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Showing content with the highest reputation on 2022-09-24 in Posts
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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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Original image. Last night I was playing with ai stable diffusion. I wanted to play the artistic abilities and I remembered that there is more to things than icons. Obviously, not having drawings available and being so late, took for random images in Google. So to create images or explore ideas it occurred to me to add the following primo: victorious, Caesar, angel, old paint, baroque, neoclassic oil painting. This was the result. This means that I can imitate certain art, with little effort. Or at least time. The Ai still has a hard time drawing people from behind unless I write it. I plan to make not so detailed drawings and finish them off with the ai. And if it is not enough to perfect them with Photoshop and Studio Paint. .1 point
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I played many in previous Alphas and now I have time to play again. I have found that there are no moderators and that some pro players are quite toxic. It seems to me a more serious problem than smurf accounts and other bad practices that are easier to control. So, in addition to what administrators can do, I've considered using these simple rules in the games I host. Sorry if they are somewhat poorly written because I use an automatic translator. I like the rules that Norse Harold puts into his games. I think they are good for creating a friendly and fun culture around the game, however I think it is possible to simplify them to make them more effective and focused on the worst current problems: the toxic behaviors of some pro players. I would like to know your opinion about these rules and your suggestions. Thank you very much and sorry for my bad English. I only speak Spanish. See you in the game. Rules: 1. Be kind and helpful to newbies and other players. 2. Toxic comments can lead to immediate expulsion 3. Pro players must set an example of good behavior. 4. Don't quit or leave early. Play as a team and share resources.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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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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The aesthetics of the gardens of Babylon go nicely with the colours of the grassland and the trees. Considering that wonders provide a resource tickle and can heal units rapidly, I wonder how it would affect competitive team games.1 point
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very promising. weirdly plastic, some weird details, but probably good for icons already.1 point
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does not require adjusting the map. just add the foundation to the base of the structure.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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Sorry for the confusion @chrstgtr and @LetswaveaBook. I added quotations around "unfair" on that post because I was acknowledging that my previous idea about attack upgrades being unfair was wrong. I hope that makes sense for everybody.1 point
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https://code.wildfiregames.com/D4788 mod (not identical to patch atm) : unit_upgrades.zip1 point
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The games that I host typically involve intermediate level players. I think that applying rules to games involving "pro" players (meaning players who are the most skilled, currently active players in public games) has different challenges from applying rules to intermediate level games. There are some players who have chosen to conform to the rules while playing in my games, and there are some players who have chosen to simply not join my games. This is a good thing in my opinion, because then it's voluntary cooperation for those participating in the game. The players who have chosen to simply not join my games and continued with their disruptive and toxic behavior tend to be "pro" players, unfortunately. I think that they've been acting in an absence of rules for such a long period of time that they think it's normal. Something needs to be done, but you'll quickly find that trying to force players who potentially have psychological disorders to follow rules might have retaliatory reaction from them. I say don't force anything, just make games with rules and see who joins. If the pro/disruptive players don't join games that you host then don't force them to join (and therefore be subject to the rules). Some of the "pro" players have already been joining the games that I host and following the rules. Hopefully more of the "pro" players will voluntarily decide to follow rules and set an example for the others.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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Again, and again I see a post where the task is given to the hosts with little power. Yes, there are known players who are extremely toxic. I assume that you're referring to their conduct in-game as well as in the lobby. Since this thread is about in-game only I'll refer to that aspect only. The comments about lobby moderation were moved to the thread titled Lobby Help and Moderation, so the discussion about lobby rules can be continued on-topic there. "The services hosted by the players are moderated by those players. That is to say, each host moderates their own match." Hosters have kick and ban capability, so there's not "little power" that they have. But, many hosters ignore this power and don't take action. That is the real problem. So I applaud maxticatrix for implementing rules for his games. This is exactly what more hosters need to do.1 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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Hey, Thanks for the report I'm pinging the snap maintainer @oSoMoN Maybe it's because of Adding OpenGL/GPU support to a snap - doc - snapcraft.io1 point
