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Showing content with the highest reputation on 2024-12-01 in all areas

  1. Ported to https://gitea.wildfiregames.com/0ad/0ad/pulls/7271
    3 points
  2. There is a big need for these 2 maps in vanilla: Mainland balance is obviously superior to the imbalanced one so we can replace Mainland fixed pos is really important because we want to be able to put players at where they want to be. Ptol Iber on border, Pers Kush in the pocket. Also it allows better teamwork as some prefer pocket eco support, some prefer border skirmishes /rush. So I will make a patch diff soon, pls approve, thanks
    2 points
  3. Please make skirmish maps have a fixed max number of players instead of just fixed. This way a skirmish map can be played with less players, but no more than designed. e.g. a 6 player skirmish map could be played with 4 players too, but not 8. The reason i request this is because an unassigned player will still be spawned, just not controlled. Another reason i'm asking this is because i'm working on a script to give players random positions (with team sorting) on a skirmish map (just mine for now) instead of fixed positions. I'm nearly done with it but the issue described above remains. The max players change + my script should encourage more people to play skirmish maps without having the same positions (which can also give unfair advantage, and gets repetitive). If there are maps that really need a fixed set of players they should be in the scenario department. Once i'm done with my random position script i would actually volunteer to rework existing skirmish maps to include it (which does visually nothing to the maps). But thats probably for another thread. Also wasnt sure where to make this thread but yeah here it is, lol.
    1 point
  4. Ooooo thanks! Skirmish maps are a lot like Starcraft maps. They have a fixed number of permutations and little to no randomness, so that players can learn a map very deeply. Furthermore, Skirmish maps offer a lot more features than random maps currently do, as you noted with capturable objects, more types of animals, more detailed terrain, better terrain blending, better aesthetics, etc.
    1 point
  5. Here the video for 1v7 againt very hard AI on mainland map. @ValihrAnt, U need to give second try for this now. If i can do this you definitely can. @Stan`, Hopefully we are making ai better in a27 xd.
    1 point
  6. @wowgetoffyourcellphone means the regular unit attack. And yes, getting rid of buildingAI would remove the arrows per garrisoned soldier.
    1 point
  7. Hey everyone,I tried to make an isometric view but I couldnt. Can you help?
    1 point
  8. You have to take away Building AI and use unit attacking.
    1 point
  9. Olives and olive oil were not only an important component of the ancient Mediterranean diet but also one of the most successful industries in antiquity. Cultivation of the olive spread with Phoenician and Greek colonization from Asia Minor to Iberia and North Africa and fine olive oil became a great trading commodity right through to the Roman period and beyond. The olive also came to have a wider cultural significance, most famously as a branch of peace and as the victor's crown in the ancient Olympic Games. Long-lived and drought-resistant, the tree was a handily low-maintenance form of farming. Olive growers usually planted their trees in amongst fruit trees and reared animals so as to have some income in case of an olive crop failure, and it was an easy way to keep groves grass and weed free. The residue from pressing oil from olives could also be used as feed, especially for pigs. The earliest known presses in Greece come from Olynthos. Several examples have been excavated which used circular millstones to crush the olives. One of the best-preserved olive presses comes from Hellenistic Argilos in northern Greece. As the machine evolved, a winch was added to bring down the beam with greater force. Uses Not only were olives and olive oil an important part of the Mediterranean diet and cooking process (and still are, of course) but the oil produced from pressed olives was also used for many other purposes. Greeks and Romans used it to clean their bodies after exercise – smearing it on so that it collected dirt and sweat and then scraping it off using a metal instrument called a strigil. Olive oil was used as a fuel in terracotta (and more rarely metal) lamps, as an ingredient of perfumes, in religious rituals, for massages, as a multi-purpose lubricant, and even prescribed as a medicine. The Athenians considered the olive tree a gift from their patron goddess Athena, and this very tree grew on the acropolis of the city. They had an entire sacred grove of olive trees (moriae) too, from which oil was pressed and placed into uniquely decorated amphora vases to be given as prizes in the annual Panathenaic festival. Olive branches came to signify peace. Herodotus tells us that in the early 5th century BC Aristagoras of Miletus carried one when he went to negotiate help from Cleomenes during the Ionian Revolt against Persia so that he would not be turned away from the Spartan king. Olive branches were also carried by pilgrims who visited the sacred oracle of Apollo at Delphi. https://www.worldhistory.org/article/947/the-olive-in-the-ancient-mediterranean/
    1 point
  10. Try triple click (not kidding) Edit : I tested and triple click on a upgradable section will also filter out sections that are shorter and can't be upgraded
    1 point
  11. To get a little inspiration.
    1 point
  12. good start, just keep in mind to avoid inside faces. In the screenshot I selected some faces which wouldn't be visible in the game and should be deleted. You can activate the statistics overlay in blender to keep track of the tris. Next step is to make seams and UV map the model. All models in the game use a 2d texture which is wrapped around the 3d model.
    1 point
  13. you must remember that it is not going to be seen at close size as in a first person game it is going to be seen from above from far away. the handle has a lot of detail.
    1 point
  14. 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_sauce
    1 point
  15. To add to stan's answer, an unassigned player is also useful for making scenario maps where you can spawn an uncontrolled player and then control them via scripts. Example: A historic battle scenario where 2 players are allied, 1 is controlled by the player, 1 is unassigned but controlled with scripts (Also, Petra AI wont do anything without a CC).
    1 point
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