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Showing content with the highest reputation on 2022-05-20 in all areas

  1. I must say you're missing one very important person here: @Langbart, who tests our game very frequently and thouroughly and reports (and bisects) many many bugs.
    4 points
  2. @Crynux you know there is a mod downloader using the mod.io platform directly integrated into the game, right? The public folder is a mod in itself, and you can dowload a few more through the game interface, install them by drag and drop or file association using the .pyromod extension. I believe that's the point here, why let them host it when we can host it ourselves (I'd rather not cause it's extra work for me, but I understand where they are coming from) I might be wrong but I don't think Beyond All Reason, Supertux, Supertux Kart, Wyrmsum and Warzone 2100 got a huge boost from it. Moving to git can't hurt if done properly though. I'd like to put emphasis on the amount of work vs the velocity of what remains of the team. balancing is like 5% of the work of the project. You have sysadmin work done by me @implodedok @user1 @Dunedan you have art that's done by me and @wackyserious you've got sound done by @Samulis and @OmriLahav you've got the simulation work done by @wraitii @bb_ and @Freagarach you've got random map work done by @maroder and @smiley you have other maps to maintain, writing the announcement, doing the trailers, answering the community, being at events, you've got the AI which is done by now retired @Silier and by hopefully @JCWasmx86 in the future. You've got the reinforcement learning interface done by @irishninja You also get all the graphic features improvements, fixes and cleanups, and maybe sometime soon Vulkan support done by @vladislavbelov then you have to update maintain fix, patch all the libraries on BSD, macOS, Windows and all the crazy amount of Linux flavour, when they get deprecated or lost to make sure you can still run the game which goes will all the work on the lowlevel part of the engine. You've got the tests to ensure we're breaking everything, you've got mod technical support which I try to do with @Lopess @The Undying Nephalim @wowgetoffyourcellphone etc. Probably forgot to mention Networking with getting the game to work on most configurations all the Devops scripts to automate building, all the python script for various tasks such as updating mods checking for dependencies getting Translations, all the work done in all those languages and the code behind it. And making sure they don't crash the game when they are wrong. When I say there are many full time jobs, I'm not kidding. And some of us only have one hour per week Which can be spent catching up, writing long posts or actually working on the game. So sure for certain people it's just a fun toy. But for others it's much more than this. It's an opportunity, to learn to do better, to give back, to provide fun. Some linuxes are still stuck with A23, we do not and cannot control the release cycles there. Adding more people simply doesn't cut it. See https://en.wikipedia.org/wiki/Brooks's_law We've got 28 balancing advisors, do you feel balancing has made much progress compared to A25 and A24 and A23 ?
    4 points
  3. Moving to GitHub does nothing to bring in more patches imo. See openage and related projects. STK isn't faring much better either. Active Devs here might just exceed them to be honest. You can't make contributions unless you already know the project. In which case, are we relying on the GitHub home page featuring the repo? Discovery through GitHub is pretty bad unless you're actively looking for something. The only real benefit is that the web interface is easier to work with. A self hosted gitlab would be significantly better than GitHub for that. GitHub for the sake of more visibility would be a disappointing endeavour. You are supposed to direct people to a GitHub, not the other way around. Definitely do need git though. Most people here already use the mirror. There was also a time when it was just Philip, so all things considered, not the worst time to be visiting these parts.
    3 points
  4. thanks much again for this great updates. i am in the top 10
    2 points
  5. Thank you @Sevda & @AIEND for this thoughtful doc. Partially I agree that 0ad is leaning a bit towards militaristic-aggressive play-style. @BreakfastBurrito_007 Male worker with higher gather rates for metal-stone and wood would be sick addition. I +1 this. Also something not mentioned in the Doc is the defensive "build". The current implementation of walls has made them completely useless. I think the the following changes will make it much more interesting: Units on Walls: - Make the resistance added to units on walls significantly higher, from +3 to +10 for example. (The extra points can be added as techs, maybe 2 techs) - Add a few points of crash damage on the arrows coming from walls, like +1 or +, this will help defending against rams a bit, so 1 ram alone can not take down a wall mounted with 30 soldiers. - Increase firing range by 10%. - As a tech firing arrows from walls have fire & deal fire damage. Other Wall Additions: - Make Stone walls available in phase P2, by P3 is already towards the end of the game to start building, too late too little. The above can make walls much more lucrative addition and counter either with massive sacrifice of ranged units or by siege. Update: Stone walls are already in P2, I didn't notice that, lol.
