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Showing content with the highest reputation on 2022-09-24 in all areas
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15 points
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New update 26.0.0 Changes: Compatible with new 0 A.D. release version alpha 264 points
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I've made a GitHub action that builds a pyromod. It does it using the 'pyrogenesis' archive builder so converts the textures and stuff.2 points
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@kun0AppImage for Linux is at https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.0.26-alpha @Stan`2 points
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Amazing trailer, beautiful images, great music! Congratulations to all the team!2 points
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I've named them platforms to differentiate them from the "foundations" already used in the game for a different purpose. Platforms are actors placed beneath structure actors to help the structure blend into the terrain grid better (for example, on sloped terrain) and remove the "floating" effect for many structures in-game, especially large ones like wonders. Before: After:2 points
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Please enable Feedback (it really helps us) on the bottom right in the main menu if possible2 points
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If this is an actual question it's easy the projectile visibility has nothing to do what actually happens. It's just cosmetic.2 points
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I do not have the programming skills to make terrain grid adjustments in real-time, only to add platforms underneath the offending structures so that they don't look like they're floating on sloped terrain.2 points
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Hello everyone, LINK: https://gitlab.com/0ad/0ad-community-mod-a26 Following recent & less recent discussions on the forum, the team has a proposal on how to improve balancing that seems viable in the short term. This post will explain the 'what' and 'why'. What We will make a copy of the files relevant to balancing (templates, civ data, techs, ...) as of A26's release, and create a new repository on Gitlab. This repository will be bundled as a 'A26 community balance' mod, and regularly signed & uploaded on mod.io by the 0 A.D. team. The mod will also be easily downloadable directly from gitlab. Community members will be granted commit access to this repository, on a voluntary basis, by 0 A.D. team members. This commit access is subject to the expected rules, such as not trying to mess everyone's work and generally behave productively. More generally, the mod will be public and anyone can easily make PRs using GitHub/gitlab's interface, and people with commit access will be able to merge PRs. This mod can then evolve on its own after A26's release, independently of 0 A.D.'s work towards A27. Why We agree with you that balancing is a sore point for 0 A.D. The issue is complex, and the team lacks time to fix it. Previous efforts, such as the balancing PM or the balancing subforum, did not work well enough. Furthermore, we receive a lot of feedback from the community on gameplay and would like to give the community a more hands-on approach. There are far more players than team members, and we hope that having more people with commit access will speed things up. We understand that Phabricator is a little unwieldy. Using a better known tool will also make it easier for people to make changes. We cannot currently give commit access to the whole SVN repo, nor can we easily split the 0 A.D. mod to make balancing its own repository. Making more regular releases seems unrealistic at the moment. Migration to gitlab is also a work in progress. Therefore, we think this is an easy way to make strides forward while not increasing the workload of the team too much. By making it a mod that can easily be downloaded, and that's provided by the 0 A.D. team, we can somewhat ensure that the mod will be played, and thus a better product. This also relieves the team of some of the pressure of balancing the release right away, since we know unbalanced units (which are somewhat inevitably discovered after release) can be fixed. What happens with A27? This balance mod's scope will not follow potential engine changes in A27, and may not be immediately portable when the time to release comes around. Our hope is that, by comparing the mod with A26, the 0 A.D. team can understand the direction that things should go in and port relevant changes in a coherent manner. This will almost necessarily lead to some changes not being ported, or to some work being necessary to do so. To summarise: we'll give you the keys to the car to make A26 a more fun game. By the time A27 comes, we can hopefully use your work (and our own) as a good template for a better game out of the box. If this experiment is a success, we may reproduce it after A27, but time will tell. --- The repository will be shared around the A26 actual release, to make sure the files are indeed those from A26. In the meantime, feel free to share feedback on the idea and indicate what you'd consider a fitting role for yourself.1 point
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bug 1 - Han is not working as keyword for civ autoselection bug 2 - in options selecting menu graphics(advanced) will trigger some erros with options-autociv.js line 207 @nani1 point
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1 point
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Just a suggestion I thought of as I went to download the newest alpha. The developmental language suggests that the game is still very raw, which will be a turn-off for a lot of potential new players. Maybe change the language to something like the below. Attention! This is a developmental version of the game so some bugs, such as lag when many units are moving and processing problems with very large maps, may exist. The game is regularly updated to address these and other concerns.1 point
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@Genava55You should advise us with the Celtic symbols.1 point
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Good work everyone, testing took a long time and finally it paid off.1 point
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More activity in the history department would be nice. @Genava55 @Ultimate Aurelian @Nescio We still have the history strings missing, which appear in the detail panel. There are some diacritics inconsistencies as well that needs to be fixed.1 point
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Maintainers have not had the time to update. It might take days, weeks, or months.1 point
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Finally proper paving stones on Acropolis Bay! Yay! Looks so much better. Congratulations on the release!1 point
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Well... It seems I cannot fix it through youtube So it'll stay in the list of my failures.1 point
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Cannot change the preview on Youtube because we have no phone assigned. It's a pre google youtube account. Yes1 point
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very promising. weirdly plastic, some weird details, but probably good for icons already.1 point
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I'll have this fixed by Alpha 27. Not for A26, since it's in freeze, prepping for release.1 point
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That also happens because those developers are paid, it means they don't work at that time. We're volunteers. And usually we have more free time during a weekend. So the point isn't so useful for us. That process might last for a week for some distros.1 point
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@maroder gave the explanation for his intervention which was relativizing Nazi crimes; you had only one sentence rambling about that, that was what I quoted back at you. And while in theory it would be fantastic if we all would treat each other as equals, regardless for example if male or female, the bleak reality is that it's much more probable that a man forces himself on a woman then the other way round, and that is especially true for public, but dark and labyrinthine places like Parkhäuser.1 point
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I would argue that the stereotype is just in your head, since there are no children in that image, also, chances are the sign and the parking where next to a supermarket or a mall, hence the shopping cart.1 point
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Host is the leader no rule ! If you want you can mute with mod if someone disturb you1 point
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That looks like a snap-specific problem indeed. Let's see if we can figure it out. Can you run the game with a terminal running journalctl -f | grep DEN in parallel, then exit the game and share the output of that journalctl command here?1 point
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I definitely have the same problem, but, yeah, using control groups is a reliable way to solve it. If I have a complaint, it's that there's not a comparable solution for telling what units my opponent has on the field.1 point
