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Showing content with the highest reputation on 2021-09-06 in all areas
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Do note that one can view our HP system as a combination of physical and mental health (e.g. morale).3 points
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Hello everyone, First of all, allow me to congratulate the 0AD community for remaining strong after all these years, and proving that it is indeed possible to deliver a very high-quality strategy game in a true open development model! You are an inspiration for everyone who has a passion for strategy and game development alike, and it has been impressive seeing how far the project has progressed since its inception! Today I am sharing an appeal by The Battle for Wesnoth development team, who is currently looking for new developers and contributors. We have decided to bring forth this appeal to other open source game projects in hopes of fostering collaboration between different community projects so we can trade skills, knowledge and benefit mutually from this. As most of you might know, The Battle for Wesnoth is a turn-based strategy game project first started in 2003. The game is entirely open source (GNU GPLv2) with artwork licensed under CC-BY-SA, much like 0AD. Presently we are looking for: C++ programmers for core programming tasks Lua programmers Scripters willing to learn WML internal script language Python programmers for helping with external tools Pixel artists Playtesters A video editor that can help create a trailer for the incoming stable release Other miscellaneous artists and programmers For anyone interested in applying, you can read more details on the official announcement posted on the Wesnoth forums. You can also join us at our official Discord. Our best regards to the 0AD community and have a nice day!2 points
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(Reads familiar. :( I hope you get some contributors who like the TBS genre.)2 points
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Structure tree > mouse over what you want to know.2 points
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My personal question just thinking about how I understand the goals of 0AD, is why are there healers in the first place? Just because people remeber wololol? They are super ahistorical and make little sense. Combat healing is illogical unless we are talking about magic and stuff. Perhaps I misunderstood how heavily 0AD focused on history and plausible battles.2 points
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I made a mod called 10ad. It changes the game very little. faster (and cheaper) economy upgrades and fewer houses required. ## Details These upgrades are all free and very fast to complete. ### Storehouse and Farmhouse You can do the upgrades immediately after building them. There is only one upgrade for each resource, but it increases your gathering rate to the same value you'd get after doing the village, town, and city upgrade in the unmodded version of 0ad. ### Housing You can do the home garden upgrade immediately after building a house. It will give you an 80% population bonus. Download1 point
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I've played 9 games of medium mainland or continent 4 vs 4 against Norse, Anglo Saxons, Carol. and Byzantines with ptolemies, mauryas,and Persians as allies to my Romans (I really like to win). There were zero crashes or error messages. The AIs were pretty matched to each other with no civs noticeably dominant. If anything weird happens in future games I will let you know.1 point
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Right. I've voted moderate interest because it gives me an excuse to slack off on my heroic fantasy, ww2 and futuristic mods on https://github.com/0ADMods1 point
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The zip file that can be downloaded from Github already has the modification for A25 done in the json file. After adding the folder inside the zip to the mods folder I was able to see the mod from within the game and enable it. On github the zip file is not immediately obvious, but when you click on the green code button it appears as an option to download. I only mention these details for people who may be as dense as I am and need to poke around for what is probably obvious to everyone else. I've been having a blast playing the mod again which I've missed since A23.1 point
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I guess 0AD doesn't have technically accurate combat injuries just health points but I saw an argument in the rgen resourcs thread about how trees wouldn't grow back in the time period of a skirmish and it seems like the same logic would apply to combat for broken bones and other serious injuries.1 point
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I updated the mod to 1.6.3 (6/Sep/21) and changed the default hotkey to "Alt+Shift+F", but you should still be able to change the hotkey via the "Hotkey" option. (Also reduced the "ginormous garrison flag" by 25%, still well visible and the size is not too intrusive anymore.) Thanks for the feedback. The game details are left to game list, because I often moved my eyes from the top left of the game list to the bottom right of the screen in the original layout, just to see who is in that game, that's the reason. I won't change it back. But I added some new buttons with 1.6.3 (6/Sep/21), for example a "Replay" and "LastSummary" button, @nani helped with the code. I adjusted the blue color a little bit, can you check it again now with the new version.1 point
