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Showing content with the highest reputation on 2020-09-06 in all areas

  1. So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves are your primary source of wood. Now, also in DE you can build Storehouses and Farmsteads outside your territory. This creates a soft concept of "weak countryside; strong city", where a lot of raiding happens outside of the home territories of the players. But instead of suggesting EA adopt DE's features, I've come up with something specifically unique that the core game could adopt. It takes the DE concepts and pushes them forward a bit. So, imagine the map has these Forests and Farmland areas. Forests would be a collection of large wood-bearing objects similar to DE's groves with a Gaia Lumber Camp nearby, while Farmlands would be large open areas of furrowed land terrain with a Gaia Farmstead nearby or centralized to it. The basic game still doesn't let you build Storehouses or Farmsteads (I would rename the player-built object to Granary to distinguish) outside your territory, but it does let you capture these Lumber Camps and Farmsteads which are outside your territory. (the overall concept is similar to the capturing Stone Quarries and Metal Mines idea, which are resource bearing objects outside your home territory). So, instead of the old "slotting" concept, you just capture these Lumber Camps and Farmsteads which are already there. Forests become "renewable" sources of wood (it regenerates wood over time if not reduced to 0), but slower to gather than individual straggler trees (which don't renew) that you find inside your home territory. You can still build farms in your home territory, but those on the Farmlands are much more productive. Lumber Camp mockup: Capture the Lumber Camp dropsite (Yellow) and now you can gather wood outside your territory. Forests are made up of Groves (Red-cartouche footprint; Blue-circle footprint) and can be depleted, but they regenerate wood over time, faster if left alone. Groves have other attributes, such as they can be "garrisoned" by some civs' soldiers for an ambush effect, and they also have auras that cause units to have lower vision and movement speeds within their footprints. Straggler Trees (Green) are gatherable, but do not regenerate and can be built over by player structures (the tree disappears).
    2 points
  2. Completely agree. The only questionable thing we find in a few mods is the code that removes the mod itself from the list of enabled mods. Players should be aware that their opponent is using autociv or any other mod (in theory: as I said, they can't know if their opponent changed the code locally).
    2 points
  3. In this situation, it's you who doesn't understand me: for the last time You need to use Linux to run the packaging script BEFORE using nsisbi on Windows. I believe there is no problem in the code, it's just that you don't use or don't have the correct tools. I could test but I'm working on SpiderMonkey at the moment, and however much time I loose repeating things to you it's still quicker than packaging the game, which takes a couple hours. If you make the effort of understanding what's blocking you, then I can answer your questions if they are clear. No problem with that.
    2 points
  4. I agree it's going out of topic. In the staff forums we have been saying that I will stop signing mods that change the mod detection code. For instance autociv "hides itself" from the list of enabled mods, specifically in multiplayer. I can't "unsign" it, but all mods will need a new signature for A24, at which point autociv and others will have to remove this hiding feature in order to appear on mod.io. As odalman mentions, this is not going to fix the underlying problem. Players can install non-signed mods manually, they can even modify the engine code if they have the skills. Out of sync errors will prevent players from directly modifying the simulation to their advantage, but they can always tweak the UI, implement auto-train and other things... The change to signing is mainly made in order to be fair and more open to players using mod.io who might be unaware of autociv's (and others) internals. I'm not sure we can do more without resorting to complex measures like using servers.
    2 points
  5. (someone should split this, it is going out of topic)
    2 points
  6. cc @Itms (for the cheating part if you have any ideas)
    2 points
  7. Jammy figured out an algorithm to put teammates closer together when a random map is generated. https://github.com/andy5995/0ad-maps/tree/trunk/maps/random On Linux, these 2 files can be placed into `~/.local/share/0ad/mods/user/maps/random`. The Windows directory is similar but I'm not exactly sure the location. AndJam_mainland.js AndJam_mainland.json
    1 point
  8. We need mainland with better terrain textures, my god.
    1 point
  9. Was accepted by @Angen today after requesting fixes.
    1 point
  10. Hello there , i noticed in normal game some differences between all cretan archers of Athenains, Macedonains and Ptolemains since my last svn update. - archer_a (mace, ptol) have not the new texture skins like archers of athen (archer_a) - @wackyserious - archer_a and archer_e (mace, ptol) have not the new shields like archers of athen (archer_a and archer_e) - @Alexandermb Would be nice if change it to the right one and thx to notice my post . nice day!
    1 point
  11. Well, mods that don't change the simulation can be said to be compatible (simplified) and there is no need to enforce all participants to have the same set/order of installed/loaded mods to be able to play with each other. There was more than one occasion were I wanted to pull my hair because I couldn't even run a replay of a match because of a "wrong order of mod" or similar error message when there shouldn't have been an issue in the first place. Hence a more fine grained mod compatibility model should be devised or refusing to sign mods which "hide" could be considered a regression as far as I understand.
    1 point
  12. I'm on board with disabling some "questionable helpers" for competitive rated games but I wont cripple the mod so we all have the same lower bottom minimum 0ad experience when these features could/should be in the game rather than as a mod. Just stating that these mods are trying to improve the playability not cheat.
    1 point
  13. Oh, my God, you really don't understand me. Again, I use nsisbi on Windows .
    1 point
  14. And another month has passed. @wraitii, @Stan`, other team members?
    1 point
  15. No problem! Anyways, it's Sunday, time to get the discussion back to the game! This game in fact;
    1 point
  16. I know, I found the old wall model in the game editor. Indeed it is impossible to make a real rampart for the moment. I am sharing the video simply because this is something I found cool. For the bonus I suggested as a unique tech for the Gauls, this is not really important that the current wall in the game is not a true murus gallicus (anyway only a few people knows the difference).
    1 point
  17. Whether or not there are other gameplay exploits does not make auto-train any less of a cheat if only one player has it and the other does not. That's just a logical fact. We can address all the other exploits and cheats, but this discussion was about auto-train. I'm not saying the game shouldn't have it. I wouldn't mind it as a standard feature in match setup (I wouldn't use it, but it's a popular enough feature, and "high level" players can always turn it off). But again, that's if it was a standard feature available to all, not just those who happen to download a mod.
    1 point
  18. Is 16×16 really a high resolution texture? Those pngs were created ten (!) years ago, but nowadays some people have 3840×2160 screens, therefore scaling them up is not inappropiate, hence the mod.
    1 point
  19. Is that the same reason, why you get black lines in the GUI, when scaling the GUI? Or is this another bug?
    1 point
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