Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-09-10 in all areas

  1. I think the outpost and defense tower have vastly different purposes and use cases. It would only be a loss to make them related. On a separate note I do think it would be nice to make arrow fire from garrisoned buildings targetable.
    2 points
  2. "It does not always capture the curser" is it that what you are saying? Im on a wayland display and had the same issue. It can solved by using SDL_VIDEODRIVER=wayland as a environment variable.
    2 points
  3. 1. Is purely reductive 2. was tried and failed in a24
    2 points
  4. This defealt behaviour is prone to causing issues like these and other undesirable effects. The problem is a large part due to bad behaviour and that is something that needs to be fixed.
    2 points
  5. 2 points
  6. To be honest, I think the current outpost + wall tower + sentry tower + defense tower is too complicated, and the following changes should be made. 1. Let the sentry tower and the defense tower become the same building, just like AOE, by researching related technologies in P2 to make all sentry towers into defense towers, or cancel the sentry towers, so that players can build defense towers at the beginning, but Its data is continuously enhanced with the upgrade phase. 2. Let the outpost have no vision unless the troops are garrisoned. When the shooter is stationed, it can shoot outside. The enemy's shooter can also attack the infantry or women who are stationed in the outpost. The outpost and the defense tower must keep a distance. When the outpost is in our territory, Outposts can be upgraded to towers at the cost of resources.
    1 point
  7. To consolidate our discussion about the initial topic Cavalry vs Palisades (Sword) Cavalry should get a 0.3 attack multiplier against palisades. This is a simple template adjustment so it is easy to implement. Siege units vs Palisades: Option 1 OR 2 Ram, Catapult, War elephants, & Juggernaut ships also damage palisade sections that are directly adjacent to the section they are attacking. Good because it does not give cause for cost rebalancing not sure how to implement. @wowgetoffyourcellphone @Freagarach, or Make palisade sections longer, comparable to stonewall length. bad because it requires cost rebalancing ...also not sure how to implement lol Unit Behavior Make non-siege soldiers not attack palisades unless commanded, like other buildings.
    1 point
  8. Keep in mind you have to use whole map shadows to get the old behavior back.
    1 point
  9. Resolved: See the update at the end of this post for a description of how this problem was resolved. There is still a bug where the mouse jumps to a different monitor when scrolling the map. This didn't happen with alpha 0.0.25. Note that I've only tested the release candidates. Steps to reproduce: 1. Ensure that two monitors are connected to your Linux computer, one is 1920x1080, the other is 1280x1024 max resolution. 2. Determine where to move the mouse in order to cause the cursor to appear at the second monitor. Let's call this area the "junction" between the monitors. It's probably the left or right edge of the primary monitor. 3. Move the mouse cursor to the secondary monitor, configure that monitor as the "primary" monitor with an xrandr command that toggles the primary monitor. See the attached shell script for that xrandr command. 3. Start 0ad alpha 26, ensure that it is configured to full screen instead of windowed, begin a game simulation, move the mouse to the edge of the screen, at the "junction" between the monitors, in order to scroll the camera frame, also known as scrolling the map. Stop scrolling, then resume scrolling. Continue alternating this, perhaps also varying the speed that you move the mouse. Expected results: the camera frame scrolls. Actual results: usually the camera frame scrolls. Sometimes the cursor jumps to the other monitor and the camera frame stops scrolling. It's necessary to move the cursor back to the monitor where 0ad is displayed in order to regain the ability to scroll the camera frame. The problem is intermittent. I find that playing the game normally for about 10 minutes, scrolling at the junction occasionally, makes the problem evident. It may be possible to reproduce the symptoms with simpler steps. Update: The problem was caused by the SDL library version that I was using. It was fixed by changing the version of the SDL library that I had installed. Discussion here. set-primary-monitor.sh
    1 point
  10. I'm not going to insist that outposts have to have no vision, but I think outposts should be related to defense towers, not two completely unrelated buildings, and that outposts should be able to station a shooter and be killed by enemy shooters.
    1 point
  11. Big no for the outpost. also, it make outpost useless and free to capture.
    1 point
  12. They function exactly the same. Both are buildings that take up a small space and shoot arrows. Except one had a spacing requirement, which works. Also, as I have already said, I’ve never seen such a problem. If you really want to ‘fix’ the whole game then you should eliminate all civs except one, eliminate all units except one, eliminate all buildings except one, eliminate all res except one, and eliminate all techs. That will make the game perfectly balanced. That isn’t a ‘fix.’ It is the thinking that mires progress and eliminates features that you seek in every other thread.
    1 point
  13. According to Vlad it has always been the case. Maybe the new maps suffer from it?
    1 point
  14. @hyperionI've opened a ticket
    1 point
  15. Perhaps the armrests of this throne should look more angular.
    1 point
  16. Fixing the translation script and the translations. Then package and release. There is one more patch to commit
    1 point
  17. he was logged in in Lobby for some weeks short time (minutes) sometimes. once vali asked borg- to play i remember. i hope he feel good . BTW this replay in the video is 1 year old
    1 point
  18. this is a ugly mod, and disrespectful of the 0ad game designers :/
    1 point
  19. I recall testing this with Wow on IRC, was it the default map height? I can't exactly remember tbh. But something defnitely changes shadow sharpness. EDIT: Found the log, read from 11:49: https://irclogs.wildfiregames.com/%230ad-dev/2022-01-14-QuakeNet-%230ad-dev.log
    1 point
  20. After many single player matches I cannot identify anymore bugs. Wow, congratulations to all developers! Would there be a forth release candidate, I would test it as well, but I really hope for the real release to play tons of multiplayer matches.
    1 point
  21. This was the case until modern times, but the modern commodity economy and agriculture have changed this regional difference. Because the three northeastern provinces of China also plant a lot of rice, the quality of rice produced in North China is now better than that in South China, and people in North China eat rice more than before. More, and South China also began to be more keen on various pasta.
    1 point
  22. I second this, correct me if this may be wrong but, this is still culturally manifested in modern times right? Like how Southern food and consumption culture leans more to rice and sea food while on the other hand, Northern cuisine has more of noodle and bun? Is this correct?
    1 point
  23. This sounds nice. I think keeping the current bell functionality but making the area that the bell impacts would work (and then a second click that make it apply to a larger area).
    1 point
  24. 3.The people of the Han Dynasty did not use bamboo to build walls. If it is a temporary camp wall, it will be made of wood. If it is a permanent facility wall, a half-meter thick wall will be built with rammed earth. 4.The Han Dynasty used wood to build boats for fishing, powered by paddles and sculls, rather than bamboo rafts. 5.The "Mao"(矛) used by the Han army is about 4.5 meters long and will not be used with a shield, while the shorter "Ji"(戟) and "Sha" (铩)will.
    1 point
  25. Right in-game scenario editor is Atlas (-atlas option). Well, appimages have exactly one payload application but that could also be a shell script passing args to pyrogenesis unless there is an option -editor in which case it would run ActorEditor or in case of -h, --help print the readme.txt in binaries/system.
    1 point
  26. Not youtube, but livestream: https://www.twitch.tv/bete8
    1 point
  27. Happy to see a mod with some new ideas and colors :-) well done
    1 point
×
×
  • Create New...