    2 points
  6. What makes this game special for me was the lack of a tedious 'campaign' and 'story' which was crippled with limited technology, so that by the time you reached the end of the campaign you maybe had one chance to use all the available options advertised up front in the last battle. Add to that the fine tuning that you can do with opponents, starting resources, victory conditions, population, map sizes, biomes, making your own maps--the game is essentially complete if you take a step back and take an honest look at it. You can argue the AI 1 vs 1 is a little predictable, but in my experience in a 4X4 with the AI, the random combos of civs, the AI will come up many unexpected responses to try to screw you..(even your AI allies on occasion) Finally, obviously being open sourced, the game is obviously a personal labor of love and that beats corporate crap anytime. It's also fun to watch.
    2 points
  7. Hello everyone, I'm sharing with you this mod that I made long ago, hoping it is useful to somebody. The mod is named CircularCamera (official page on GitLab) and it provides nine new cameras, each pointing at a fixed position on the map. Each camera can be accessed with a hotkey. See image below. Features Nine new pre-set cameras are available: one points at the center of the map and eight point at the eight corners of the map. Jumping to any of these cameras can be done via a hotkey. Hotkeys can be edited from the Hotkeys menu. Distance of cameras from map center: the default distance from the center, as well as the increasing/decreasing step can be adjusted from the Options menu. The distance of the cameras from the map center can also be changed in-game via hotkeys. Hotkeys: search for circularcamera in the Hotkeys menu: all the relevant hotkeys can be found and edited there. Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
    1 point
  8. not even paying you(the clients) do not get something polished in the industry. all games are broken and full of bugs lately (AAA).
    1 point
  9. Alright, time to bring out the salt. Absurd statement. All of those complaints are possibly contradictory. If anything the fact that there is always one unit that's OP, but it's not the same unit, proves that we do do balance changes. Formations & naval combat aren't a feature of competitor RTS games either, so why pretend it should be here. 'Expected polish'? Did you somehow pay for 0 A.D.? Look, this can be rephrased pretty easily as 'People come to the forums, dunk on the team with their brilliant ideas that are definitely gonna fix everything, then whine months later when their miraculous solution™ hasn't been adopted when in reality they have done 0 effective work for the project'. We don't need you. No one cares about you. You're just some random human complaining on the internet right now. Your contributions to the project are nil. You don't have a phabricator account, you've never posted on Trac, you've never actually contributed anything beyond forum posts, which have obviously not succeeded at doing anything or you wouldn't be complaining right now. You've been here for 4 years. If nothing has changed, perhaps you should look inwards: your current efforts are insufficient to help move forward 0 A.D., and playing a self-aggrandising card to the dev team achieves nothing (though you did get a good rant out of me, I do love these). Your first post in the forums was "What can I do to help?". My answer is simple. Start actually helping, or GTFO. Wish I could enshrine that sentence.
    1 point
  10. Its a bit disingenuous to claim its ignored when all proposed contributions do get recognized. Everyone is free to propose gameplay elements and if objectively justified would probably get merged too. If you need unimplemented features, write out the requirements so that an actual discussion can arise out of it. Having an arbiter of game design will not solve the problem of having voluntary moving parts that can just straight up stop spinning just cause they want to do so. There is no WFG entity making the game. There are people just like you working under said banner. Its not ignored because WFG decided to allocate all its manpower into engine development. Its ignored because no one stepped up. Everyone here are just as qualified to dedicate the time and effort and propose gameplay patches as those with commit access. However, no one is under contract to do so, so we cannot really ask @vladislavbelovto drop his rendering work to instead define counters or implement battalions or something. (even if we could ask it and he did sign a contract of servitude to 0ad, it would be a really stupid thing to do because his efforts are most needed in core engine code) Not directed at anyone here per se, but generally speaking, FOSS is a breeding ground for entitlement of volunteer time. A gridlock yes, but not a meaningful gridlock in my opinion, because usually, neither side involved actually goes beyond suggesting ideas. Ideas by themselves are kinda meh if no one evaluates them, justifies them, implements them and make the effort to convince others its objectively an improvement. Statistics for those who care, there are 326 differentials tagged [gameplay] on phabricator, 257 of them are already closed. Thats 78%. Gameplay contributions are not ignored, they don't come.
