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Showing content with the highest reputation on 2014-09-10 in all areas

  1. The PPA needs to be updated by an human, the package maintener. He can't build the entire game at each SVN revision, so the PPA is easiest to install (pre-compiled binaries & auto-install) but is always less up-to-date. With SVN, you only get the sources, which needs to be manually commpiled and installed : it also means no auto-updates.
    2 points
  2. Hi all. Since feature freeze for a17 is in 4 days, and normally release is a week later, I urgently ask you to install the developer version of 0ad. There are big changes in the next release, the game got huge rebalancing and new tech trees. Though scythe' balance branch (which got merged with a17) got tested lots of hours by a few players, its important that as many players as possible test the developer version before release. Before a16 this was not the case, as a result we got a buggy a16. So, please have a look at the instructions for getting the developer version: http://trac.wildfiregames.com/wiki/BuildInstructions Thanks in advance.. Greets, z_ Linux only: Do not hesitate to ask me (via PM) if you should have problems understanding the svn installation instructions. I will guide you. Otoh, here a quick copy&paste guide for *buntu 14.04: Get build dependencies: sudo apt-get install build-essential libboost-dev libboost-filesystem-dev \ libboost-signals-dev libcurl4-gnutls-dev libenet-dev libgloox-dev \ libicu-dev libjpeg-dev libminiupnpc-dev libmozjs-24-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl-dev libvorbis-dev \ libwxgtk3.0-dev libxcursor-dev libxml2-dev subversion zlib1g-devGet the source (may take 1,2 hours): svn co http://svn.wildfiregames.com/public/ps/trunk/ 0adBuild the stuff: cd 0ad/build/workspacessudo perl -i -pe 's/(^#elif _MSC_VER >= 1600).*/#elif defined(_MSC_VER) && _MSC_VER >= 1600/' /usr/include/mozjs-24/mozilla/NullPtr.h./update-workspaces.sh --with-system-miniupnpc --with-system-nvtt --with-system-mozjs24 -j3cd gccmake -j3Run the game: ~/0ad/binaries/system/pyrogenesis
    1 point
  3. Some suggestions: 1) Cancel fortesses and towers number limit Never knew why the number of fortresses is limited to 10 and can't think of a good explanation. Maybe it is time to reconsider? 2) Autopause when a player leaves an MP game (as an option) When a player suddenly leaves a game, a common courtesy is to pause and wait for him for a while. Would be nice to have an option for autopause if a player left not through menu but because of a crash or connection issue. Should be unpausable from menu. 3) Do not allow warships/heavy wasrships in shallow waters Military ships in oases are a joke. If there is a way to know max depth of waters in a basin where a dock is, would be nice to disable warships/heavy warships building for depths less than some value. 4) Giving a rotary mill a functionality of a farmstead (so that workers can drop resources there) 5) Changing alert bell functionality Now, increasing the alert level is mostly useless option: normally, after an initial alert a CC and towers garrisoned with women, and this is pointless to hide citizen soldiers in houses, better to make them fight. I would suggest at least not let women to hide in towers on alert (or maybe give houses a priority to towers), so that after an alert level increase ranged inf could get there. Another idea is to replace an alert level increase feature with an independent alert for ranged troops, calling them to garrison in CC/towers/forts. 6) Remove player number tips from the map sizes control (eg make it just "Small" instead of "Small (2 players)" ) What we have now, leads to stereotypical thinking. In practice, an 'open' Medium map can be just perfect for 4 players game. This also depends on a game type: if you play 2v2 or 3v3 on a large map, this is ok; if you play all-vs-all, this can just become boring when only two stay alive. 7) "Shared" pop cap for locked teams, as an option A bit crazy, but... In 2v2, after one of the enemies is killed, it is normally won, not because it becomes 2v1, but because it eventually becomes "600v300". What if pop cap could be set per team, depending on initial number of players? 8) Disable teamchat for defeated players, so that they couldn't secretly give hints to their teammates, seeing a revealed map 9) Make foundations of health 1 (placed, but not being constructed yet) not visible to enemies
    1 point
  4. I highly support this plus make sure you report as much bugs as possible graphical balance gameplay. Yours truly ticketman
    1 point
  5. Seems taking out formations leaves the armies in clumps when you task a lot of units to a single location? I miss the ordered lines on arrival.
    1 point
  6. Welcome, yuval1996! EspaƱol es mi segunda mejores lengua, pero no hablo muy bien. You can get started by looking at the civilization design documents I have completed (such as Israel and Assyria) in the "[Collection] Design Docs" topic in the Game Modification: Council of Modders: Projects: Aristeia subforum. For now, you can keep posting to this topic if/when you have further comments or questions. Unfortunately, I don't think you will be able to send private messages or participate in the Council of Modders discussions (if you would like to join us) until you have made at least five posts in the forums.
    1 point
  7. Walls are rarely used in a lot of RTS games. I hope they are stronger if they take longer to build or I'll probably never get to see them used anywhere.
    1 point
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