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Showing content with the highest reputation on 2023-10-28 in all areas

  1. Hello Stan. I know all too well the feeling of not being able to carry on anymore, despite wanting to. You have been an extraordinary leader and the best successor I could have had when I decided to step down. You should indeed have absolutely no regrets, including in this decision of stopping and focusing on yourself and your health. Others have worded it perfectly during these ten past days: thank you for making 0 A.D. the best game that exists. I am certain that, thanks to your work, the project will endure.
    2 points
  2. PR for Athenian Civic Center: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/63
    1 point
  3. Age of Empires III (the original) was the first RTS I played. I didn't know about the encyclopedia until later. This problem, the bane of my existence in every single writing thing I try to do for an open source project. It stinks so much. I'll try to remember to have them proper.
    1 point
  4. any resource related to food is considered food. that includes the animals, the fruits/grains and the food stocks that you can store it in your granary or send it to the battlefield to make a supply chain for your attacking troops. it works by giving every unit a level of stored carbs that will be gradually reduced. and can be increased when it's carrying food resources. and when the stored carbs gets very low it tells the unit to go to look for food and when isn't hungry anymore it would complete the previous tasks.
    1 point
  5. Hi all, After my enjoyment of 'hyrcannian shores' which is a nice hybrid (water+land) map, I decided to make something a little similar. Coast Range is a hybrid map with players placed in the middle with forests, food and some small rolling hills. The nearby sea has plenty of fish, but on the other side, a plateau rises from the hills with plenty of metal and stone, but no forests and no food. There is stone and metal among the middle, 'rolling hills' section, but it is only the small stone and metal mines. There's a couple additional things I'd like to do: 1. Make the coast a little more beach-like. 2.Give the plateau a little variation. It looks too straight. Any other suggestions?
    1 point
  6. Yeah, depends on how big the map is and when it is placed. I think this map is probably best played in a large map, which allows for quite a bit of seperation. Seems reasonable given some civs reliance on stone for slingers. The reason why I suggest this is so that players actually go after the mines. I like the idea. But I don't want it to be like Ngorongo where everyone ignores the center mines. I don't know how the math works out, but maybe making it so that you have to expand to get all military upgrades would help. Your choice on how dramatic to go.
    1 point
  7. I could just eliminate the small metal mines, and just keep the small stone ones. I see, in that case, I could increase the separation a good bit. You will still be able to access both with a cc of course just because of how much territory a cc has, but you won't be able to have both wood and the mines right next to the cc for protection.
    1 point
  8. I played around with it a little bit. It seems fine. A couple recommendations from me. First, I would make stone/metal more scarce in the starting positions by eliminating extra mines outside of the mountains and/or making the starting mines smaller. That would force players to decide between (1) pushing hard early; and (2) going for a long game where they control the mines on the edge of the map. I would make this dramatic by giving players only like 1-2K in starting metal/stone. Second, I would create a larger dead space between the trees and mines where there are no resources. Right now, a player could place a second CC where that would allow them to get a bunch of extra wood/mines. On maps like hyrcannian shores, players almost always expand for extra wood. When they expand for extra wood, players will also get mines at basically no extra cost. I would make the choice to get extra mines a conscience one where the player has to sacrifice an opportunity to get more wood. This would also have the effect of making wood more scarce. Third, I would make it a high food spawn map. That allows for lots of early rushes, which I think is fun on these maps where the players start so close. Edit: Fourth, I would make a lot of hunt on the inland side of the map. Having half the players have easy access to fish creates a natural imbalance in early game.
    1 point
  9. This I can agree with. Note that the Champion units already cost a lot, so it's sort of an abstraction for that penalization. You'd have to design your OPEX mechanism to do sufficiently better so as to make the complexification worth it.
    1 point
  10. Sometimes I watch 0 A.D. videos to put me to sleep...
    1 point
  11. Personally, I am a fan of the chopping sounds.
    1 point
  12. AOE3's encyclopedia is very nice indeed
    1 point
  13. I'd like to say thanks as well! I have literally just discovered the game, and I really apreciate it. So thanks for all the team behind it.
