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Showing content with the highest reputation on 2022-08-31 in all areas
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With the addition of Han, generic biomes from China are missing. We have to refine and commit this, at least the Han related biomes. We also need some new fauna. Perhaps pandas as they have become a symbol at this point. Livestock and huntables as well.3 points
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An appimage for 0.0.26-alpha is available An appimage for 0.0.26-alpha (RC3-27067) release is available 0ad-0.0.26-rc3-27067-alpha AppImage An appimage for the 0.0.25b-alpha release is available at 0ad-0.0.25b-alpha appimage I've moved the how-to guide to the Wiki: https://trac.wildfiregames.com/wiki/BuildAndDeploymentEnvironment#LinuxAppImage2 points
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I feel like rather than trying to change these melee units' stats, we should just make formations useful and give more pierce armor to certain units when in certain formations. That would help solve the melee vs range debate and would also historical lend accuracy. But I digress...2 points
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There are also many suitable animals, such as elephants, rhinos, red-crowned cranes, South China tigers, wolves, jackals, black bears, Chinese alligators, etc. The species of Chinese wild animals in the Han Dynasty were very rich.2 points
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Add more Asian and Romano-Roman music, something similar to clichés, something that does not remind us of epic cinema. military marches always give it a touch. Gregorian chant is from pagan origin. https://www.catholicworldreport.com/2013/01/30/the-hellenic-origins-of-church-music/ https://www.wilmingtonfavs.com/pagan-christianity/the-origins-of-the-choir.html I don't see why not include a little choir.2 points
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Reserved for an intro. List Changjiang Plain evergreen forests Daba Mountains evergreen forests Jian Nan subtropical evergreen forests Qionglai-Minshan conifer forests Sichuan Basin evergreen broadleaf forests Yunnan Plateau subtropical evergreen forests Sources to start. https://blog.theaga.org/tigers/ https://news.cgtn.com/news/2021-04-22/Journey-to-the-karst-in-SW-China-s-Guizhou-ZEX5FKvdTO/share_amp.html1 point
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Castles usually have walls, but players never build them. I suggest to encourage players to build walls so that our castles resemble castles more. Such could be done by making them cheaper, more durable or more useful. Right now, the problem with walls is that u can go around them. and if you fully cover a finished 200pop base with walls, it will take way too much time, citizens and resources. At least that's how it was last time I played. I don't get why player usually loses when you destroy his CC? I suggest more nomadic approach, or multibase approach. Where player can quickly build a next base, or play with 2 and more bases. I suggest to make it worth it for player to build second base in early game. Or to look into the concept of mobile bases more. Or to make your armies build things when theyre outside the base. Right now once armies leave the base theyre going straight for cc with continous barrack spam. Perhaps make it worth it to build the barracks far from initial base, along with other buildings.1 point
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Well I can't prove any of it since all their data was removed after their GDPR request, but we had been talking together for a few weeks before that. Except they manage the server, the database, and all the lobby code. True but even assuming we find the C++ coder to implement this, we'd still be stuck at the lobby implementing those things on the other hand @Dunedan has been working on CI and pipelines on github, but it's been about a year, and so far it's still not the code that's running on the VM. I'd like to There is just nothing I tried in the past three years to make changes to the lobby that ever worked.1 point
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If there is no one with the official role in WFG of drafting legal terms, then the word responsible is still appropriate. It means who has accepted the responsibility for this task? If collecting email addresses is not the course of action that WFG wants to take then what solutions are being implemented to ensure that bans are effective? Here are some ideas from others, as well as from me. Improve the rate limit for new account creation per IP. Someone said that an IP can create 1 account per hour. Consider adjusting this to, for example, 1 account per month. I think that Gmail allows 10 email addresses to be created from a certain IP before they require a mobile phone number to be attached to a new account. Make account age public for all users to see. Also, make rated game record and rating unspoofable. Regularly scan for weak passwords, and lock accounts with weak passwords. Ban them if there is no password reset capability. Allow free registration without an email address, but establish a policy where all new accounts are "unverified" and have limited privileges. Allow "verified" users to host games that are only open to other "verified" accounts. Changing an account to "verified" requires 3 referrals