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Showing content with the highest reputation on 2023-10-24 in all areas

  1. Dynasty and Hierarchy in the Tombs of Monte Albán Oaxaca.pdf Codices_on_Stone_Genesis_of_Writing_in_A.pdf Early_Transformations_of_Monte_Alban_s_M.pdf The_Zapotec_writing_system.pdf https://en.wikipedia.org/wiki/Zapotec_script
    2 points
  2. Thank you Stan for your hard work. The game in even its current form is simply a stunning achievement and really a tremendous amount of fun to play.
    2 points
  3. Signing in to also give my thanks. I'm usually lurking nowadays, but I've been following for a very long time. You've been leading for so long, it's hard to remember when you weren't in charge. Whoever will be taking over have big shoes to fill.
    2 points
  4. Imo ideally every department should have it's own leader to spread the load, intaked and assigned by someone who knows a bit of everything. But we don't have that luxury. I think you can count all active devs on one hand. Putting everything on 1 person again will just lead to burnouts. Btw the original post is top tier trash, at least catch yourself up to the history before saying all that. Or get your own feet wet in development instead of making demands. Like alre said, you don't even seem to grasp the concept of an open source project.
    2 points
  5. Happens to me all the time: I spend 10 (real) minutes sending cavalry units all across the map hunting for the last woman hiding under a tree... I'd really appreciate if the AI gracefully surrendered in those cases...
    2 points
  6. We don't have to cite excerpts. And as long as those books are legally available to the public in any way (store, online, at/from library...) I think it's fine to name them as source.
    1 point
  7. I'd say that Han administration is particular enough (both historically and in the game) that it's better to avoid making false copycats of them... Basically, leave the Archon units to the Protoss...
    1 point
  8. I'm not privy to development stuff but surely 1,000s and 1,000s of bugs have been fixed across the numerous alphas. This thread is silly.
    1 point
  9. I have no recollection of this, but apparently it made a big impact on you, so I apologize. If I were to be made leader I would merge DE instantly and make everyone angry.
    1 point
  10. Using Vulcan should drastically increase the performance and reduce the lag. The list is there: https://trac.wildfiregames.com/query?status=assigned&status=new&status=reopened&type=defect&milestone=Backlog&group=type&col=id&col=summary&col=owner&col=type&col=priority&col=component&col=time&order=priority People making balancing changes and small features are not the same people than those working on the engine and on the core of the game.
    1 point
  11. games are not open source and only maintained by volunteers. it's an impossible comparison.
    1 point
  12. It always feels wrong to see an entire building collapsing and then all garrisoned units standing on the debris completely unharmed. It would be accurate and realistic to have the units take at least a little bit of damage from the collapsing building. So here's what I suggest, two possibilities: - Every time a building takes damage, all garrisoned units inside the building take a bit of crush damage as well. or - when a building takes damage, units garrisoned inside do NOT take damage, but when the building is destroyed and collapses all units take a larger amount of crush damage that is about enough to kill them. This would prevent turtling (even though I think that turtling is not a big problem right now) as players would now have to think twice before fully garrisoning a fortress because of how easily they could lose all garrisoned units to just a few catapults if they're not paying attention. It would also open new possible strategies. For example, one player retreats and garrisons his units inside a temple to heal them and bring them back to full health. The other player could now attack the temple from a distance with catapults and thus forcing his opponent to ungarrison and stop healing his troops. What do you think?
    1 point
  13. After years of Torrent-seeding 0AD, I've checked the 0AD site again and noticed the news. I've registered here to thank you @Stan` for all your time and heart spent working on 0AD and give you remote support and a hug! Thank you! If the project/community will need a new system administrator, please PM me. I and my ~9 years of SysOp/Linux experience will do my best to help the project!
    1 point
  14. Healing just isn’t very effective while in a fight. It certainly isn’t effective when your enemy is basically one-shotting your men by using 20 archers to simultaneously volley arrows on one specific unit at a time. Buffing healers would have the effect of buffing sniping because a good sniper will level up his units and then be able to return them to full health more quickly after a fight Spreading out units to avoid “overkill” is like a poor man’s sniping. I agree with @real_tabasco_sauce that changing unit stats would make things unnecessarily more complicated. Along those lines, though, I’ve always thought it would be cool if you could temporarily force units to run until they get tired. It could function kind of like how sprinting works in the EA sports games. That would introduce charging like a lot of players want. But it wouldn’t create the imbalanced mess that happened when charging was accidentally implemented during one of the RCs.
    1 point
  15. I generally like jazz genres and modern opera. Ethnic. And a little funk.
    1 point
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