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@wowgetoffyourcellphone btw I really like the artist that made those characters https://www.deviantart.com/jfoliveras/gallery3 points
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Instead of manually picking a commit I suggest you use git bisect instead. See https://git-scm.com/docs/git-bisect Example start: $ git bisect start --term-old broken --term-new fixed $ git bisect fixed master $ git bisect broken A24b After that git will checkout an appropriate commit for you to test and mark as either broken or fixed, this repeats till you found the commit you were looking for.2 points
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The Mauryans are currently too OP, mostly because of their worker elephant. There are many situations where a Mauryan player can steal resources from the opponent easily and deny resources. Also, in savanna maps and Persian Highlands or Belgian Uplands the worker elephant is also an unfair advantage. Therefore, to nerf this we can limit the worker elephant to only travel in your own or allied territory. This way other civs stand a chance on maps which have sparsely or unevenly distributed resources.1 point
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Thank you for your answers. I understand now. I mostly agree with @MrAdam, Arabic dialects are vernacular languages. The big problem of these "varieties" is that they haven't an organised (academical/official) written form, they are used to be spoken even if they can be written. For example Maghrebi languages can be written in Latin script, there is not one way to write a word. It's a big problem, a "standard dialectal Arabic" doesn't exist. However Maghrebi Arabic languages tend step-by-step to standardize themselves. Recently standard Moroccan and Algerian Berber languages was formed even if there were a lot of Berber dialects. But that's not the case of Arabic ones currently. Today, the majority of dialectal Arabic speakers can understand standard Arabic because they learn it at school. So, yes, there is no need of adding a lot of dialects even if they are not at all mutually intelligible with standard Arabic. I created this topic because I didn't understand why Saudi (it's not even really a dialect), Iraqi and Egyptian Arabic could have a project and not the others. Maybe removing them from 0 A.D.'s Transifex could avoid any confusion.1 point
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Look, I'm telling you the reality, they are not going to put a starfish on the next Alpha, what do you want me to tell you to lie to you?1 point
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Check out their Art Station! https://www.artstation.com/jfoliveras Let's hire this person.1 point
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It might be enough yes, you might get some errors, but as long as you manage to start a single player game you're fine1 point
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@wraitii @Freagarach EDIT: In A25 You'll be able to use generic actors as parents, so you could technically use that to define the burning stuff. and only have that file to change if you want to add poison.1 point
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I'm sorry that came out wrong. I mean different gameplay impact. Batch training is not so much automation as it is also incentivizing bulk purchase. Therefore both can exist together.1 point
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No problem, as I said I just found the idea of the mechanic interesting and wanted to try out how it would fit in the game. Maybe @azayrahmad will come up with a better use for the mechanic Regarding your thoughts on panic in battle: I would say this is highly depending on the nature of the animal. Horses would certainly not attack. Elephants on the other hand might want to flee also, but if they see no way out (middle of the battle) the will try and defend themselves. For humans I would say it is dependent on what is on the line. If you are fighting to defend your city you may consider coming back, even if you were scared the first time. And for the combination of human and horse: the horseman can get the horse back under control relative quickly (if he doesn't fall of). Which may not prevent the horse from getting scared again. But yes, I will try out the current version of the mod and maybe introduce more of a group behavior for the cavalry.1 point
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I'd argue that they are complimenting each other. Batch training has gameplay impact though, while auto queue simply let you focus on other things beside 'always creating citizen' micro.1 point
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Guys I'm trying hard to not be too critic, but I just can't keep it together. @maroder I don't think this is an improvement. For what we know about battles, morale and herd behaviour, neither people or animals would act that way at all. Also, I'm afraid randmness makes it harder to understand and gives it a kind of buggy feel. I'm hopeful that, in the context of a game mod that includes a whole morale system, these panick mechanics have good potential, however, as a simple mod only regarding elephants, I don't think the result is realistic anyhow. For the best of my undertandment, this is what realistically happened in battles: scared people and animals alike, would refrain (or at least try to) to engage or get close to what frightens them if forced to fight scary foes, people and animals alike would stress out, but they wouldn't flee until they loose hope horses would be particularly scared by elephants, although training and war experience has the power to make both horses and men more disciplined when someone (animals included) arrives to the point that he just can't take it anymore, he panicks; at that point that animal/man wouldn't attack anyone, at least not intentionally, it would just try to get the hell out of there. A panicked elephant would go wherever there seems to be an easy escape, it would trample someone only if he gets in the way (which seems very likely anyway, in the middle of a battlefield). A panicked horse would throw its rider to the ground, and in fact a horseman would avoid carefully to cause excessive distress to his own horse. When some herd animal (humans included) panicks, panick would very easily spread to his fellow fighters, likely starting an unstoppable chain reaction. In either case, lone diserters and routed armies aren't easily convinced to go back to fight. It could take weeks or even months to prepare a routed army for battle again, because combativeness and confidence must take the place of dispair and helplessness. Sorry for the all-critics-no-help approach. I hope you find my notes interesting.1 point
