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Showing content with the highest reputation on 2023-09-09 in all areas

  1. In this region of the world, spring is beginning to arrive, and with it, all the plants in my garden have started to bloom. The most beautiful flower I have is undoubtedly the Mburucuyá. Here we also call it "Passionflower," and we love it very much because it is home to the "Espejito" butterfly. During the spring, many "Espejitos" flutter around the Mburucuyá, creating a very beautiful and calming image. Furthermore, it has a symbiotic relationship with the bumblebee. Its flowers have evolved specifically to deposit pollen on the bumblebee's back when they land on them while seeking to feed on nectar. Here's a short stop-motion video I made of the first flower that bloomed. The Mburucuyá is a plant from South America, specifically from the Paraná River basin region. This plant has beautiful flowers and produces fruits called "mburucuyá" that are used in juices and desserts due to their sweet and sour taste. Additionally, in this region, it is traditionally used as a natural remedy for insomnia and anxiety. VID-20230909-WA0011.mp4
    3 points
  2. Dwellings typically depend on the availability of water. A good location is one that has good and sufficient water supplies. Should we therefore possibly add a kind of water supply concept ? How would that work: - CC could get a population bonus of a few percent if there is a river/lake next to them. For this we would need adding a "water source" tag in the code to designate a lake as supply source, and add an associated aura (this may however turn out to be complex as these are new objects and they are irregularly shaped). build a wells (that has a water supply aura next to the CC. - production system for crops now including water as a new aura or resource? How could that work? again, either build your fields next to a river or lake, or build a well next to your fiield. Cannot build more than, say, 4 fields per well. Rice would need more water, of course. Just an idea.
    1 point
  3. I wonder if there are members of the community who have an urban garden. A year ago I was lucky enough to move into a house with a few meters of garden and I wanted to start exploring the path of agriculture as a way to escape from my daily life as a worker who lives in a huge city, full of asphalt, loud horns and people angry and in a hurry to reach their destinations. It has been a way of connecting a little more with nature and with the essential aspects of life. If any of you have an urban garden (or maybe you live in the country and have a little more than a few meters of land) I would like to invite you to share your progress with everyone! Here it is. We have some winter and summer Lettuce, Chard, Rosemery at the back and Broccoli. Also I've just planted a Lavanda this season (left side) More Broccoli at the front And finally this is the last harvest we made of Chard and Lettuce
    1 point
  4. Just to say, the game's skirmish maps are amazing! Real pretty! Yesterday I played in the "Mediterranean Coves" and, having spent many years down there, I did get the sudden urge to leave on a vacation... It only lacks the constant cicada background noise! The Hindu Kush map with it's hot sunset light was very suggestive too (especially since it's still sweltering hot here). Too many to mention, and I didn't try them all anyway. I like when my maps make me travel, maybe because I don't travel as much as I used to. Atmosphere is very important to me, and 0 A.D. maps are amazing in that aspect. Thanks guys! Edited to add: Forgot to add what I'd like to see -- More of the same please, but bigger. Same maps, in larger sizes? Especially the maps for more than 2 players which are ridiculously crowded; I understand the competition folks like it when it means business, but my own thing is rather to "create my settlement despite the nasty neighbors". Said neighbors should be some way away, not right beyond the fog of war. There should be interesting landscapes to discover (and potentially use), things like that. Don't make it a cage fight.
    1 point
  5. Uh, sounds Chinese to me. Chinese with a heavy Maori accent. Thanks nevertheless, I think for the time being I'll stay with the tedium of constantly using the drop-down menu, it will be safer than trying to debug why it tries to uninstall the game instead of just switching to x speed...
    1 point
  6. You mean my mod? I'm no longer unemployed and my job has sucked almost all of my free time. Sources are here https://github.com/juanfgs i/0ad_chinese_va if someone wants to pick it up . I even made some carthaginian voices based in hebrew. Should work with a27
    1 point
  7. One of the lessons is: if you want to actually develop a game with new features do it as part of the main development team. Everyone would like to see new/more team members. the reception for rogue development is chillier.
    1 point
  8. Well, I believe 0AD is a bit of both - a civilization management and combat simulation. Personally, I would not mind if there were a few more economic aspects. My point was that , currently, the desert maps featuring an oasis use that feature only as a kind of eye candy and road block. For these maps , I believe water as a resource might add an interesting strategical aspect to the game. Just I would not take it that far as you suggested. I would not recommend making the economy completely dependable on water (although it always was and still is) but use water sources as a kind of slight boost for certain functions (crops, stable, CC). Please note that while we do need food in the game we do not transport it to the troops for surveial either, so water transport. Just my twocents...
    1 point
  9. A couple minimap suggestions. The 0 A.D. minimap can easily be improved: 1. Please highlight the selected unit(s) on the minimap (in white) so you can see where they are. 2. Minimap visibility is not optimal, especially given the player is in dark blue and thus tend to blend into the background. Would it be possible to mute (de-saturate?) the minimap background, so that important features (units, buildings) stick out more? 3. Or even create a set of display filters for the minimap, like "Show only units/buildings on a gray background", "show only friends/enemies", "show only resources".
    1 point
  10. New suggestion, and IMHO a quite important one: Please show the group number on grouped units! (as a tiny floating number?) In the map view, and/or (at very least) on the portrait when selected. Quick example: I have 3 cavalry scouts I've hotkeyed as Ctrl-8, 9 and 0. When I see one on the map, I'd like to know on a glance which one it is, and not have to push 8, 9 and 0 to see which key (if any) selects it... I've been using groups a lot, for years, and without displaying the individual memberships on the screen they lose half of their interest (you can't use them to easily keep apart different task groups of identical units).
    1 point
  11. Did you ever play around with the game speed? (Via the clock symbol in the top right corner.) I play on turtle speed (0.1x), mainly because I don't like losing units and my units are friggin' stupid; so I can leisurely zoom around, build, micro...
    1 point
  12. https://code.wildfiregames.com/D4990 (gulf of bothnia gets berries in the berry spot, not deer) https://code.wildfiregames.com/D4992 (mainland QOL update, small gaps between cliffs and forests, options for team placement)
    1 point
  13. soon we shall automate everything, sit back and win all games without touching mouse or keyboard
    1 point
  14. Meh. I am not a fan of scripts that automate the game as it provides an unfair advantage. The advantage here is de minimis, but I just dislike the concept. There was a player a few alphas ago who had a script that did all eco for him (made women, built storehouses, houses, built farms, directed units to all res, barracks, etc.). So all he did was micro rushes against players that were trying to do eco and defend rush at the same time.
    1 point
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