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Ok, I got it! And I have learnt again something new. Thanks @Stan` and others who are so patient with me. Sorry that I got/get OT here, but do we have to define g_Commands first before it's used in that code part (Commands.js)?1 point
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You can find some of the stats like this https://github.com/0ad/0ad/search?l=XML&q=RATES But basically they are in the ResourceGatherer component of entities1 point
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Well it's here https://code.wildfiregames.com/differential/diff/18576/ To update an existing diff you can do arc diff --update DXXXX https://secure.phabricator.com/book/phabricator/article/arcanist_diff/1 point
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AFAIK Alexander the Great had some treatments ready for his soldiers, like tourniquets against bleeding. The Romans had an increasingly specialized treatment of soldiers. Or maybe because priests were the first who practiced medicine.1 point
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I guess because temples are nice features and you want some use to them.1 point
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My personal impression is that the 0 AD development community is extremely apathetic, verging on hostile, to the kind of thing you are proposing. They are not developing a general-purpose game engine, even though that seems to have been the intention at one point. Rather the project is very narrowly focused on supporting its own vision of itself as an extremely conservative historical-ancient-warfare RTS. That's not to say they would try to stop you developing these features, but don't expect any assistance. And be prepared for a cool reception when trying to get your changes into the official code base.1 point
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I can see that point. On the other hand, this is in a world where an entire giant empire is created and established in less than an hour: Smaller trees regrowing in half an hour doesn't seem that unrealistic when you think about that1 point
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We use ESLint the config file is there https://trac.wildfiregames.com/browser/ps/trunk/build/arclint/configs/eslintrc.json If you use arcanist it will try to run ESlint. On windows it's a bit of a mess, since you have to npm install eslint in the root folder of 0ad.1 point
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That's js. Not entirely accurate: you can pick up the code flow in buildRestriction.js (CheckPlacement), but the actual checks you are in the Obstruction cpp component (which is called from buildRestrictions, see the CheckFoundations calls). What would you need the "getGuild" function for? You can query the guild component just like any other component: Engine.QueryInterface(entityID, IID), where the IID is the IID of the component so for the guild you will probably use IID_Guild, you define this by ending your new component with Engine.RegisterComponentType(IID_Guild, "Guild", Guild); Assuming you name the component Guild and use "Guild" for the templates.1 point
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@MirceaKitsune(specifically) Resource regeneration is on my list. I'm already looking at various map object interactions. I'm planning on map object adjacency effects for building placement as well as building slots and tile type/object checks for foundations. Currently the game checks for cleared ground to allow placement but no reason you can't check other stuff. Enabling these functions in Mandate/GAE was quite easy but the pyrogenesis coding style is much more difficult for me to understand casually. I'm currently figuring out if I want to fork or do a major refactor vs more moderate changes. I probably won't fork unless something really messes me up. Just because I don't want to fiddle with low level stuff too much and forking would make it way harder to merge complex engine changes. I'm definitey going to be splitting several components and adding regeneration to resources would be comparably simple to other changes.1 point
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I suppose you can bookmark the link it gives you when you try to share said post ?1 point
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I don't see why removing attack stops vision. It makes it absolutely pointless to garrison them. In 0.25, walls have now become a waste of resources I don't agree with removing attack. The balance was wrong, maybe they should not have the unmanned sentry bonus. Maybe only ranged weapon users should be able to fire. Ideally to be realistic, they should provide total protection against hack for occupants, but only limited pierce protection. Walls and turrets should have been more expensive to build, removing a lot of the imbalance. The suggestion of building wall segments without turrets is an ugly consequence. Real world walls without turrets are unstable.1 point
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USA - Iowa. My nickname is my background: I did my degrees in philosophy, and I'm a recovering philosophy professor.1 point
