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Showing content with the highest reputation on 2019-09-01 in Posts
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Interesting details of the gameplay. Every day looks more professional ! Detailed fanatic rush walkthrough though I doubt it would work in matches with rating >1500 :/4 points
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4 points
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I'd say if someone quits a rated game without resigning, for whatever reason, there should be a 5min window or so, with timer, for that person to reconnect. If the person fails to reconnect, then the points should automatically go to the player still in-game. Having a decent connection is the responsibility of anyone playing a competitive multiplayer game. A tennis player can sprain his ankle during a match, preventing him from playing any further. But that doesn't mean the game becomes an automatic draw.3 points
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I'm not going to say that a quitting a game without congratulating an opponent is the best show of sportsmanship, but unless I'm mistaken, the solution is quite simple. Have quitters suffer the ELO loss that they would experience if they had lost the game. Maybe I'm missing something, but to me this rather simple change would be for the better. Could anyone point out any unforeseen problems with this? Also, I'm honestly baffled that a loophole like this has existed for so long. Is there something I'm overlooked or why have I not seen a solution like this before? Is it primarily a technical issue?2 points
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0abc updated again, numerous internal changes, simplified hero auras, replaced Kushite pikemen with axemen.2 points
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I personnaly don't mind that a strategy wouldn't allow me to win over a >2000 player, I still don't know any strat that could do the trick xd I mostly see fanatics used in multiplayer games to kill trade or even steal the cc of player with a relatively low rating. Thanks for both the video and the complementary replay, they might both help in promoting more diversity in the gameplay.2 points
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Well the main problem is how do you make the difference between A crash A disconnection Alt + F4 The user shutting down the computer From the player (who is not the host) all are the same the game ends and all is over the host cannot rejoin anyway while the player would have been able to. Enforcing hosts to have a good quality broadband is nice but not really feasible. Currently the only solution is to either host game when you don't trust the players, play only with players you trust or don't do rated games. The best solution IMHO would be to have some kind of hotseat where the game switches host to the last player online. Another would be to require all rated matches to be hosted with wfg which reauires a lot of resources aside from making a headless server. You cannot also just trust the player sending you the result of the match (Else it would be easy to fake wins (just send a few dozen of matches wins) Also keep in mind the lobby is just for matchmaking it will just tell you the game is running it can't really tell who's winning.2 points
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What matters to me most is consistency; we already have Archer and Maceman, not Bow and Mace. Moreover, I believe having matching file names, generic names, and classes (e.g. `template_unit_cavalry_melee_swordsman` has Unit, Cavalry, Melee, and Swordsman classes and “Cavalry Swordsman” generic name) reduces the likelihood of minor mistakes.2 points
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version 0.9.5 Added: Hotkeys viewer. See the hotkeys you have defined in user.cfg. To open page press F4. Improved: Opening lobby chat during a game should feel faster/lag less.2 points
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In today's multiplayer test match (r22829) I noticed some shrubbery (bushes) hovering on the map. Map: Hell's Pass (mediterranean biome). According to @elexis it is likely one of these: "grass": "actor|props/flora/grass_soft_large_tall.xml", "grassShort": "actor|props/flora/grass_soft_large.xml", "reeds": "actor|props/flora/reeds_pond_lush_b.xml", "lillies": "actor|props/flora/water_lillies.xml", "rockLarge": "actor|geology/stone_granite_large.xml", "rockMedium": "actor|geology/stone_granite_med.xml", "bushMedium": "actor|props/flora/bush_medit_me.xml", "bushSmall": "actor|props/flora/bush_medit_sm.xml", "tree": "actor|flora/trees/palm_cretan_date.xml"1 point
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Hi, I'm trying to install 0AD on my jetson-nano. I have ubuntu bionic installed, and an arm64 architecture. I'm using this ppa: ppa: wfg / 0ad, but seems to lack the package 0.0.23b (only appear 0.0.23) for 0ad, while for 0ad-data and 0ad-common there are 0.0.23b. because of that an unmet dependencies error raises. What I can do? I'm trying to download the 0.22 version, but I couldn't find it.1 point
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@Nescio I'll start creating a public repository as you suggested. Regarding the version of the game, I was using A23 for testing but the files I was using for building my mod were from A24. I suppose that could bring some incompatibility issues at some point. So I decided to start from scratch using just A24. I'll be back as soon as I have everything set up again.1 point
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@Nescio Try to use Inkscape and make a black border around your yellow Roman numerals. I think the fancy shadow effect does not look that create scaled down to 128x128, 64x64 or 32x32. You can create the black border in Inkscape and export the image to PNG from within Inkscape.1 point
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Np @sphyrth. Any comments are welcome. It will improve me. I’m quite disoriented with 0ad but I was just amazed with the quality of 0ad graphics and the music, and tbh a lot of features that’s why I just can’t leave 0ad easily and totally. Im not concentrating yet on very nice looking video but rather on helping to expose this game. In fact I posted it in DoM community forum. If I did not become a good 0ad player, I think I’m leading on the DoM as I’m the only one who can get past the most difficult modded DoM. Ofc because I am the highest number of hours played at more than 1.4k hours. You know I’m a crazy gamer. Though as in 0ad, DoM modders are also depending on what the devs have to offer. So I’m helping a couple of modders test their games before they finalize and make it public. If 0ad needs some testers on Mac, I’m just around the corner but I can’t go back to svn right now. @Angen I won’t forget your mod too. Ofc borg’s one also as it gives some more flavor to the vanilla.1 point
