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Showing content with the highest reputation on 2024-11-12 in all areas
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We have seen much activity on the new platform since August That makes me happy, proud of the migration, and grateful for the contributions Now the pull requests have accumulated and we need some common rules to be efficient in reviewing. Of course, new PRs get more attention, and it's natural that some big/involved PRs spend more time in the review queue. The situation on Phabricator ended up unmanageable but I believe it had a lot to do with the UI. On Gitea it is immediately obvious how large the review queue is and what needs to be looked at. The only thing I think is missing is an equivalent of the "Changes Planned" status, i.e., the PR is not going to be abandoned, but the author is going to change things, and thus a final review is not wanted for now. This would allow team members to focus on ready-to-commit work that is sitting at the bottom of the pile. I propose to use the WIP: prefix for that situation. The PR is modified to WIP again when the author is still heavily modifying their proposal, or when a decision cannot be made right now. This doesn't prevent the CI to run, checks to pass, etc. On the other hand, at a glance, developers can see which older PRs need some final review. The community can also see where contributions are needed and what is the load status of the review queue. Would that sound good? Pinging the contributors with open PRs. If I start to set some PRs back to WIP, I wouldn't want contributors to think this is a rebuttal, but just some housekeeping. @paczek@Vantha@abian@real_tabasco_sauce4 points
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I took up the idea of including references to the mythologies again. The idea is to have a basic message ("<PlayerName>'s hero <HeroName> has fallen in battle.") and optionally add a second sentence to it for some historical flavor. And, of course, also offer the possibility to disabled the notifications entirely. This is the list I put together: At first, I thought about adding some descriptive terms to the names since we can't expect all players to understand the references on their own. However, I ended up deciding against it to keep the messages shorter. Instead, I made all sentences start with "His soul" (or similar) to signal that they aren't related to the gameplay. And I think the names alone can also spark interest. Also, I'm aware that some heroes in the game are female -> we need two variants of each sentence, one feminine and one masculine. (I only included the masculine ones above for simplicity) Thoughts? Suggestions? By the way, @Samulis, if you could make another sound effect for the notification, that'd be awesome.3 points
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Oh, nevermind. I rebuilt the game and issue is gone. Weird.2 points
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https://gitea.wildfiregames.com/0ad/0ad/commit/8c250568e7cb9e422c7cf6799ea586dcb14b4f14 ScrollPanel get on live, If anyone found something let me know please with step to reproduce.2 points
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Offhand "shade" does sound better and I think it's right. If you want I can dig around the mythology books and see which ones use which word. Soul does have a connation of Christianity, or Hollow Knight2 points
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Fair points. I added an entry referencing Isis to the list above (for the Ptolemies). Sounds reasonable, but I can't really speak on that since I'm not a native English speaker. What do others think about this? @ShadowOfHassen1 point
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I think generically "shade" works better here, for authentic flavor. Perhaps we could look up what each culture called the "soul", but to my English speaking ears, "soul" sounds Christianized, while "shade" sounds more pagan and more authentic to the period of the game. Now, for Gothic and Late Roman civs, "soul" (to my ears) would sound perfectly fine. YMMV.1 point
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This is very important. Thank you for mentioning this. It's very important to emphasize how different the Ptolemaic age was from earlier Egyptian epochs. This was a time of rapid change for sure and it's good to emphasize this fact. Also perhaps mention though that this syncretism was probably largely focused on urban and cult centers, while rural areas were probably largely still practicing the old ways for decades, even centuries after the conquests of Alexander and Caesar. This dichotomy is seen throughout the world, actually. An example of this is the very long and winding adoption of Christianity throughout Europe, where various forms of paganism were still practiced in the countryside for over a thousand years after Europe had "officially" Christianized. Back to Ptolemies, the Serapis cult can be emphasized for its importance to the political and social order, but I think a strong mention of the Isis cult is warranted. You see Isis worship throughout the Mediterranean, while notsomuch for Serapis. Cleaopatra herself worshipped Isis and styled herself as Isis incarnate (at least it was written about her; possibly to "Orientalize" her to Roman citizens, but perhaps has a strong kernel of truth). A cursory mention of the rest of the Egyptian pantheon can help add flavor. Everyone loves flavor.1 point