    1 point
  14. 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.
    1 point
  15. 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.
    1 point
  16. 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
  17. Thanks @Stan` for all the work! I haven't been here for a while, but I've dabbled with some other open source projects. I think I agree with @real_tabasco_sauce with splitting up the command. The same person who's overseeing the engine doesn't have to be the same person that oversees the art or the PR or the writing, or testing. Different people or better, yet different teams of people could work on each. The one issue I've found is that the contribution system looks very confusing. It might turn out not when I eventually submit a patch, but it looks like it. I'm actually kind of nervous when the time comes to start putting patches of the encyclopedia into the game. Maybe with an easier, more straight forward (but still self-hosted) all in one bug tracker solution would be better, like GitLab, so people wouldn't need to get multiple accounts on different old programming systems to submit something. Oh Also, a dev/ WFG staff (I don't know who is in charge of it) but I can help with documentation, just PM me with something and I'll see what I can do.
    1 point
  18. It's quite clear that @Stan` work has been great. From being a contributor, irenic leader, and dedicated volunteer, 0 AD looks a lot better from his involvement. While this sort of announcement does seem unfortunate, I hope you continue to bring the qualities you have to whatever new passions you encounter.
    1 point
  19. @Stan` I want to express my sincere gratitude for all the support and encouragement you have given to the project and to each of us here. I'm sure you'll be successful in whatever direction you decide to take from now on. I hope to continue seeing your presence here on the forum.
    1 point
  20. @Stan` really was the ideal project lead. He really knew his stuff and learned on the job very quickly.
    1 point
  21. I have an idea, so I'll just spit it out: maybe the project leader doesn't need to come out of the developer team. maybe it's better if it's someone who knows a bit of it all, of the programming, of the art, of the modding, of the playing, someone who's stuck with the project for very long, always doing a lot. maybe it should be @wowgetoffyourcellphone.
    1 point
  22. @wraitii If you feel overworked, I'd be happy to head up the community mod. That is if you could show me how to do a few things.
    1 point
  23. It is very sad. After all, it is 0 A.D. became the reason that I began to be interested in antiquity and now I understand how ancient Roman temples differ from ancient Greek ones with flutes on columns, stylobates instead of a podium, and sculpted pediments. 0 A.D. to me has always felt like one of those games that can fight back against the ubiquitous, nauseating medieval setting.
    1 point
  24. It has been so good having you around @Stan. Feeling bad now I wasn't there much for the last 2 years almost. Meeting at FOSDEM and staying at your place on @Imarok and my crazy cycling trip has been a pleasure especially. Going to miss you certainly, but all the best. And be sure to be welcome around any time.
    1 point
  25. Well done Stan. Pushing the game forward for over 12 years. That is an excellent contribution and quite an accomplishment. Take a minute and look over the before and after differences. You will be proud. That is 2x the length of time of what I was able to give it. I think it would be helpful for the team to push through a few more days and formulate some sort of a succession plan. Whether that be some sort of election process or maybe a search plan for nominations or recruits. Or perhaps it would be as little as helping to facilitate the conversation for the team, internally. Maybe formulating a helpful internal poll? The project still needs some sort of leadership to continue forward. As the last one to wear the mantle it would be wise to the team bestow it instead of allowing chaos to emerge in the vacuum... Unless the game is destined to have some sort of division/branch like when Alexander the Great died suddenly
    1 point
  26. @Stan`it's been said repeatedly but I'll be repetitive - THANK YOU. THANK YOU for contributions you've made to 0AD and Wildfire Games.
    1 point
  27. Thanks to Stan for his leadership. For his gentle style to moderate and his way to give motivation even for small contributions.
    1 point
  28. Thanks Stan, we'll remember forever the time you was leading this project and how much you did for the game and the community.
    1 point
  29. Big thanks for dedicating yourself in open source and in 0ad more specifically. All the best to whatever you decide to do in the future. Έρρωσθε και ευδαιμονείτε
    1 point
  30. @Stan`Enjoy a rest! Good luck on future undertakings, I know you'll succeed with anything you put your mind and heart to!
