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Showing content with the highest reputation on 2024-07-23 in all areas

  1. I think there are two main reasons why we usually see only fights with maximum size armies (aside from rushing and raiding). One of them is the citizen soldier implementation and the lack of a male economic unit. See "booming=turtling" below. Adding a male economic unit would mean that the barracks would no longer be the principal economic building and there would be more variations between booming and turtling. Additionally, forge techs in 0ad are very general and apply to many units at once. Adding unit specific upgrades could allow smaller, more specialized armies to exploit the timing value of unit specific upgrades.
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  2. I think smaller battles makes sense for a game like AOM:Retold, because you got monsters and heroes and god powers and all kinds of things like that happening that you need to reserve APM for. 0 A.D. has virtually none of that.
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  3. Yes, I also liked Blue Ocean for displaying stage output, but unfortunately that project is ended. Blue Ocean will not receive updates and thus will never be able to display a lot of modern Pipeline features I started to put into place. The officially recommended replacement I used, Pipeline Graph View, is still pretty new and rough around the edges, but I'm sure it will get improvements and get better usability as time goes by
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  4. I think the tendency of these large battles to happen is really a big selling point for 0ad. In other games, a "large" army might be 40 - 50 units. I think we just have to find a way to make these battles performant, balanced, and strategically diverse.
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  5. That would have more or less the same effect as halfing the popcap. (The other way around: When doubleing the cost player will just increase the popcap. So there is litle difference in unit count) I think it would be better if there is no hard popcap but a penalty for players having many units.
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  6. In case the translations end up in Git, here is a rewrite of check_diff.py which supports Git instead of Subversion: https://code.wildfiregames.com/D5312
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  7. The uncanny god art is something else though.
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  8. Maybe an easier way of doing this would be to simply double the population cost of all units?
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  9. Right. But with a dedicated server and a nag screen, could get some decent donations to keep it running in perpetuity. Especially if DE is folded into public mod. jk about the last part
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  10. One week from now, I should finally have time to join this migration effort. @Itms, my initial plan was to focus on the SpiderMonkey update, but it seems you already have that on you TODO-list? I have to admit it’s good news for me, because I know nothing about SpiderMonkey and would have to learn everything from scratch. My goal was to ensure 0 A.D. relies on the current ESR release, or at least the previous one, I guess yours is similar? Would you agree that the best way I could help would be to experiment with git submodules ? I have some experience with them, and more generally see myself as a skilled git user (I used it daily for more than 10 years, including in very tricky ways) so that might be the best way to spend my time on this migration. I have been maintaining git forges for a long time too (mostly self-hosted GitLab), so if you need support on this front feel free to ping me.
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  11. The "extractors" module isn't necessary in "0ad/translations". "i18n_helper" on the other hand contains functionality used by scripts in "0ad/0ad" and "0ad/translations". I don't like the idea of duplicating this code, as it makes changes to it much more annoying. That's part of the reservations I have regarding a separate translations repository.
    1 point
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