Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2017-04-04 in all areas

  1. Here we can see why we don't want to add the hack but need proper terrain adaptation: We have the same problem with selection rings in 0ad:
    2 points
  2. Shameless Plug for an Early Game Tutorial. Disclaimer: I'm only a practicing Youtuber, so you don't expect that word "quality" to be in here. Anyway, I also think that Video Tutorials are a thing now (asides from the "Nobody reads the Manual" mantra). It's one of the things I want to spread out. Video Tutorials are either scarce or a little outdated. That's where you have me as a buffer until the better ones start popping out.
    2 points
  3. There is a plan to add a simple form of aura visualization in D238. It renders a small 32px * 32px texture in a circle of the aura range. If that proposal is implemented correctly, we can use the same for any range visualization, i.e. attack range and heal range too. The footprint issue is not the only one with the delenda est approach. The aura can alos disappear under or fly above the terrain. So I hope someone with openGL kung fu skills will be able to help and motivate us a bit to extend that approach to cut one of those big 1024px * 1024px textures into smaller pieces and render all of them at the corret terrain elevation. Then we can have truly awesome graphics. Especially for the hero and the new relic auras it'd be awesome. The feature has a huge lust for programmers lifetimes again though.
    2 points
  4. Reminds me of me when I was starting out. From doing random things to getting pummeled by Easy. ing
    2 points
  5. Since the translations are updated all the time, it would be better to use the SVN version of the game (else you will not see most translations at all). Also one can place the files in the corresponding mod folder in the user modifiable path (or in the user mod if one is especially lazy and can deal with the breakage later). Also just placing the files next to the zip, but with the correct folder structure also works (take care that the file timestamps are more recent than those in the zip). This is however slightly uglier than just using the user writeable mod folder.
    1 point
  6. Originally, the only way to set the resource type on traders was to set it per trader. A newly created trader was always spawned with a default resource type (metal IIRC), and every trader had to be clicked once to change its resource type. As a result, this was very unmanageable, as doing trading meant having to chase your traders all over the map to change their resources. Mimo then implemented better trader management by automatically assigning a new resource based on a global distribution. But that meant it was incompatible with the old way (or at least quite hard to combine the two approaches). Now the trade gives you a general expected distribution (the actual result still depends on a random selection), which is good enough for trading. If you want a more fine-grained control over the produced resources, you should use the resource-gathering units I guess.
    1 point
  7. A very nice source for translations in the game.
    1 point
  8. Could you please provide some more information? The easiestway to do that is probably to find the system_info.txt file in the game's log folder and attach it to a reply to this topic. If you are on Windows you can click the start menu option to go to the logs folder, otherwise please see http://trac.wildfiregames.com/wiki/GameDataPaths for more information on how to find it on your operating system. If there are any crash log files in the folder please attach them as well, but from your description it doesn't sound as if the game crashes so there will probably not be any there.
    1 point
  9. I'm not even sure that guy has ever played RTS game before... lol
    1 point
  10. Indeed. Happens with many large footprints, actually. See: Warships along the shoreline. Very ugly, not exclusive to DE. About the aura graphics, @Enrique has offered to create nice custom aura graphics for each culture if only the feature was there.
    1 point
  11. Also, @Lion.Kanzen, I'm not complaining about performance -- I find it quite reasonable, actually. I've played some of the big maps and enjoyed them -- putting a population cap on them seems to help, and when things get troublesome there are workarounds. Thank you for a really excellent game.
    1 point
  12. @Lion.Kanzen -- thanks for your quick reply! I'm happy to submit replays; I'll find the forum post that shows me how and where. @sphyrth -- That's a great tutorial! Thank you! I'm astonished by your use of women; I'd think they'd get slaughtered as soon as the enemy found you. I've been producing strictly men until the berries run out, then having some "men-folk" build the "little ladies" some farms around the city center. After seeing your video, I'm definitely at least mixing in a lot more women. I tend to send some women with my wood/stone/metal/construction teams to increase the men's efficiency, and then the men become my standing army.
    1 point
  13. I think the implementation of that wasn't even complete, only simulation code for that existed but not graphical options for that. It was removed by rP18393. Old versions of 0ad can still be downloaded from the main website. Gotta click, somewhere over there
    1 point
  14. http://trac.wildfiregames.com/wiki/GameDataPaths I assume it's in /home/user/.local/share/0ad/mods/public/maps/ But you can also use the binaries/data/mods/public/maps/ subfolder of the installation
    1 point
  15. This is complicated for several reasons. The replays are more important than the saves. Formations are broken and increases the lag. ---welcome to the forums----
    1 point
  16. Can be seen in the replay when clicking on the unit. The last rework of that "ConquestCritical" entity flag was in #3229. I recall players can still survive with docks (so they could still be able to produce military and trade ships. Docks give population too, so if one has many docks, one could do something with it. Should probably remove it though.) Looking at the fishing ship template, the "-ConquestCritical" removal doesn't exist there either, so should likely be added there. While at it, might think whether we find some other units that shouldn't stop the player from getting defeated. Someone said he survived a game with a Healers. Same story... He could do something with it, but on the other side, he won't be able to rebuild.
    1 point
  17. 1 point
×
×
  • Create New...