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  1. This is apparently intentional, since this unit doesn't have advanced/elite versions and promotion is explicitly disabled in the basic template. It might be explained by 'militia' status of the unit, but in this case it's inconsistent with his infantry colleague.
    2 points
  2. I don't exactly understand what the devs were going for with the capture feature. I feel that when military buildings are garrisoned they should be exempt from capture. I was playing a game and had my garrisoned entrenchment camp captured for example. It seems weird that the enemy can do that seeing that it is intended to act as a stronghold. Or am I missing the point? Also why does it require less time to capture a building then to destroy it?
    1 point
  3. I think you made refraction too weak at low waviness.
    1 point
  4. Okay, but that this is not needed is not true. Because especially if you do not use HSTS HTTPS Everywhere still protects against SSL stripping. HSTS is basically just a HTTP header. And if I understand it correctly OpenLiteSpeed also uses Apache config files and there are many guides how to add a (HSTS) header in Apache. Also for only serving it via HTTPS (which is recommend anyway, because HSTS headers served over HTTP are ignored by clients anyway). Although TLS is indeed fast, especially if you also support HTTP/2 like you do I understand that you may not want to serve your releases over HTTPS by default. As for HTTPS Everywhere users they'll get them over HTTPS (as they use this extension, it seems useful). The purpose of serving binaries over HTTPS is simple: Integrity. Because HTTPS does not only prevent eavesdropping on the traffic, but also makes sure the integrity of the packages is guaranteed. This means with HTTPS an attacker cannot modify the binary. So I would at least recommend to put the hash (SHA-1 and preferable SHA-256) on the (HTTPS) download site, so that the user can verify the (HTTP) download manually. I just rescanned and it is still there: E.g. in this thread there is this smiley: http://www.wildfiregames.com/forum/uploads//emoticons/default_smile.png It seems that all smileys inserted before the forum relaunch are still HTTP links... BTW on this page there is another mixed content: The social media icons, e.g.: http://www.wildfiregames.com/0ad/images/new_icons/facebook.png are served over HTTP. FYI if you cannot rewrite all links or it is to difficult there is a "workaround" by using the CSP header. It does not really matter. All the smileys are the default, old forum-smileys... But I can live with them...
    1 point
  5. This entirely depends on the sky that's used and therefore differs from map to map (and won't be visible at all if you can't see the sky)
    1 point
  6. I was wondering, from a scenario designer POV, how does this affect the 'murkiness' option in Atlas?
    1 point
  7. It is really difficult to capture a garrisoned building (since garrisoned units really help with defending against capture attacks), so I'm not really sure how you tested it...?
    1 point
  8. So I've created the rulesets for HTTPS Everýwhere. Please let me know if a domain or subdomain, which supports HTTPS, is missing from them. As for the HTTPS config in general I'd like to point some things out: As already mentioned in this thread you could send the HSTS header. This would also give you an A+ at SSLLabs. Adding the HSTS header also does not mean you have to serve your entire domain (*.wildfiregames.com and *.play0ad.com e.g.) over HTTPS. This is only the case if you include the "includeSubDomains" option. If you leave this option out the header is only valid for the visited domain. The links to your releases (releases.wildfiregames.com) are still HTTP links. At least the one to the windows installer I checked. SSLLabs also reports you have some issues with Session resumption (caching): No (IDs assigned but not accepted) Fixing this should make all HTTPS connection faster. The emoticons cause mixed content issues as they are tried to load over HTTP. Also nice you support HTTP/2 BTW. The only thing, which looks quite bad IMHO are the smileys. Especially when you compare them to the rest of the forum design they look very outdated...
    1 point
  9. I don't think the red water issue is related to any special overlays since it appears even when they're disabled. I think the red/black water issues should be moved to bugs, which I'll do shortly. I got everything cleaned up fairly well and made a PR. I also got specular reflections cleaned up and working. (I don't know if they were but they are now!) Also notice the foam caps in the screen shot. Code for drawing them has been around for a while but it was set to only show them from certain narrow camera angles. Now foam caps are visible from all directions (as they should be).
    1 point
  10. (Given that cutting though the ground is possible, like how quarries are planned to look like, dug deep) Generic name: Ditch Specific name: Faction specific Phase: Town phase Construction Cost: Food (Labor) - high food cost Takes time to build one (Like walls) Infantry can walk though (like farms) but are slowed down Can only be destroyed (dug) by infantry Impassable to siege equipment (Because battering rams suck and I don't like them, haha) Common Iron age defensive construction, both Romans and Celts built them together with their walls (It might be nice to make siege warfare more interesting in 0AD)
    1 point
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