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You're right. Currently, most animations place the "impact" moment in the middle of the animation cycle. If we had an animator on board, we could make the "impact" moment of the animation within the first 20% of the animation and back load the last 80% of the animation with "preparing to strike." Alas, requires an animator and then some work to sync the animation times in the variant files, but this would greatly help the visual aspect by making impacts wave around into empty air less often. EDIT: Strike -> Impact. Also, you guys are already talking about this, but I thought to just add my tuppence.1 point
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I'd like to keep the Ptolemies focused on the cult of Serapis, and Graeco-Egyptian syncretism in general. Original Egyptian mythology is (more or less) present through the Kushites already. I'll add a sentence about Hermanubis (combining Hermes and Anubis) to the list above.1 point
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For the Ptolemies, you could also reference Isis and Anubis, two major Egyptian deities that were also worshipped during that time.1 point
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Very exciting, especially excited for the Anishinaabe as i haven't seen a north american faction in a mod yet1 point
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Hi @bigsmit19, these videos from an expert player might help you out: If you follow these pro advice, you will find even the hardest AI too fragile!1 point
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It can't move while the animation is ending anyways, right? Does it need to know its destination frames in advance to move on time? I bet what you are referring to as "the animation finishes" is actually the unit going on to finish a new attack. Currently, animations will be cut short if need be.1 point
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yes, it is now. 1 sec of overshoot vs 2. But I wouldn't want a pike to stop, thinking it can attack, and then not be able to because its target ran away during the prepare time. There are certainly arguments to change prepare time for some units, but then you start to run into issues with animations.1 point
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Ideally, we need move-attack (not attack-move, a totally different thing). Essentially, units need the ability to attack while moving. Take melee cavalry for example, chasing down a fleeing enemy soldier. But until we have something like that, there needs to be ways to mitigate ugliness and not displaying strange things to the player. @real_tabasco_sauce is attempting to do that very thing.1 point
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well, too late on the first part XD. I can't say definitely what the effect on performance is. https://gitea.wildfiregames.com/0ad/0ad/pulls/7178 In here you can see the profile of the more recent version and it appears to be a net improvement for some reason. This performance test is based on the "combat demo huge" which is 630 units vs 630 units all fighting at the same time. If the affect isn't detrimental to a27, i would hope its not terrible in a26, but we will find out. It is indeed making a major difference for bolts and catas, and my suspicion is it will make bolts much weaker and less frustrating to play against. However, you are wrong in thinking other units are unchanged. Certainly it is more noticeable for low fire rate units, but pikemen, crossbows, and in particular ram ships will be noticeably less able to attack beyond their intended range. I will be curious to learn if retreating in general will become less punishing because of this change. This patch increases these situations a bit, with animations and sound being cut short when chasing. I will need to find a solution for this in the long run. yes and yes. Good questions. Actually part of question 2 is no: prepare time is only involved for the first attack. If the last repeat time is unfinished when a new order comes along and the remaining repeat time is longer than the prepare time, the remaining repeat time is used. I did 2 as a test, but the current version adds as many checks as the number of seconds in the repeat time rounded up. So 1 for swords, 2 for slings, 3 for crossbows, 6 for bolt shooters. In this case, you would often have a unit trying to shoot something, only for it to realize right before attacking that it needs to instead move closer to the target. If you just get rid of the first one, the unit won't know that they need to chase the target until it is time to attack again. Well, the animations don't cause the prepare and repeat time, the animations are adjusted to keep in sync with what the unit is doing. What happens here is that the animation and sound is longer than the prepare time, and since a unit might decide to move before the animation plays in full, the animation is cut short.1 point