    1 point
  31. Stan, I thought hope dies last. Well, with you going seems like 0ad may not live for long. Sad too see but also signs has been given. I have talked in the past about lack of moderation and the main issue was lack of trust in some of us. The cheaters, should be excluded by giving the hosts to allow and disallow hosts to allow external modifications or sort of a plan to fight it back. Thank you for your time and work which you have done for 0ad. Regards, Emp
    1 point
  32. Dear @Stan` You've been our last standing man, driving the project forward in its darkest hours. Lack of developers, unpaid work, and your commitment to listening and addressing issues defined your legacy. I wish the project will go on, carrying your spirit. Sincerely, sanafur
    1 point
  33. Thanks Stan for everything (is it already 12 years? My god). Your contribution to 0 AD cannot be measured nor understated. On a personal level, I have fond memories of after-FOSDEM dinners and beers. Take good care and all the best.
    1 point
  34. Since the sole role of leadership seems very taxing, I wonder if a leadership 'committee' would be better suited for a project like this. There could be 3 (or more) positions: Engine development lead, Multiplayer and lobby lead, Volunteer organization lead, and/or maybe outreach and public relations lead.
    1 point
  35. Thank you for all your time. You always had the overview but still commented on many small things. I apreciated that.
    1 point
  36. farewell Stan. Be back sometimes.
    1 point
  37. Your dedication and leadership have been instrumental in shaping this project over the past 12 years. Your decision to step down is both respected and understood, and your contributions will always be remembered and appreciated! Wishing you the very best in your future endeavors Stan'! We may have never discussed it before, but now is the perfect time to make it happen! Let's break the tradition and have that 1v1 match.
    1 point
  38. As an eternally sometimes active and sometimes burned out dev, I relate to the struggle. Thanks for all the years of leadership and support, thanks for all the events you attended, all the mods you carried and updated, and all the releases you shipped ! Enjoy the rest
    1 point
  39. It’s sad to see you go, but not unexpected. No one can bear so many things by themselves for so long. I hope your replacement will be a team instead of an individual, to prevent people getting burnt out. Anyway, it’s good to see you have other projects now, I hope we will soon find some time to discuss these with a cold beer
    1 point
  40. I think I speak for everyone when I say--you will be missed. You oversaw a great development period for the game. Thanks for all that you've given and I wish the best.
    1 point
  41. Thanks for all your work over the years, Stan!
    1 point
  42. Thanks for everything, you did a great job, i really enjoy a lot <3 take care.
    1 point
  43. @Stan` Thanks for all you've done for the project. Hope you "recover" well and I wish you all the best for the future!
    1 point
  44. It was a great time to work with you! You've done uncountable amount of things to improve 0 A.D. in many areas. It was taking a lot of time and energy, it wasn't simple for you but you've made much further than many others in that situation. Thank you for all you've done! I wish you a nice journey and to only do things you really enjoy 0 A.D. development is keep going and I'll be always glad to hear your feedback if you came to say hello
    1 point
  45. I second @Genava55! Always welcome for a chat! Farewell, to the truest of that word, to you!
    1 point
  46. Farewell Stanislas. You have been a fantastic leader and your involvement has been remarkable. We will miss you, but I understand your decision. I wish you the best and don't hesitate to come back to say hello on the forum.
    1 point
  47. Yeah true. But even then the framework should allow for an easy expansion/ addition of more data if a map needs it, so I think the best route would be to make the biome a class and give it methods to allow updating / mix n match between biomes. Just need to find the time to do it ... I would not define heights within the biomes as it is extremely different between all the maps.
    1 point
  48. I agree that three levels should be perfectly adequate. Seems like once the other details are worked out, this should be implemented on 2 or 3 maps before the next release, then changed as the feedback comes pouring in or bugs are discovered. Gotta figure out the heights yet for each of those levels though.
    1 point
  49. you would have to modify quite a few things. Scenarios are intended for campaigns and it was the first type of map in the game.
    1 point
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