from existing "verified" accounts, which will lose their own "verified" status if they commit fraud, and also requires an email address and dossier to be filled out. The purpose of the dossier is to have consistency of individual identity across duplicate accounts. Allow use of aliases in order to protect players from bullying or targeting, but require that the aliases are tied to a "verified" account in order to make rule enforcement effective. What's happening with the status quo is that the cost of player misconduct and easy duplicate account creation is being externalized to the player base, especially those players who regularly host games. This still has an impact on WFG, of course, as it causes players to consider leaving or at least withdrawing support for WFG. Case in point: go2die's retiring from the WFG forum yesterday.1 point
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Due to a long discussion in the team we have to stay away from Github and self host. We sometimes have issues on the CI too, but it's generally working. Can't really be pushing a 5.1GB image on docker, also only works for linux and not macOS nor windows as they need their specific tools and compilers.1 point
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Click Settings, Video. Ensure that the base (canvas resolution) and output (scaled resolution) are correct. The base canvas resolution needs to be the same as your monitor resolution in order to play and stream with 0ad in full screen mode. The scaled resolution can be lower if you want to downsample the video stream in order to save CPU and/or bandwidth while streaming. Then click Window Capture, then (at the top) Edit, Transform, Fit to Screen. This should cause the red box to expand to the full video frame. You also probably want to add an Audio Input Capture (pulseaudio) for your microphone, and Audio Output Capture (pulseaudio) in order to capture all audio output. Then click Edit, Advanced Audio properties to tune the recording volume and other settings.1 point
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yea I should really do this as it gets to 6-7 mins, but at the 3-5 minute range there is very little margin for extra wood if you want wood upgrade, barracks, and houses asap. its also a good idea to build access denial walls between edge of map and cliffs so that cavalry have less access to vulnerable parts of your base. If you are against a civ that will most likely spam ranged cav at you, or even archer cav, then palisade walls are a great way to limit damage. I think the main reason people don't make palisade walls is that they take time to place and build, cost a lot if built early on, and often are messed up by random trees or obstructions that the player might not even see. One thing that might help with palisade or even stone wall placement is if the building snap feature could be used to connect walls to the map edge or cliffs.1 point
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During the Han Dynasty, the climate in North China was close to subtropical, so there was also abundant bamboo in North China. In addition, the cherry blossom variety in China was cerasus serrulata.1 point
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Lobby helpers are still subject to the TOS, TOU, and Privacy Policy. If someone wants to be a lobby helper, there's no need for them to make some weekly or hourly commitment. Just volunteer yourself and serve at your leisure. Lobby helpers can still use their current username. No need to have multiple accounts. Was there a poll? The assumption is it's reasonable to state that players who are creating multiple accounts are players who consider it ought to be allowed. And the number of players who've indicated that it should not be allowed are those that have mentioned it in chat or on the forums. This data exists already without a poll. One important point is that the host is deciding whether or not to permit a smurf to play. I think it seems like that's the moment whereupon much of the bothersome effect of smurfing is generated. The lobby helpers are intended to mute a player if the chat the player has produced is breaking the terms of use. This duty can be challenging for a simple keyword-based auto mute. The hope is that the lobby helpers will be able to handle the cases that are not addressed by the auto mute. The lobby helpers and lobby moderators moderate the lobby chat. While on the other hand, the services hosted by the players are moderated by those players. That is to say, each host moderates their own match. If you'd like, you can report things directly to me in a forum PM; that's probably the best wayth to make sure it reaches me. I didn't mean to imply that it's assumed there isn't some number of players who felt some way and didn't report it. I'm referring to the reports that are present in game (simple chat message in lobby) and in the forum. There are many (at least several) orders of magnitude greater number of players than there are players who have been affected enough by some thing to decide to mention it. That's what I was trying to say. It takes into consideration that there are more potential reports that were not made even though some number of players didn't like something and chose not to report it. I guess absence of evidence is also not evidence of a problem. I said it's a good thing if the majority of players like the game and the lobby. ProphetMuhammad is a somewhat old player. If some host is using someone's rating or their self-professed rating as a gauge of the skill of some player it's very possible that host is making an error. The host could consider taking into consideration the opinions of the rest of the players in the game, and then balance can be decided consensually. It's understood that many of the issues players face are because they don't like the way some host of a match runs it. Balance, allowing smurfs, allowing language, not banning some player, etc... Fortunately it's very easy now for most players to host their own match if that's their desire. And it's easy for players to decide to join or decline to join some match for reasons they might have.1 point