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Buenos días o tardes ; -Estas son las facciones que ya creé; (Solamente la arquitectura) (A) -Europa (10); ilirios Lusitanos Tracios Suevos(A) íberos(A) dacios(A) Urálicos(A) Dálmatas(A) Épiro(A) Bósforo(A) -Asia (3); Xiongnu (A) Escitas(A) Beduinos(A) -América (8); Mayas Tupí Mochica Guaraní(A) Zapotecas Anishinaabe(A) Arawakos(A) Lencas(A) -África (8); Númidas Garamantes Khoisan(A) Batwa(A) Axumitas(A) Gaetulia(A) Cartago(A) Nok(A) -Oceanía (0); -No tengo suficientes referencias de esa época .Pero los Polinesios, Papúes y Aborígenes Australianos son muy potenciales. Total:29 y sumando. -Para que se hagan una idea más visual , aquí les dejo los mapas;(son extensiones aproximadas...)de las facciones que pretendo crear.Las facciones con estrellas de 5 puntas están creadas o en proceso. -Iré subiendo el contenido que estamos creando @Lopess y yo a este tópico o a los de temáticas relacionadas, si ustedes tienen sugerencias , referencias , críticas , correcciones ,dudas, peticiones etc... no duden en comentarlas . @wowgetoffyourcellphone @wackyserious @Stan` @Sundiata @Mr.lie @Ultimate Aurelian @Lion.Kanzen Disculpen las molestias*1 point
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Call me a newb but I have been playing this game on and off for about a year now and could never beat the ai players on medium difficulty or higher. I found it unbelievably hard to do anything without the ai just showing up and destroying me like 3 minutes into the game. I started playing on easy and still found the ai to be just unbeatable without having fully maxed gear upgrades from the forge or a church literally where the battle was occurring. I switched to very easy and was actually able to beat the game several times without assistance and so I stayed on "very easy." I have been absent from the game for a few months now and decided to load it up today. I am now getting annihilated once again but this time on very easy. I literally cant do anything more on the strategy side of things to beat this ai. I'm almost convinced that this is just a bug with the game or something. I'm on very easy balanced settings for the ai - What I'm Doing - I start out by directing my women to gather food and order more women instantly from the civic building to gather wood as my men are building a storage room and 1 house. I direct the horse to scout and find the enemy but don't allow myself to be attacked by them. I then go in increments of 5 and get 10 women on trees and food while the soldiers are building whatever may be needed. I try to get all storage upgrades as soon as i can and upgrade to town phase. Around this time I get attacked by the enemy and they run right past my soldiers to my women who are the furthest away from them and kill at least 1/4 of them. After the women finally run inside from me raising the alarm, my soldiers get attacked and I usually lose about 4/10 of them and the remaining ones have a sliver of health. I resume and keep getting attacked and even though I have stone towers fully upgraded, fully garrisoned, the enemy soldiers just seem to be unphased. Their health goes down but its like taking out 1 soldier every 45 seconds which I never remember the game doing. Today I was playing a naval map and due to being on an island I was able to build my civilization to have a massive army before sending them on ships to the enemy shoreline. I had fully upgraded ships, fully upgraded armor and weapons, fully upgraded rams, heroes, etc. Got there and I was OBLITERATED!!! My rams health went down like butter and at least 3/4 of my army died (50+). I've also never seen my heros health bar go down so quickly. The enemy territory wasn't anything special. Maybe 3 stone towers, a civic center, 2 ships, several horses, army of like maybe 20 and I got destroyed. I look online and there's people saying that hard difficulty is quite easily doable if you're an experienced gamer which I consider myself to be. Yea right dude. I never remember it being this hard. Its almost like the enemy is just able to deal more damage and take more of my damage for some reason. I know I updated the game recently so maybe that had something to do with it??? hopefully??? Really liked this game but its just unplayable now sadly. Hopefully someone has a fix0 points