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Showing content with the highest reputation on 2023-10-09 in all areas

  1. some things can't be in a mod. however, all checks can be fouled with the right expertise, and little enough effort.
    2 points
  2. Stop saying this. You are gaslighting users that don't know better. I have never seen evidence of players revealing the map, and I have only once seen a player reading allied chat. Revealing the whole map is on the same tier of cheats as having the computer do part of the game for you, aka highly egregious. Furthermore, your mod is threatening because it is packaged nicely and highly distributable and it contains multiple cheats under the guise of a GUI mod. The difficulty of making their own cheats is an obstacle to 99% of would-be cheaters. In most games, cheat developers are the reason for cheating problems, not individual cheaters. The real solution would be for you to own up to your mistake and only use your mod against proGUI players.
    2 points
  3. Well the point here would be to allow changing those files if all players have the same mod, but ensure that they are inaccessible if the checks are disabled. If this can still be fouled, then maybe increase number of files that are off-limits to mods.
    1 point
  4. its actually fairly easy to see if someone is using revealed map as they will react to things they shouldn't know about. It does take some time to investigate though.
    1 point
  5. For the sake of it I tried, it took me 2 minutes (5 if including compiling and testing) to change the engine to always reveal the map without it being reported to peers. It's ridiculous to claim no one else has done it before.
    1 point
  6. A book about the buildings of the ancient world writes that two-story houses of the Greeks were quite common in the classical era. And in the Hellenistic period they were completely abound in luxury. The houses of Olynthus were taken as the basis for the classical Greek plan. As you can see, there are two floors here. The “House of the Trident” from Delos was taken as the basis for the Hellenistic Greek plan. A set of quotes from the book translated via Google from "Lecture 3. ARCHITECTURE OF ANCIENT GREECE OF THE CLASSICAL PERIOD", part "Residential buildings of the classical period". Olvia. Peristyle courtyard of the house with altar.
    1 point
  7. Yes, this is even the value proposition of the feature. I didn't forget since I describe, and it is, an overlay panel to control production of all buildings at once. With a bit of 'innovations' to make army composition easier to plan as an example. “decide which units to make, how many to make, and when to make them” => you say this to inaccurately state you're not in control it therefore "you lose decisions". Witch is why critics of the feature deem it outrageous, and the trainer is systematically related as, or at least compared to: an AI. I also remember seeing a post from you asking a feature to queue a tech before a building is finished among other ideas of yours that have an implementation in progui. I'm glad to be able to play with theses features on my gui that are obvious to competitive players and feel sorry you forbid yourself from doing so. In case some players dislikes some features while still having interest for some others I also put in the work to make the mod customizable. So of course, this can only be a bit disturbing to me to see a thread where members happily agree on the fact that my contributions are such treats, while suggesting features that I proposed through "the most hated" mod.
    1 point
  8. Having enjoyed the game a lot, I recently thought that I would look to jump in and start helping by picking up some issues and seeing if I could fix them. 0-AD is a fantastic game, and the amount of work that has gone into it is amazing. However, there are a few friction points that may not be obvious to those that have been working with the project for a while. Personally I cannot wait until decisions around git hosting and development workflow changes (many of which are impacted by work associated with this thread) are implemented. Some thoughts about the current process and the suggested changes from someone new to the project: Having read through this thread, I understand the requirement to self host. Gitea or https://forgejo.org are great alternatives, but there has to be a realisation that to attract and enable new developers the Github model is the "normal" workflow for your target future developers (me included). Any deviation will become a point of friction. And one more point to make on this...if GitHub were to disappear or become onerous from licensing point of view, due to its size and ubiquity transferring to another service would most likely be both automated and trivial for the services that are not already interoperable such as git (ie issue tracking, pages, CI etc). This, from my point of view, makes it a negligible and easily mitigated risk. The current approach (SVN, patch files on issues, trac etc) is such a _massive_ issue to attract and enable new developers. Many developers have _never_ used svn. They have spent their entire careers using Git and Github, PRs are normal, branching and forks are "the only way". I am originally from the rcs/cvs generation and have spent a lot of years as a build engineer, and it was jarring to have to find and download a bunch of patch files attached to Trac issues and apply them in an attempt to even build the code. PRs, a consistent git-based branching mechanism, issues alongside the code (not Trac) and frequent merges/CI builds would make things significantly simpler. git-lfs, from my experience, can solve a bunch of the issues with large files. It is mainstream, can be self hosted, and is seriously mature now. It really can be a significant part of the solution. The build process is problematic. If you can build it in CI, it should be possible to replicate locally...and ideally CI is a _very_ slim shim around default developer workflow. Jenkins is a great choice, but it would be awesome if developers could model a build environment on the CI process really easily. It should be (almost) as simple as checkout and run single file. Moving this front and centre to development process would again simplify the onboarding process. I have been trying to build 0-ad on multiple OSs (mainly Mac) for the best part of a week, and still hitting issues that require patches or workarounds. Really keen on seeing the project become much more accessible to other developers, and happy to help where I can!
    1 point
  9. I found the PDFs after 90 seconds of searching the art repo! lol The PDFs here are good for printing or you can muck with the other formats. https://trac.wildfiregames.com/browser/art_source/trunk/promotional %26 public relations/print EDIT: I thought @Pureon had left longer ago than 5 years. Time really messes with ya. My mom died 5 years ago and it simultaneously feels like 10 years ago and 1 year ago.
    1 point
  10. Hi so I just started playing this game. (Technically I haven't gotten beyond the tutorial of the game so maybe that's all that needs fixed?) I'm female and got pissed at this game in the tutorial. I get the time frame women can't "fight" aspect of that time but could you at least make a little less sexist by making it so there are male gathers that also can't fight? Or making it so there are like amazon warriors? Or better yet both? Here's more on the amazon warriors: https://www.nationalgeographic.com/news/2014/10/141029-amazons-scythians-hunger-games-herodotus-ice-princess-tattoo-cannabis/ If this is already a thing an updated to the tutorial would be great! If not I, and I'm sure your other female players of this game, would greatly apricate some changes in this regard.
    1 point
  11. We should just have female and male workers with the same stats. This seems more accurate. I think working on fields or in mines was more a concern of class/caste than of sex in these times. Regarding female warriors: I lack the historic knowledge about that. But it seems that newer research doesn't support this thesis that in the past (without some exceptions) only men were warriors throughout the history. (not sure if this research applies on 0ads timeframe) Edit: @Sundiata might know something about that topic as well.
    1 point
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