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Showing content with the highest reputation on 2024-04-22 in all areas

  1. Yeah, @Vanthais pretty amazing. Even with the ui work he’s still writing articles. For me though the articles are not just educational but also entertainment . Learning is fun.
    3 points
  2. Wow, you've been busy. You went from not knowing where to start on GUI development in January to an integrated GUI in April. I'm guessing that you got some help along the way. It's great to see an encyclopedia being implemented in 0ad. It helps make the game educational instead of merely for entertainment.
    3 points
  3. Good idea. You're right. All of the followers except DerekO were spammers. All of the spammers except 1 were already banned. I banned the last one and removed all followers from this topic. I think this topic is attractive to them because it's in the "Announcements / News" section of the forum.
    2 points
  4. *sigh* Enough. Both of you. I'm locking this thread for a few hours, in order to force a time out. Kindly get some sleep, fresh air, (or whatever) and come back tomorrow. Please do not continue this via Private Messages or elsewhere, or you may face temporary bans. @SKAcz: I hope the responses you received in good faith proved helpful, and Welcome to the 0 A.D. Community.
    2 points
  5. I don't care if you want to make me or any mods a bad reputation nubs. Now even when I talk about it only to reply to a player who actually describe the features in it the same 3 people feel the urge to intervene and make sure to anchor in all minds "imagine if you automate the entire game" or other silly and unrelated things. The topic you quote also start with masterclass of describing some features that have implementations in progui, while the few same people take the very same progui as a counter example. Add to it that the author admit never tried it, just like @chrstgtr, yet are the most vocal guys advocating against for reasons. I'm am guilty of [Whatever you want] idc f u. Autoqueue with the ability to resize the batch also will just kill the game, I agree with all your impressive logic. CheatedyCheat Atrik = cheat Here is your win flag, you'll sleep a bit happier now I hope.
    2 points
  6. Wow. You go far into the made up stuff. I remember well enough that after you banned me from your host, I asked 1-2 question to understand, then other one when banned from spec. So 2-3 questions to understand what are you up to is "playing the victim". Seriously you just want me to reply to your bs so that the topic become as tribal as possible right?
    1 point
  7. Update on the encyclopedia GUI page: I was not happy with the code at all, it was written in a very "unconventional" (bad) way and not really integrated into 0ad's codebase. That's why I decided to basically rewrite everything. The various panels are now different classes (and have their own XML and JS files). Values are now (as usual with JavaScript) stored in properties and passed between them. The CivDropdown (as well as the related civData) is created and used from already implemented classes and functions. And countless more smaller improvements. All in all, I guess the code will be around 30% more efficient than before. But most importantly: the code is now much much more readable and usable, and no longer embarrassing to show. It might not seem like a big step to some, because essentially all I did was lift it to the expected standard, but it certainly is for me. Because I only had little experience I programmed the project in the wrong direction. Yes, everything worked just fine on the surface, but I eventually had to take my time to "fix" it. And that being done now means I can actually start designing and cleaning up the UI. Plus, because the code is now much better integrated into 0ad, I'm able to "intertwine" it with 0ad and make it feel less like a seperate entity. I, for example, already added a button to the structure tree, civilisation overview and the small unit/building/technology viewer page to open the respective encyclopaedia article. If you want to take a look at the code, I put it on a GitHub repo: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia
    1 point
  8. What I would like is that autoqueue is not stopped if I run out of resources, it would be nice if it were just paused until resources are available. Same as with population limit, it just pauses production until population cap is available.
    1 point
  9. I would be fine with giving skirms some armor as a way of differentiating them from other ranged units. Ranged units don't have the same diversity that melee units have. However, I strongly disagree with giving units dual attacks en masse. All this will do is make the gameplay confusing. The core units should remain very simple, so I would only be ok with 1 or 2 unique units with dual attack abilities. Ie only legionaries can do the pilum throw, but not pre-reform swordsmen.
    1 point
  10. We should lower the acurracy and lower the rate of firing.
    1 point
  11. For the Chinese chariot, instead of switching between melee and ranged, I think the best way would be to have two soldiers on the chariot dealing damage simultaneously, one with a bow and the other one with a dagger-axe. (ranged and melee at same time)
    1 point
  12. I don't really agree with the idea of designing a unit that "counters a certain unit." We should think more about allowing a certain type of unit to gain different advantages under different conditions. For example, a swordsman is an infantryman who has both a sword and a shield. On one hand I don't agree that swordsmen can defeat spearmen in a head-to-head duel. On the other hand, the swordsman should be a fast infantry that does not rely on the square formation, so that the swordsman can more quickly outflank the enemy spearmen array and gain an advantage. In order to prevent the array from being outflanked by the enemy swordsmen, the player You should deploy your own swordsmen or melee cavalry on both sides of the spearmen array. At the same time, swordsmen who can attack in a loose formation are also better suited to chasing away shooters.
    1 point
  13. It’s not unjustified. He was told it was cheating and that people don’t like it. His response was I don’t care if the people I play with think I am cheating and that he would do it anyways. He took advantage of people’s good will and hesitancy to ban players. Once he did start to get banned, what did he do? Immediately complain that he was getting picked on. Just because he plays the victim doesn’t mean he is one.
    0 points
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