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Showing content with the highest reputation on 2023-02-21 in all areas

  1. Some of the models in the game based on the models presented in the topic.
    4 points
  2. Indeed, it's too late for a27 now, but a28 will feature different placement options for mainland (and potentially other maps as well)
    3 points
  3. In addition to thank you all for the enormous work you have done with this mod, I think it is important to note that it has energized the community a lot and has generated great enthusiasm from many players. It is true that it has also been "divided" a bit between players who have downloaded the mod and those who have deliberately decided not to do so and we could even say that the mod is not used by most of the community and, nevertheless, has been adopted by the most competitive hosts and players. I would also like to suggest that if the community-mod will become a regular mechanism for testing and introducing possible changes towards new releases I think it would be important to achieve a better integration of it within the game and facilitate access to recent changes that are incorporated into the mod without the need for the user to enter Trac. This is not only a limitation because the user must manually enter a website, but must also learn to interpret the site, which is not the more friendly website to someone without some computer skill or interest. A welcome screen/text box in the main menu would be enough to be able to transmit to the user in a more effective way the changes made in the community-mod, as well as any other message that the developers consider important. The content of this section could be extracted from some website controlled by the developers, which would easily allow modifications to be made. The only message of these characteristics is the motd of the lobby and it seems to me that it is not designed for this type of information that I am proposing. If there is any difficulty in incorporating this into the main menu of the game natively perhaps it can be previously tested on the Shiny mod made by @maroder with a similar mechanism, only instead of using WFG's servers to host the content, it could be hosted on some other web server with controlled access. And beyond the fact that this does not solve the underlying issue that I am raising because it would be necessary to use the shiny mod, it can be a good way to work and improve on such an important issue wich is to communicate simply and well. Best regards
    3 points
  4. @Lopess do you want me to look at the models and suggest improvements ?
    2 points
  5. Well @Lion.Kanzen Thank you for the announcement. @Stan` Thank you for the name change
    1 point
  6. I can think of only one person to help us; Yekaterina.
    1 point
  7. Looks like the idea came full circle Anyone have thoughts on this aura? 1- global 15% attack rate for elephants, 10% movement speed 2- 60m radius: Non-elephant soldiers +10% damage, +1 armor of all types For bonus 2, I could make it only infantry or non-elephant, as it could be too OP with ele archers. -> Done, I made it apply to non-elephant soldiers. https://code.wildfiregames.com/D4952
    1 point
  8. Community mod automatically filters out cosmic nubs from joining your games, which is helpful xD There will be less hurt feelings of newcomers being kicked from TG. Also it makes smurfs obvious - helpful for balance. Anyone with community mod on, you can safely let them play as there won't be any cosmic performance
    1 point
  9. That would be very good, I already made the art available on github, I believe that terra magna needs to be updated to alpha 27, the structure and unit templates already exist in Delenda Est, I think it would be easy to adapt them to the mod. Anyone who wants to help with this I'm willing to teach everything I know.
    1 point
  10. If it's really old hardware as stated Vulkan won't be available, and the userreport_hwdetect indeed suggests this to be the case.
    1 point
  11. ooops... my brain derived the word from "tick", like in server ticks This looks like a nice indicator, so that the player can see the strength and frequency of such tRickle effects. You successfully registered it into my brain
    1 point
  12. There is no download yet. We're waiting for the last release blockers. If you get SVN you'll have prebuilt binaries.
    1 point
  13. I do not see a problem with the community mod "dividing" the community. It is very simple to turn it on and off, and it poses a very interesting way to test content. But this might well be due to lack of experience, and maybe those who play for a long(er) time see this differently. However, i like the concept and would love to see it persist Cheers
    1 point
  14. @Helicity In theory the “bugs” should have been fixed in an Alpha 26b version, but we decided to try to see if it was acceptable to just make a mod for it. The Alpha 27 one should not hopefully have to fix bugs. If it has to it will be later in the development cycle. But to maximise the chances we need as many people to try the release candidates when they come out.
