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Showing content with the highest reputation on 2024-09-01 in all areas

  1. When do trees get deleted? Does it apply to Roman siege walls? If immediately and yes, then it could easily be abused to eliminate enemy's wood supply. Could also be a concern for Athenian Walls in neutral territory. The walls have to be completely built in order to delete the trees.
    2 points
  2. Why not make it optional then? A gamesetting called "Reveal enemy civs" (which is enabled by default) There is an old ticket about it, it suggests to also hide them on the gamesetup page. I definitely like the idea. https://gitea.wildfiregames.com/0ad/0ad/issues/3971
    2 points
  3. Hey everyone, I've run into this frustrating issue twice now while playing on my M2 MacBook Air, and I’m hoping someone here can help me out. First Time: I saved my game and quit for a bit. When I got back, my troops were under attack but just stood there, not fighting back. I couldn't see the sword icon anywhere. My towers were also totally unresponsive. I tried everything I could think of—changing troop formations, making them hostile, even producing more troops—but nothing worked. They wouldn’t attack at all! The weird part is they could still build, chop wood, and mine without any issues. Second Time: The second occurrence happened after I played for about 2 hours and made some solid progress. I was gearing up to raid the enemy AI when suddenly, the same problem hit. My whole army just stood there and got wiped out, without even trying to defend themselves. Is this a known bug? Or is there something I might be missing? Any advice would be really appreciated. Thanks! Resolved: I checked diplomacy and it was neutral. It should've been enemies. Sorry for not checking before.
    1 point
  4. In the Dutch, the emperors of the HRE are referred to as "Duitse keizer" meaning German emperor/Deutsche Kaiser. However the Dutch education system skips right over the middle ages into the Dutch war for independence and the following glory period
    1 point
  5. For base game, I'll change their helmets to Coolus helmets and their body textures to Germanic tunics or something. They can keep the same shields and spears.
    1 point
  6. You also need to ensure this new key is being used when interacting with our Gitea instance. Adding the following to your ~/.ssh/config should do the trick: Host gitea.wildfiregames.com IdentityFile ~/.ssh/wfg
    1 point
  7. That is a gameplay consideration which will look very weird in-game. DE will stick to the current method, where the tree is deleted once the foundation starts work. There is little worry of deleting a bunch of the enemy's trees, since DE uses forest groves, which are not destructible.
    1 point
  8. "pull/216/head:pr216" is a called a refspec https://git-scm.com/book/en/v2/Git-Internals-The-Refspec while you don't have to checkout main first, a dirty branch won't work indeed, either commit or stash https://git-scm.com/book/en/v2/Git-Tools-Stashing-and-Cleaning or reset https://git-scm.com/book/en/v2/Git-Tools-Reset-Demystified first.
    1 point
  9. Did you add your ssh key to the settings ?
    1 point
  10. On GitHub, I save my work (if I'm on a different branch) and checkout main, then git fetch origin pull/216/head:pr216 which creates branch 'pr216' (based on changes from pr 216), then I check that out.
    1 point
  11. Those look very nice and pretty accurate to the references I've seen. Great find!
    1 point
  12. That is it. Just double click it and download it and you're good to go
    1 point
  13. Ah, sorry, all this is about DE, should've read the header (Home/0 A.D./Game Modification/Delenda Est) I was reporting my observations from 0.26 vanilla. Apologies!
    1 point
  14. 05-Ancient Chinese Armor-Han dynasty 3D model | CGTrader
    1 point
  15. Maybe. But in these cases it's always better to know and test than to think. For instance my intuition would be that we should reuse all the queries results that happen on the same turn at almost the same location. Compute them once instead of 400 times and return slightly less accurate data. But it might be that this simplification could cost more than doing it 400 times.
    1 point
  16. Maybe I could lessen the beard growth or reduce the ratio numbers for it, I still want to experiment with a few more faces
    1 point
  17. That'd be so cool! As @ShadowOfHassensaid, we always hoped to eventually add a big gameplay/strategy section to the encyclopedia. About the scrollbar, it would require no additional code at all - only adding 'scrollbar=true' to the text field. The biggest effort would be designing the new style - which I think really needs to be done if we decide for it. I don't know how you're planning on structuring it, but my suggestion would be to use another interface (the encyclopedia page for example) for the in-depth parts and leave the current flipbook as it is (without adding a scrollbar) as a small section of the whole giving quick, superficial tips - most of the current ones are pretty useful already, but can't be directly expanded upon. Interesting, I didn't know this feature. I have a whole list of possible topics for tips, but currently lack time to create the text and images for them. I'll note it down.