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Fully upgraded healers... Have they also been rank 3? I think that healers gain too much via climbing the ranks, and of course they also have too many hitpoints. That should be nerfed Edit: Or maybe remove healers from the game completely, except the mauryan hero. They are annoying1 point
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The suggestions: Observers should be capable of viewing the total quantity of garrisoned units The in-game chat-log window should be resizable When a game ends: Allow for players who are present to remain in the game without a dialog box forcing them to exit Show current bonus modifiers within the individual "units properties" window (EG: +15% (+4 Hack)) Provide a tick-box within the "unit properties" window to allow toggling displaying current stats (modifiers applied) and base stats of the unit (civic bonuses included, but noted) Show potential building influence border radius (before placement) as well as potential line of sight gains; the same could be applied with potential upgrades that affect radius ranges of all types (EG: +20% archery range has no visual representation) Enable specific upload/download speed delimiters (tucked away inside of a "NETWORKING" option); an automated system has flaws compared to a hybrid system of automation and manual overrides When packet loss exceeds a 75% threshhold over 5 consecutive seconds: Notify the local player in the client (EG: "You are experiencing severe out-going network data packet losses") Allow for formatted "/me" text commands to function properly in the pre-game lobby (not only the chat-lobby) Provide a mute/squelch/silence/ignore feature (all aliases included) Updated 'iconified' window to include the unread message count (EG: 0 A.D. (140)) When using the "/clear" command to empty the chat buffer from the chat lobby window while in a pre-game lobby: Allow it to be persistent. Create a "/report" feature for the chat lobby (as not everyone is inclined to register on the forum board). The ability of RIGHT-CLICKING a garrisoned unit to check the units properties The ability of RIGHT-CLICKING a hero icon to query the unit properties The reasons: Observing games is enjoyable and a method that can be used to help instruct other players on how to play better; not knowing how many units a player has garrisoned can cause issues with unit management (as a teacher who is observing) While switching from fullscreen mode to windowed mode: It is difficult to read the tiny chat from the windowed chat log; it is also difficult to observe a game while the chat log window is open and kept in the dead center of the screen A person who was observing only a single player all game might want to review the entire layout of the map, without being forced to watch the replay itself Both while observing and playing: It is difficult to quickly perform math to decide on what unit(s) to create or upgrade(s) to pursue without knowing the exact value of damage being dealt of each type and the resistances of each type for all units in the game (both yourself and your opponent) Self-explanatory; not everyone may wish to have amended text describing the current status modifiers (civic bonuses, hero bonuses, allied bonuses, upgrade bonuses, etc) When deciding on where to place an Outpost or a Great Lighthouse or a Sentry Tower or another building: It is difficult to know exactly where the 'range of effect' will be, without some sort of visual guidance It is not necessary to send 1 MB/s of data to enjoy a two player game of 0 A.D; some players are bound by quotas or wish to limit their data usage for some personal reason (namely: Myself) It is difficult to discern who is lagging and if it is you yourself without using external tools (which most common layman do not know of) There is no reason to enable special text formatting only in the chat lobby and in game, but no the pre-game lobby! Sometimes a player does not wish to see the messages from other players (it also conserves on data bandwith) If I have minimized 0AD for one reason or the other (such as using it strictly to communicate with someone): I would like to be able to quickly identify how many new messages there are (simply by hovering the mouse over the taskbar or using other platform methods such as ALT+TAB) If I am trying to talk to someone in the chat lobby from a pre-game lobby or in-game: It is difficult to read all of the messages without being able to clear the previous buffered set; closing and re-opening the chat-lobby window from within the pre-game lobby or in-game lobby causes the previously cleared messages to reappear Players are more likely to report other players if a quick and universal "/report <player> <brief message>" command were available; aliases such as: "/report <player> <quit>" could be added to rapidly address issues; the player's local client could send a "web forum post" using some client side ID representing 0AD (as to circumvent the need for registering an account on the forum board). This allows an observer to quickly learn more about the game as well as that unit (especially hero units) This allows an observer to quickly learn more about the hero and the hero's perks That is a small list that I have created so far from only a couple of months of having had played 0AD.1 point
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