Turkey), were often placed on different flanks (cf. Thessalians and Companions), and the Paeonians are known to have shields (the Thracians did not).
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