    1 point
  11. That's pretty interesting and very popular thought that I see in comments for mostly every AAA game And that's actually a popular pitfall of a person unfamiliar with a development process. Because every team (>=2 people) for a faster development splits their responsibilities. And you can't blame people from some department for things another department is responsible for. It doesn't excuse us as a developer team to not have a stable amount of gameplay improvements. But it allows me to notice that the opinion is kind of biased.
    1 point
  12. What is the current progress of this project? There have been recent commits to the repo so seems pretty active. Merging this into A27 would be nice. With a nicer level selection interface the maps could be committed as the inaugural campaign.
    1 point
  13. A good community manager is something we've been lacking indeed.
    1 point
  14. Most of those changes are not visible to end users regardless of how badly they were needed. Gamesetup rewrites, renderer refactorings and SM upgrades don't mean much to anyone who don't follow development closely. Only a subset of changes are userfacing and of those only the very best or the very worst get noticed, and you won't bother posting about how good something is compared to when something is bad. From an outsider looking in, it would seem that rarely anything gets changed and half of those changes that do happen are straight up disasters. Not that development is currently going on at breakneck speed. There were efforts to properly communicate actual progress on a monthly basis quite recently as well, but that's a story for another time.
    1 point
  15. The core problem of 0AD as a modern game is lack of 64bit releases, which makes it unable to use more RAM (as nearly all modern PC got at least 4GB RAM).
    1 point
  16. Today it's more of get something usable/marketable and continue improving it while you still can make money with or in case of oss often while people still enjoy working on it. 0ad has seen major improvements the last 2-3 years, so being appreciative is important to keep development going. Personally, I'm quite impressed. Ideas are least valuable commodity. If they are decent file a bug and stop nagging or even accuse devs not understanding your genius (not directed towards you, Crynux).
    1 point
  17. This is a good idea, the city wall should not just passively withstand attacks, it should increase its firepower, I am in favor of the higher resistance of the city wall garrison. Also, I think ranged units like archers should have flaming arrows for buildings and sieges. For other non-archer units (including melee infantry and civilians), they should also have the ability to throw large stones from the city wall at a relatively close distance to attack the battering ram.
    1 point
  18. Indeed I'm sorry big up for langbart Well it does the job. The issue is that the UX isn't perfect as said above, partly for security reasons and because it was not implemented. But the core feature definitely works. Actually it started 9 years ago. But you don't convince an organization to switch in one day. The problem is that there are some areas where SVN is better. Binary management is one of them simplicity is another, history managment (no huge merge commits cause one forgot to rebase) might be one too. I strongly believe though that in this case the benefits of being more accessible outweighs the cons. Migrating Trac Jenkins and Phabricator (Which is now deprecated) without losing anything when doing so is the tricky part. 20 years That kind of funding is probably not accepted by SPI the non profit behind the project. They only have Paypal and Wire. Well SVN is centralised so unlike git if you didn't do a shallow clone you don't get twenty years. So it might be slower to get the rev but faster than to get the history. Check out all the balancing mods around you can download through the game. That change stats and are cross platform because they don't require compilation it's just XML files
    1 point
  19. Everyone calm down! I was doing the translation, these are not my opinions, I am simply acting as an upgraded Google Translate Pro VIP++ Of course, there might be imperfections in my translations. I also must add that I have never played AoE or AoM before; the closest thing to an RTS was Ice age village and maybe PVZ2.
    1 point
  20. This is a non-problem. The game is not complicated, honestly it is more simple than AOE2. I quite honestly don't understand what is the problem here. How on earth is the game design limiting development? Why do we need to completely overhaul the game design? I don't see how this fixes anything to be honest. these are real problems. If I may add performance issues, but this is already understood.
    1 point
  21. Most important core problems of 0ad are about Multiplayer - ddos - loading doesnt work - joining matches not always possible - no replay if rejoin etc
    1 point
  22. Dear 0 A.D. friends, I am happy to announce a new release of the LocalRatings mod! Most notably, the new release includes the following new features. The rating of a player and the number of games played appears next to the player's name in the Match Setup page. This will hopefully make balancing games an easier task. See image below. A new Player Filter has been added to the mod: now it is possible to filter out players depending on their rating or the number of games they played. Download and install: you can download the new release (v0.25.5) of the mod from the zip file attached to this post or from the zip file attached to the first post of this thread or from the official page. I wish to thank all the forum users who gave feedback and suggestions. A special thanks goes to sanafur, who suggested the above (and other possibly future) features. Have fun! LocalRatings-v0.25.5.zip
    1 point
  23. Let's see if I can break my "winless on YouTube" streak. Spoiler alert: no.
    1 point
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