    1 point
  15. @zxphxr I think the issue may be that the mod is not installed correctly. The mod appears to be housed in the "user" folder where it should be in a folder called "community-mod" within "mods". I am pretty sure one of the checks for mod compatibility is that the folder names are the same. to access the mods folder: Go-> Go to folder -> Library/Application Support/0ad/mods Here is where you should see a folder called community-mod alongside other mods like BoonGUI. Did you get the community mod from mod.io? You could redownload the community mod from the mod downloader, perhaps after deleting any community mod related files from the folder "user". If you see "community-mod" within user, then all you have to do is move it out of user and back one directory into "mods".
    1 point
  16. Great job! we may have versions for Terra Magna?
    1 point
  17. Each variant of the Tachara could have a particle effect like this, to show which resource its trickling.
    1 point
  18. Everything was fine until suddenly this happened: OS: Debian Booworm mainlog_2023-02-20_Rev_27553_0ad-spirv_0.27.16.html.zip
    1 point
  19. Speaking of effects, I would like visual effects like particle type and when pressing so see an icon on some effect on the building. I saw these particle effects in Delenda Est.
    1 point
  20. nno, just linking people who can help you.
    1 point
  21. Is there any plan to introduce hoplite mercenaries to Persia? They were a focal piece of many battles such as the Battle of Cunaxes and ones during Alexander's campaign.
    1 point
  22. -1 on this. A nice fade between backgrounds wouldn't be distracting at all.
    1 point
  23. Needs fuse-2.x, fuse-3.x being the latest. The package might be called fuse:2, libfuse2 or similar depending on distro.
    1 point
  24. no. it only depends on conquer attack, not damage He means the damaged buildings have less loyalty regeneration rates I honestly can't understand why 0ad employs unnecessarily complicated maths... Just make everything linear and it will be easy for everyone and less lag
    1 point
  25. https://www.artstation.com/jbcasacop
    1 point
  26. Multiple structures could be a great idea. You could have a small sanctuary with a wooden statue, a sanctuary with a semi-natural groove, a sanctuary on water or on a marsh, a sanctuary with a tree and weapon offerings. You can also have an assembly place etc. etc. A sanctuary like the statue could provide an area bonus ideal for defense. A sanctuary in a groove should bring a general bonus but it should be defended while being far from the civic center. You can put condition on some sanctuaries, like being far from the civic center, built on a forest, built on water bodies etc. Going further, the Suebi could have an unique ressource, scrapping weapons from fallen foes, giving them unit bonus instead of experience. And they could have the choice to discharge those weapons in a sanctuary to convert it as a general bonus or to unlock unique tech. But this requires a lot of coding.
    1 point
  27. Hey everyone, A27 is getting ready, so I am planning to update this mod to have it available at the release. So now would be a good time for some feedback / feature requests/ any bug reports. ______________________ Besides the request for bug reports - I do like some visual novelty once in a while (and I have looked the the temple of vesta for quite some time now). So I have some drafts for new background images that could be included in the next (A27) version if you (i.e the users of the mod) find any of them nice enough. (Note: they are not 100% finished, but should give a good impression of how they will look like) If you like any of these options and want to see them in the mod let me know - and if you don't like any of them and none should be included let me know as well. Option 1: David / the victor Option 2: Athena & ruins Option 3: Road to victory
    1 point
  28. Hey @SeanCJ Meant to send you a message. Two years ago for the FOSDEM and a bit more recently I contacted nearly all the open source projects I could find for spring that's (BA, BAR, Zero-K, Spring 1944, and the official spring discords) Wesnoth, Wyrmsum, and Warzone 2100, Devsh' Irrlicht, SuperTux Kart, Urho3D, and godot. Some came to the Game dev room and you can find all the videos of that event here https://video.fosdem.org/2020/K.3.201/ I really hope we can bring more of that shared experience in the future. EDIT: I'm also on most of their discords.
    1 point
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