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Showing content with the highest reputation on 2021-09-02 in all areas

  1. Biden's reputation was indeed spoiled a little by this retreat going so bad, at least here in Italy. But I myself can't see it this way. Would it be so much better if the Afghan republic lasted one more year? The only true disaster was the occupation of that country, not the retreat. Everything that went bad during the retreat itself, did it so because of how the occupation was managed. Obama may have had a much better perceived image, but he should better have listened to Biden at his time, his commitments in Afghanistan were truly a total disaster.
    2 points
  2. 2 points
  3. Maybe go for something more like this?
    2 points
  4. Somehow i did not read this part of the postings. That means i was sure that 1by1 is good for eco but batches only for military training if not only at high 25+ numbers like the first post. Now i see why this is wrong. Although i only play vs AI and i have no a player vs player expertise, i am happy because to handle batches (i do mostly steps by 5 now, 5 early, and 10 or 15 later if bank is huge and i am at the end game) is also much more convinient to control. Thank you for doing the math. Time for batching
    2 points
  5. I would voice the text from the single player campaign. Large blocks of small yellow letters on transparent background cause bleeding from the eyes
    1 point
  6. Then I will count that as a 'no'.
    1 point
  7. Indeed we could sed the svn status to see if we need to rebuild. We do need to have a test executable though. I did not know that, I've seen some cross people commits on Github and always wondered how they did it. I agree. I think we're in the later case. I think it's been there since before 2011 See Phab != SVN. The only way to upload images (or any binary really) with Phab is through arcanist. The point with SVN is there are barely ever merge conflicts you don't really have to worry about your next commit doing a merge on the branch or whether you need to rebase, or pull before you push etc. It does everything for you. You can also only clone the public mod or any sub part of the repo without having to clone the whole thing.
    1 point
  8. But I need that stuff too! (I was a bit salty because I had no extra metal, there was none available in the free terrain, my nearest enemy's territory had no extra deposit; so I felt forced to research Diaspora and go to my ally and then find out I can't use the CC...)
    1 point
  9. Welcome to legacy. I am by no means an authority on the matter, but SVN is where the code resides (from almost the start of the project), Trac was chosen as an all-in-one development platform, for tickets, code reviews, wiki and such, then people migrated development to Phab (I must admit it _does_ ease reviewing), but kept the rest on Trac, somebody made a repo on GH and GL probably because it looked cool, but we don't use it (developers can use it though). Maybe https://subgit.com/ is interesting?
    1 point
  10. It's pretty big in the game dev industry, not so much in everything else. If you have worked with any of the third party engines, you would have definitely came across those as stuff like git has no support or wonky support. Surprisingly, Unreal engine offers perforce and SVN instead of perforce and plastic as in the case with Unity. CRY has just perforce. All in all, Perforce is the git of game dev I guess. However, these are primarily designed with non-programming game devs, mostly artists, in mind. And honestly, personally, I find git to be more intuitive.
    1 point
  11. Phab and arc(anist) are probably the most useful. Using git is not required at all when using svn.
    1 point
  12. If I may throw my hat into the ring, I am always confused by the different locations of stuff (Trac, GitLab, GitHub, SVN, Phab etc.), all which seem to be used in some way for 0 A.D. I'm 100% sure that you experts had very good reasons to set everything up as it currently is. If you think about migration, maybe there is a slight chance to make the overall environment a tiny bit less complicated for newbies? As I've scraped only the tip of the iceberg of programming and everything involved, my reply here might be of little concern, though. Anyway, thank you so much for all the time and efforts that you put into this wonderful project over so many years. PS: Now that I can build from SVN (on Debian seems to be easier for me than on Windows), which other of the named tools should I get acquainted with first?
    1 point
  13. https://phys.org/news/2021-09-evidence-idea-america-civilization-sophisticated.html#! New evidence supports idea that America's first civilization was made up of 'sophisticated' engineers The Native Americans who occupied the area known as Poverty Point in northern Louisiana more than 3,000 years ago long have been believed to be simple hunters and gatherers. But new Washington University in St. Louis archaeological findings paint a drastically different picture of America's first civilization. Far from the simplicity of life sometimes portrayed in anthropology books, these early Indigenous people were highly skilled engineers capable of building massive earthen structures in a matter of months—possibly even weeks—that withstood the test of times, the findings show. "We as a research community—and population as a whole—have undervalued native people and their ability to do this work and to do it quickly in the ways they did," said Tristram R. "T.R." Kidder, lead author and the Edward S. and Tedi Macias Professor of Anthropology in Arts & Sciences. "One of the most remarkable things is that these earthworks have held together for more than 3,000 years with no failure or major erosion. By comparison, modern bridges, highways and dams fail with amazing regularity because building things out of dirt is more complicated than you would think. They really were incredible engineers with very sophisticated technical knowledge." The findings were published in Southeastern Archaeology on September, 1, 2021. Washington University's Kai Su, Seth B. Grooms, along with graduates Edward R. Henry (Colorado State) and Kelly Ervin (USDA Natural Resources Conservation Service) also contributed to the paper. The Poverty Point World Heritage site consists of a massive 72-foot-tall earthen mound and concentric half circle ridges. The structures were constructed by hunter-gatherers approximately 3,400 years ago from nearly 2 million cubic yards of soil. Amazingly, this was done without the luxury of modern tools, domesticated animals or even wheeled carts.
