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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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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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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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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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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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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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does not require adjusting the map. just add the foundation to the base of the structure.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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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
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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