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https://www.quora.com/How-did-fully-armoured-medieval-knights-deal-with-the-heat-The-armour-had-a-few-gaps-but-it-would-be-very-hard-to-cool-down-while-wearing-it-all-the-time1 point
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Even without proficiency on making video, I will keep practicing to share my pc games. This one despite some erroneous narrations I just went through posting it. Bear with newbiness on video making This was my last multiplayer game in 0ad. And I already posted this replay before. Just some sort of advertising the game. I think my friend bbgotbanned played really bad on this game and keep on teasing his best friend Pudim. Instead of booming he could have doubled with landlord to neutralize chrtgr and game over. Making another CC to border push might not be a good idea on this case.1 point
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You're right, Pikemen shouldn't have the Spearman class. I've included it in D1815 months ago.1 point
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Actually keep template_unit.xml unchanged (it allows you to obtain treasures) and remove the entire <ResourceGatherer> node from both template_unit_cavalry.xml and template_unit_infantry.xml. For buidling structures, see the <Builder> node in template_unit_infantry.xml.1 point
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Let's take the house for example. It has the following inheritance (see the second line (<Entity parent="">) of any template): template_structure.xml template_structure_civic.xml template_structure_civic_house.xml template_structure_civic_house_big.xml structures/athen_house.xml The structure and civic templates don't have a <TerritoryInfluence> node; it is introduced in the house template and modified in the big template. Now what to do depends on what you want: remove <TerritoryInfluence> from one or more specific templates (e.g. athen_house.xml), but not all: insert a <TerritoryInfluence disable=""/> line in the specific template file remove <TerritoryInfluence> from all big houses, but not from small houses: replace the entire <TerritoryInfluence> node (four lines) in template_structure_civic_house_big.xml with a <TerritoryInfluence disable=""/> line remove <TerritoryInfluence> from all small houses, but not from big houses: remove the entire <TerritoryInfluence> node (five lines) in template_structure_civic_house.xml and insert a <Root>false</Root> line inside the <TerritoryInfluence> node in template_structure_civic_house_big.xml remove <TerritoryInfluence> from all houses: delete the <TerritoryInfluence> nodes in both the template_structure_civic_house.xml (five lines) and template_structure_civic_house_big.xml (four lines) files1 point
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Another potentially breaking change: rP22797 moved `wallset_palisade.xml` from `other/` to `structures/`.1 point
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I could have quoted this one as well yes. My point was just that the game isn't just Antiquity. Indeed. Though it was mostly removing time bound material (eg civs) than removing all the art. The last time we discussed it flora and fauna could stay in the main bundle as they are more reusable than let's say britons.1 point
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To clarify, I'm not denying the Kushites had long spears; or that they could hold them with two hands; and maybe they did have true pikes indeed. (It's hard to prove something didn't exist.) Likewise, Carthaginians, Greek, Romans, and others new how to make pikes and occassionally used them on ships; but that doesn't mean they should have pikemen in game. As you indicated yourself. I think there is a good reason why the term is translated as pike. I think you're confusing the term "sarissa" with the word "pike". Lance and pike both belong to the spear family, but they're different weapons nonetheless. And yes, κοντός is an appropiate term to describe a pike, but that doesn't mean it must automatically mean a pike; as you know, the meaning of words depends on the context; the same issue with e.g. λόγχη, which could mean lance, spear, javelin, etc., or ξίφος, which means specifically a short, double-edged, stabbing sword, but could also be used in a generic sense for any blade (as in that sentence from Strabo quoted earlier; besides, pike doesn't square with θυρεός). A fair question. We can all care about realism yet make different choices. My mod focuses on the 3rd C BC; “might have” is not always good enough for me. For that reason I've also removed the maiden guard (the Mauryas did indeed have female palace guard—presumably similar to how other dynasties employed eunuchs—but it's unlikely they're employed on the battlefield) and the Ptolemaic camel archer (Nabateans did have camel archers, but camels aren't mentioned in the major battles involving the Ptolemies).1 point
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Unfortunately I don't know how to do that; my graphical skills are rather limited; creating those numerals in GIMP was already hard enough for me; defining geometrical shapes in a svg file is much easier. Anyway, feel free to improve them: Yeah, that's the idea, eventually, which is also why I requested icons with a transparent background. The portraits in the public folder are useless to me, because they have a background. For entities the top left quadrant is used for the rank icon and the top right quadrant for the upgrade icon. I intend to overlay a weapon icon in the bottom left quadrant. Understanding and tweaking the GUI js files is not always easy, though.1 point
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@Nescio in your opinion wich athenian/spartan infantry should wear two greaves and wich one just one?1 point
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Ideally we need true lods (multiple meshes per model) and lod materials for that.1 point
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