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Showing content with the highest reputation on 2023-10-30 in all areas

  1. Borg's Team South vs Hakuna's Team North
    4 points
  2. Hey Stan, Please don't feel bad for quitting your 0 A.D. posts. Health and a fulfilling life go first, and I'm sure that everyone here knows that you have thoroughly thought about it before making your decision. Your work, care, and constructive attitude have had without doubt a huge impact on the development of the game and its community, and have made 0. A.D what it is today: Objectively one of the greatest open source games in the world. It can even compete with the best commercial games in the market which is - given the fact that this is all made by volunteers - not a matter of course at all. Thinking about the huge part that you had in it, what you did is outstanding and you can be more than proud of it! It is only natural that the colossal effort you put into 0 A.D. would at some point wear you down. So don't think about your retirement as a weakness but instead be amazed at how long you kept up. It's also a wise decision to make a clean cut as it's easy to get sucked back into old habits and wrongfully getting the feeling that one was supposed to deliver. Once you have established a healthy mental distance, feel free to drop in for some games or good company without any pressure! I wish you all the best and am sure that you'll find your energy again to have an amazing future :)
    2 points
  3. I edited some meshes using blender to resize them to half in order to generate ones for human and animal infants. when I tested the mesh on an archer I found it instead of changing the size of actor it just made it look ugly. what am I doing wrong here. here is a screenshot showing the comparison:
    1 point
  4. @ShadowOfHassen wrote it. I too think the Themistocles chicken story fits very well.
    1 point
  5. Maybe consequently applying https://trac.wildfiregames.com/wiki/PortA24ToA25 and https://trac.wildfiregames.com/wiki/PortA25ToA26 might help.
    1 point
  6. I've opened a pull request fixing all incorrect quotation marks in the encyclopedia. https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/64
    1 point
  7. Hi everyone. I wanna talk about a little issue here. In one of my games, I played and won against the user named ITALIANEMPEROR. He first refused to resign, escaped with 8 cavalry in the map, against me with full army. Meanwhile he called me coward and accused me with bunch of stuff. Asked for re. Finally he resigned, then chased me in chat for revenge. Calling me with names and to provocating me. I'm adding the ss, check the chat and the game name that he created. I refused to play with him again because of his bad resign behaviour. Next day I played with someone else called aron245, 1v1. ITALIANEMPEROR joined the game as an observer. aron245 won the game. And the day after, aron245 confessed me that he was actually ITALIANEMPEROR. I'm adding the chats as ss. Obviously he spy the game to win. He is clearly obsessed. I think it's important to be aware of such toxic players and maybe prevent them to create troubles in the game. @user1
    1 point
  8. nice, lively commentary, it reminds me of NoobRush. you should really use BoonGUI mod, it's good for playing and even more for spectating/watching replays.
    1 point
  9. Also, in all texts, make sure to use the proper quotation mark “Epilektoi” instead of the programmers quotation "Epilektoi" ” = good " = not good Sucks, because it's not on the standard QWERTY keyboard.
    1 point
  10. Just to let you know that the current actor used for the Champion "spearman" is in the Iphicratean manner (gear and all), not a mere typical "elite" force in the literature you provided.
    1 point
  11. thanks for the pointer. just applied for the slackbuild. for reference the following couple of sed commands work for me:-) sed -i 's/, header.GetType()/, static_cast<int>(header.GetType())/g' source/network/NetMessage.cpp sed -i 's/, arrayType/, static_cast<int>(arrayType)/g' source/simulation2/serialization/BinarySerializer.cpp
    1 point
  12. 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
  13. Thanks to Stan for his leadership. For his gentle style to moderate and his way to give motivation even for small contributions.
    1 point
  14. Thanks for all your work over the years, Stan!
    1 point
  15. Thanks for everything, you did a great job, i really enjoy a lot <3 take care.
    1 point
  16. 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
  17. fleeing to a safe building would be even better, yes. I have suggested creating a command maybe called "find shelter" that makes the selection run to the nearest building that can host them, I hadn't thought about making it automatic with a stance though. Excluding this option (I'm not creating it) I'd be happy if units were passive by default, and switched automatically to aggressive when first given a command for attacking. Maybe this mod I can create.
    1 point
  18. It really bothers me that if someone attacks a single unit on the woodline (or anywhere) the remaining units continue working as if nothing happend. One suggestion i heard was control groups, which i use! So a more specific example would be if Im attacking the opponent and they send a counter attack to my woodline, they can pick the women off 1 by one and the men continue to chop. I dont know im being attacked, because Im attacking/being attacked at their base. So the idea would be that when set in agressive stance they will stop what they are doing and fight within X distance of each other. So if one unit gets attacked woodline other units within X would fight alongside. Does that make sense? is it possible?
    1 point
  19. I am translating through Google Translate, I hope the sentences are understandable. In the game as it is today, the main disadvantage, in my opinion, is that it lacks dynamics. The game more or less goes like this: each side develops as fast as it can, then when it has a siege weapon it simply makes a general attack of the whole army, whoever developed faster wins. It takes all the strategy and thinking out of the game, you just have to learn how to develop quickly and not waste people and time, and that's almost the whole game. For example, if one decides to send 20% of the force to make a surprise raid, and they succeed, and destroy the opponent's economy, it does not help because his 100% will crush your 80%, you will be left with 0% and he will be left with about 50%. He will conquer all of your part, and you at best will conquer his part only to lose later to the large army he still has left. My suggestions on the matter: 1. Fortresses and watchtowers are stronger 2. The control power of the soldiers will be smaller as they move away from their area, so that it will be necessary to conquer step by step, and not simply go straight to the opponent's base and finish the game.
    1 point
  20. I suggest that buildings which have an aura have that aura displayed when laying the foundations, like towers' (nominal) firing range is displayed; with pyramids for example I would really find it helpful if I could see what area they cover.
    1 point
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