    1 point
  14. afaik: yes, because Petra relies on having those resources, which is why she protects them even from ally's.
    1 point
  15. We could use the veiny metal texture, maybe. To make everything a mess one could make metal mines give both stone and metal
    1 point
  16. @Stan` As you can see in this picture, some metal and stone deposits look the same. This makes it really difficult to find the right deposit, specially in the rush of battle.
    1 point
  17. 1) Server maintenance. Currently the only person who knows how to handle properly Phabricator is Itms. If tomorrow Phab breaks beyond repair and he is not available then we're in a pickle. 2) server performance, the windows and linux slaves are currently putting a big strain on the server forcing us to change disks almost every year. 3) Server migration. If opting out of Phab we'd ideally migrate the diffs, concerns and whatnot too so it can be shutdown instead of keeping it around like we did for trac because it was better that whatever Phab used. 4) What to migrate,we currently have one huge repo containing art, art_source, and ps/trunk, (git only mirrors the last tiny part. Should we do the engine split and have empires_ascendant a separate mod ? Where do you put gaia stuff, where do you put components, rmgen etc https://trac.wildfiregames.com/ticket/5366 5) Where to migrate what. What do we do with the artifacts (do we keep versionning them ? How can we make it a breeze to download them like it is currently if you're using svn), and all the windows dlls which are currently a huge pain to build (maybe less when/if @hyperionsucceeds. As said previously should we strip them from the history to reduce the git size ? What about libraries ? Should we find a way to debundle everything first ? That could take years. What about source/tools should that be another repo ? (After all the lobby was moved out) 6) Having the agreement of the majority of the team would be nice too, svn is easier for artists and some devs like it as well. (Just to be clear I'm 100% for the git migration as it has been a major complaint over the years) 7) Fun one, who does it ? Do I stop everything else to come up with something ? 8) When do we do the switch ? Mid release ? During the next three months CF because people are in holidays and can't look at bugs ? 9) Jenkins migration. Do we keep jenkins, do we rewrite all the jobs? ---------- 1 bis) Do we say what the hell and just use whatever is on github at the moment ? https://trac.wildfiregames.com/ticket/1814 https://trac.wildfiregames.com/ticket/1819 https://trac.wildfiregames.com/ticket/1816
    1 point
  18. "The Team Bonus Tier List" the movie, a film from @ValihrAnt productions, based on a novel from Player of 0AD
    1 point
  19. This one is actually quite fun. If we can't include the Han for some reason, my vote is for this. It really closes the circle (pun intended).
    1 point
  20. Just go 'Development', hit irc (very top right), choose nick & go.
    1 point
  21. Thank you for your explanation, and sorry for the OT. btw, sure it would be nice to have more civs! And I hope some differentiation between civs will be back as well, after this balancing phase.
    1 point
  22. Buenos días /buenas tardes; -Aquí les traigo una proposición para una nueva facción "Lusitanos"; (Edificios) -Los edificios son ; Murallas. Corral. Fortaleza. Factoría púnica/embajada cartaginesa(edificio especial). Casas. Embarcadero (puerto). Santuario (templo). Herrería. Castro Vetón. (edificio especial) Almacén. Centro Urbano. Establo. Torre centinela. Granero. Cuartel/Barracas. Piedras hincadas (estructura especial). Mercado. Sauna (edificio especial). (Faltan dos edificios ; "Castro lusitano "(edificio especial) y la "Maravilla" que aún están en proceso .También se tienen que tener en cuenta , la empalizada , el huerto y la torre de avanzada , comunes en todas las facciones haciendo un total de 23 edificios para la facción lusitana) -No todas las texturas son las adecuadas pero las nuevas serán similares , aún así ,pueden interactuar con esta facción en proceso en el "Mod Lusitano" (desarrollado con la colaboración principal de @Lopess y otros compañeros y compañeras) , para más información o apoyo no duden en mirar el foro,"For a New faction; Lusitanian". Disculpen las molestias*
    1 point
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