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I went through 2 years of post history of a certain former staff member also involved in the thread and traced it to a thread from September 2018. Evidently no patch was made since what exactly needs fixing was unclear. The issue arises due to bad map code. On the other hand one could also argue it is because of incomplete placement functions. I guess none of us reached the conclusion given that either fix is pretty easy.1 point
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So, perhaps these would be better for the Mauryan cult statues, closer to the time period. The Buddha statues can go to a potential Guptas faction.1 point
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@Lopess I can modify it and create a texture for various relief type objects and put colors on it.1 point
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Say something that in the first place that is a topic if you want to talk about politics or some contemporary behavior (of that kind)I think you should open a new topic, Because you're honestly proving my point of view. The next alpha is going to get neither an elephant nor a starfish. Second, I am not interested in debating or arguing who is right to raise an ego on the internet. I only tell you based on what my experience tells me about the developers in the game, therefore they will end up taking it suggestions that are in the game. And finally this is called off topic and is penalized in this forum.1 point
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I had to see them played by pros, but probably they have to be nerfed. They seem very gold dependant for anti-cavalry.1 point
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The problem is precisely the permissions to write the configuration in the home directory. I reproduced on my computer: $ rm ~/.config/0ad/config/user.cfg $ sudo chown root:root ~/.config/0ad/config ERROR: CConfigDB::WriteFile(): CreateFile "config/user.cfg" failed (error: -110300) Try cleaning your config directory (type in terminal): sudo mv ~/.config/0ad /tmp/0ad_backup and reinstall snap in dev mode (without restriction) snap remove 0ad snap install --devmode 0ad https://snapcraft.io/tutorials/advanced-snap-usage#3-handling-interfaces-and-permissions-in-your-snaps1 point
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I really don't appreciate the tone of some community members. This makes me sad. Giving critical reviews is essential for the developement of the game, but not a wildfire of anger. Thats detrimental to the morale of a dev team. A critical statement should always include a very specific description of an issue, a reasining wha it is a problem and a qualifier on how much it actually reduces the fun in the game as well as a suggestion on how to resolve it. I would like to ask people to use this forum to support de devs and not just rant. And yes, I agree that the un-diversifivation of the factions is reducing the excitement in picking a faction and yes, the romans took a steep, painful dive to bottom tier. But overall the improvements in A24 are significant and I wanna se us stay in an appeciating mood. Is there any chance that we might have a balancing patch a24.1 in the forseeable future?1 point
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OMG, what have they done to my Ptolemäer?!! The Civilisation is completly mixed up. New Pictures for Units and Buildings. All Civilisations are nearly the same. New Bugs, Bowman now dont work. I will not play Alpha 24.1 point
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Just to chime in with my opinion: I barely play anymore, because a24 just feels dull and boring, as civs are now all (more or less) the same. I really liked the kind of differences between the civs before. Aside from that the most annoying changes for me are the sounds as well and the reduced movement speed of units.1 point
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There could be two seperate ranks ? One for 1v1 and one for TG ? But I also agree TG ranking should use more than win/loss to get established, like the KD; eco and so on... or we need a OP AI to analyze the game ^^1 point
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You're very skilled, wow... The statue isn't exactly suitable for the vanilla game because it seems to depict a Norman warrior, which is quite anachronistic. @Genava55's references are the ones to use if you want make a Gallic statue. That having said, perhaps replacing the Kite shield with a more fitting Gallic shield, or removing the shield altogether might be all it takes... Not sure about the helmet. But again, lovely work man! These are my very low poly attempts for the new Gallic sanctuary:1 point
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@wowgetoffyourcellphone, I remembered taking some pics at the Metropolitan Museum of Art in New York, back in 2011, including some Achaemenid artefacts and Neo Assyrian reliefs and a Neo Assyrian Lamassu, very similar to the Persian examples. Perhaps useful or interesting references: I'd also like to remind our talented in-house artists ( @LordGood, @stanislas69, @Alexandermb ) that a proper version of the lamassu is important for the "Gate of All Nations", which needs to replace the Hanging Gardens of Babylon. The outer gate of the Gate of All Nations is flanked by two giant bull statues, the inner gate is flanked by two giant lamassus. The Hanging Gardens of Babylon might be pretty, but just like stonehenge for the Celts, the Hanging Gardens were a terrible choice for the Achaemenid Persian wonder. It belongs to the wrong civilization (Neo-Babylonian Empire), pre-dates our timeframe by a century, and is semi-mythical... Soooo, if you guys find the time, could you take another look at this topic, and adjust/improve/re-texture/finish @Enrique's already decent looking model? I also provided some good primary references and artist reconstructions of the structure here:1 point
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that rush strategy in my opinion was historically unrealistic. They looked like Mongol hordes. With an exaggerated but disproportionate amount of cavalry.0 points