    1 point
  18. There are many ways to setup remotes. As for rebase-ing the active branch a simple: git fetch git rebase origin/main will do. Here I obviously assumed origin points to 0ad/0ad. Also demonstrates why you probably never will use pull. Actually you will even find plenty on "git pull evil" on the net. The term local fork can also be misleading/confusing. There are three repositories in the pr workflow: 0ad/0ad, <user>/0ad, and local. The term fork I'd only ever use for meaning <user>/0ad, just to avoid possible conceptual issues. A simple setup could be having only one remote configured in your local repo but setting url to 0ad/0ad and pushurl <user>/0ad. Let's assume the sole configured remote is origin. git remote set-url origin https://gitea.wildfiregames.com/0ad/0ad.git git remote set-url --push origin https://gitea.wildfiregames.com/<user>/0ad.git This makes commands simple stupid, but has it's own drawbacks. Recommended reading https://git-scm.com/book/en/v2/Git-Basics-Working-with-Remotes
    1 point
  19. When do trees get deleted? Does it apply to Roman siege walls? If immediately and yes, then it could easily be abused to eliminate enemy's wood supply. Could also be a concern for Athenian Walls in neutral territory. Will need to watch. Bolts much stronger now than when we discussed for a27. Maybe nerf train time in p2.
    1 point
  20. I found a workflow that works pretty well for me. I can do a 'git remote update' to get the new changes to the master repository and then make my branches based directly on the remote.
    1 point
  21. That could be doable. At least in PDF form that people can download and print. Perhaps hard copy versions for a merch store.
    1 point
  22. I think me and @Vantha were kind of assuming that'd be a logical step seeing we already have a UI for an in game viewer. Although once the game get's out of alpha I would love to see a physical special edition like those old boxes of Age of Empires with fold out things and thick manuals.
    1 point
  23. @real_tabasco_sauceI think I can offer some useful tips about this. I haven't used git much the last few months so I'll do my best. I hope someone will correct me if I'm mistaken about anything or omit anything. I don't think you'll have to fetch and rebase each time you want a make a change. While working on a separate branch: 1. If no new commits have been made to the main branch, you'll be able to just continue working on your branch 2. If you know that any new commits to main do not include any files you are working on. If a file has been edited that you're working on, rebasing will help prevent merge conflicts later. You may find it's not always strictly necessary though. 3. If you know your code changes won't affect or break any new code changes that have been committed (or vice versa), then your branch doesn't need to be up to date with what's in the main branch. Sometimes you won't know for certain or it may take time to check, and you'll just want to rebase, or someone may suggest that you to "rebase your branch" if they're aware of a branch you're working on (for example, if you have an open PR that you're still pushing to and isn't ready for merging yet). In this case, you'll be able to skip the "fetching and merging into your local fork", but you'll need to switch to the main branch, pull, checkout your branch, then rebase (unless you run into the conditions or similar ones like I mentioned above.
    1 point
  24. I've even made a pic for that two years ago.^^
    1 point
  25. Hopefully tree-destruction feature will prompt someone to make it more full-featured visually, by making the trees and shrubs tint red when the wall preview is waved over them. It's something I've wanted for a long time for Delenda Est, which allows all buildings to destroy trees when placed.
    1 point
  26. Thanks for the heads up. I doubt OOS will be a problem, but I typically make a test mod and send it to a couple people for testing before releases.
    1 point
  27. Mainly just talking about the 2 guys with full beards, 6th from the left. The others are good. I realize this is just a nitpick. lol
    1 point
  28. The migration is done! The last part of it was quite rough, as we had an unplanned and unrelated server outage this morning, which set me off track. Please expect some features to be still partly activated while I go through things in the upcoming days. NOTE: Phabricator is down for the night (it redirects to the "ariadne" tool for now). It is trying to rebuild its search index, which incurs a huge load on the server. I'll let it run overnight while activity is low. Now you can issue a password reset, email is activated NOTE: Those are the Trac accounts, not Phabricator ones. (don't hesitate to PM me if you have a doubt about your email address). Thanks for the praise, it means a lot!
    1 point
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