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The problem with this idea is how do we represent the role of those melee soldiers on the ship? In reality the warships would move closer to each other and let the soldiers jump on the enemy's ship to fight hand-to-hand. Melee soldiers are more effective than shooters at this time, but this is not possible now. Also if I put a cavalry archer in the boat, will it get off the horse and fight on deck like an infantry archer?1 point
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I think the current mod has too many things. (Creo que el mod actual tiene demasiadas cosas.) Don't delete anything, but let's see what we can do to streamline the civilization's building and technology layout. (No elimine nada, pero veamos qué podemos hacer para simplificar el diseño tecnológico y de construcción de la civilización.) First thing to do is to create a complete civilization profile, so that we all can see the current status of the civ. (Lo primero que debe hacer es crear un perfil de civilización completo, para que todos podamos ver el estado actual de la civilización.) After that, we can decide what to keep buildable in the civilization and what to move to Atlas-only. (Después de eso, podemos decidir qué mantener edificable en la civilización y qué mover solo a Atlas.)1 point
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Es más que todo reportar bugs y algo raro. O si no balance. Estoy confundido con las unidades campeonas.1 point
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https://www.gimp.org/news/2022/08/27/gimp-2-99-12-released/@Stan`@Alexandermb@wackyserious@Mr.lie@Sundiata new version of unstable gimp is released (btw huge milestone)1 point
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Try blades. Swordsmen, sword cav, in dire need even women with their daggers.1 point
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List of account and their passwords: (feel free to use) Rotherhithe rotherhithe Kensington-Olympia 123456789 Egils_Levits president cumhurbashkani president güzel_kiz guzelkiz Sevda 123456789 Hot_Chocolate chocolate Eiskaffee eiskaffee or 123456789 ezilenlerin ezilenlerin or 123456789 aslan-shir 123456789 mahtab moonlight DocteurCanard doctorcanard or docteurcanard This is as much as I can remember1 point
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I think he means defence towers and sentry towers, perhaps look in structures/Han/tower_defensive_medium.xml1 point
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There has been some discussion in #0ad-dev about migrating to git. In addition to the benefits mentioned earlier (maybe we need to pile them up in a single document to do a cons vs. pros comparison), it also helps bring new contributors by making it easier to submit a small patch via a web interface or a list of patches via a pull request, which is standard feature in Github and many other popular customer-facing platforms. I think a self-hosted Gitlab instance (like the ones hosted by KDE and GNOME) may be a great idea. We might even be able to ask for what they learned and what to look out for during migration so avoid some common mistakes that might be harder to fix in retrospect. To minimize code base so cloning (a typical step for a git or DVCS oriented work flow) is cheap, it is probably worthwhile to move all binary assets (real binary files, not the contents of ./binary/ folder in the .svn repo, such as artwork, images, as well as build artifacts like as .dll, .so, .dylib, .exe) out of the main repository. The git repo can contain the source code for the game engine plus the main game 0ad (aka the "public" mod), and various build scripts and automation scripts so the build artifacts can be built automatically by a) downloading automatically on a new developer/contributer/CI system necessary (like dev platform tools like Python, SpiderMonkey, Lua library etc.) build and dev tools; b) installing and configuring the dependencies automatically to build it in a given supported platform. The artwork can be a git submodule that will be mostly updated by artists, and that will be fetched only if the build process requires it. A majority of the development work and balancing actually does not require access to the artwork assets. Without artwork assets, it is quite possible that cloning the whole repo could be less than 50 MB (my guesstimate). Ideas? Volunteers? Donations?1 point
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A pretty good lightwheight option if you want self-hosted and only want the vcs: https://gitea.io/en-us/ I'm a fan of sourcehut too, extremely simple and fast: https://sourcehut.org1 point