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Showing content with the highest reputation on 2023-12-11 in all areas

  1. Thanks! Still working on it. Placing units on wall battlements has been in the game for a few years now.
    2 points
  2. well, indeed, the alpha 0.27 D.E is quite nice. the new portrait are an improvement, the coin and glory balance is better. I had not noticed the possibility to put ranged units on the wall before, is it new to a0.27? or it is a D.E element. No bug whatsoever in the game. My son tried to play the large Egyptian map, works fine. Thumbs up altogether
    2 points
  3. Why? I was recently having discussions with some smart community members. I shared with them my reasoning: Sniping is definitively not, following 0AD vision on Repetition - "If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring." Manual sniping is as today, very clearly on the very repetitive end of the spectrum. Testing if this would be OP A mod in development from a very smart community member, gave me the opportunity to emulate some kind of "auto-sniping". I was surprise to find out it was indeed very effective, and beating by far a top player sniping skills: NoobDude (That I have 0 chances to beat normally). I was very surprise because my expectations was that it would make little difference compared to player manual sniping. So I though about just putting the idea into a hole forever... ... But since my initial reasoning was still holding true, and smart members were agreeing that it was, in theory, undesirable to have to have to spam so much clicks to control a very simple behavior, sniping still feels like a problem needing a solution. How could this be addressed unit_action.js, already have a kind of class filter for "attack-move". Another way I found to get a sens of what would such feature could feel like. "attack-move": { "execute": function(position, action, selection, queued, pushFront) { let targetClasses; if (Engine.HotkeyIsPressed("session.attackmoveUnit")) targetClasses = { "attack": ["Unit"] }; else targetClasses = { "attack": ["Unit", "Structure"] }; Implementing a stance, or hotkey, in main game that would help players "attack weakest unit in range" or another similar feature may change the meta. But this "sniping" meta of is arguably not most rewarding mechanics you can hope for a strategy game. TLDR: No script publicly exist for (practically) sniping in a multiplayer game. I think we should however seek to fix the compulsive clicking required for sniping. This won't end 0AD, but may give way to the implementation of more interesting mechanics, and game-play metas. Also the unfair advantage that this could provide may deter any moders to do it. The best approach could be to have it in native game.
    1 point
  4. Mh, probably Ubuntu 22.04. python-is-python3 sounds like a package installing a symlink python pointing to python3 and the the package python-is-python3 just so depends on a package python3 which in turn depends on a package python3.10 for example. My guess the package python3 if it exists would be what you want. Not sure what the canonical way to install python 3 on Ubuntu is but looking at the results of "apt search python" should probably make it obvious.
    1 point
  5. well, alpha 27 works now. In the list of dependencies for linux, the "python" package was not available anymore, I had to replace it by "python-is-python3" instead. All good after that. Not sure if the webpage with the build instruction should be modified Now i need to go back up the thread and get delenda-est working Edit: all good now, delenda-est 27 is installed, I'll try it later
    1 point
  6. Hello to everyone, but exspecially to the map-editing members of the community since i am editing a large forest-blotched map at the moment (and hence am placing tons of trees in the process), i noticed that it becomes visually repetetive at a certain point. So i started to turn the flora objects randomly by spinning the mouse, with good results. ...sadly, this idea came into my mind long after i started placing the forests, so i will have to re-work all the other map-parts for a more natural appearance Perhaps this would be a good option to implement into atlas? Random object placement rotation? Sadly, i do not know too much about the atlas GUI libraries, and how such option could be added. But if someone knows, i would like to look for a way to add this when there is time for it. What do you think? Does this make sense? EDIT: this is probably a more performance-friendly way of providing random appearances than using the random meshes, which are being reduced often for the sake of performance.
    1 point
  7. Select smal groups randomly and repeat the process a few times. It's much faster than doing every tree individually.
    1 point
  8. among my friends, two use proGUI/proResize and two don't. We are always having fun. I can't see why you are so concerned, the game stays good, the competition is still fun. We make TGs and players come back game after game, even though the four of us always make one team. even in rated 1v1, if someone enhances their ability with mods, they will be easily discovered. of course two can also agree to play a game with fair use of mods, rated games can be played with deathmatch resources, or with revealed map, so what's the bother is some want to play it yet another way.
    1 point
  9. That's only part of what sniping does. The other part is that you distribute your fire over a big portion of the enemy army, instead of wasting tons of damage on overkill of one unit at a time.
    1 point
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