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Showing content with the highest reputation on 2025-02-11 in all areas

  1. My pc is broken, when i fix it i'll upload my design. In a few days.
    2 points
  2. C++ ProjectileManager.cpp. would be nice to have configurable someday
    2 points
  3. Splat the thread. Please keep this civil or the thread will be locked.
    2 points
  4. Can be found under "Settings -> Hotkeys", for capture the default is "c" on English keyboard.
    1 point
  5. I've noticed that whenever there's an upgrade, it's the Linux users who are left in the old lobby because they are unable to install the new version immediately. This is due to the way package management is done on Linux. So for those of you on Linux who can't run the latest 0ad because it hasn't been packaged yet or won't be packaged for your OS, I have a solution that I hope works for you. It involves using the Nix package manager which in theory runs on every version of Linux and you only need to run 2 commands: one to install the package manager and one to download/compile/run 0ad. First install the Nix package manager by running: sh <(curl -L https://nixos.org/nix/install) --daemon Further directions here: https://nixos.org/download/ After the package manager is installed you should be able to run: nix run github:nixos/nixpkgs/master#zeroad This will download and compile the latest nix packaged version of 0ad (27 as of yesterday) if it hasn't done so already, then run 0ad. Since it has to download/compile it takes some time the first time you run it; about 12 minutes the first time on my mediocre PC. But after that it opens normally. To see what version of the code it's pulling down and compiling (as well as the build steps) you can look at this file: https://github.com/NixOS/nixpkgs/blob/a19f7dcff880e1e6e82ea1b0f9155572b72385b2/pkgs/games/0ad/game.nix#L50 I'm curious if this works for you. Please let me know.
    1 point
  6. An official appimage is planned, but in the meantime I personnally trust @andy5995 We also made the flatpak official just a few days ago. It's as native on Windows than it is on macOS, BSD, Haiku and Linux. It's just that the distribution of the most performant version is a bit slower on Linux it's out of our control. We could wait for the maintainers to release but then just like when the trailer leaked, we'd get confusion in the lobby if they take 3 months like A26.
    1 point
  7. I know that at some point it is adding more work to the devs but perhaps an official WildFires' AppImage would be the best approach. I don't doubt the good intentions of the github user "0ad-matters" but it is understandable that someone might doubt whether he is not incorporating some vulnerability in our system by installing this package. In any case, since this is a free software development native to GNU/Linux environments, perhaps the best thing would be to officially announce the release when it is available in the repositories of, at least, the most important Linux distributions. Afterall, having a new release that is first available with two clicks on Windows and MacOs before it is on Linux is a bit ironic. Yes, people can learn to compile and become better computer users. But this is a video game and the best strategy for spreading it is to not put obstacles in people's way. Just an opinion.
    1 point
  8. Replace line 224 in GuiInterface, "total" by "Unit". "enemyUnitsKilledTotal": cmpPlayerStatisticsTracker?.enemyUnitsKilled.Unit ?? 0
    1 point
  9. New version 27.0.2 Updates - Compatibility with 0ad 0.27.0 - Added to the mute list the lobby moderators Fixes - Stats overlay doesn't trigger errors - New game shortcut form lobby works again *Notice: Post here any errors you encounter, I might have missed some things to fix. Happy 0ad playing!
    1 point
  10. Let's all calm down and discuss things with arguments. I believe we can all accept valid arguments and I do understand concerns about the potential "unhistorical" mix of civs in the game. In fact playing kushites or ptolemies in arctic biome maps does not really make much historical sense (poor elephants! Oh - and even trying to grow crops and rice in the arctic is rarely providing much yield). So plenty of examples for unhistorical, unrealistic combinations. If looking for more realism, it is indeed possible to select which map is played with a selected biome and also which civs exist in a game (at least for SP ). A very valid counterargument is certainly, that certain entities/roles/unit rosters, building types and technologies did not exist in all civs and as a consequence it is more difficult to establish the right balance (as an example, personally, I am not really sure that gauls or britons had a navy able to even nearly match roman or greek warships). So, indeed balancing civs of such different levels can be a challenge for establishing good gameplay. A clear counter tech needs to be identified and implemented for such cases if one can be identified. What I personally also do like, however, is the approach to re-use the game mechanics and framework for another focus on another region or try combinations for the fun of it. Anyhow, it is fascinating reading about different more or less well-known ancient civs that are being discussed in this forum. I feel really motivated in learning more about those, so I clearly welcome such opportunities. And if someone even intends devoting some time in developing this civ into a mod, very welcome! I would be interested in seeing and playing these. As already discussed in this forum, at some stage it may be desirable to split the game into different scenarios or phases (a bit like AOE?). I believe XIIIAD mod already made a move into that direction, as well as the Aristeia mod if I remember correctly.
    1 point
  11. I wish i could resist replying to this but i can't. Actually I can. Pointless to try to undo all your built up narration. I'm glad you consider introducing autosniping.
    1 point
  12. I also think that units should just totally ignore buildings in general. Would just be far less frustrating. Even if no exceptions are made for sieges it would be fine.
    1 point
  13. Good idea, but would be even better if macemen and siege weapons (other than bolt shooters) would still attack buildings automatically.
    1 point
  14. In my opinion units should never automatically capture or attack buildings. Its of little use to capture a random house or storehouse, while it can be of catastrophic disadvantage. Also when you set a gather point and units start walking off to all directions to capture it requires a lot of effort to collect ideling units capturing buildings from everywhere. If they attack a building close to enemy units you might not even realize it bc the attacking animation for the ranged units is there.
    1 point
  15. Yep! Variants for all the biomes that use the newer (big, the 2 middle ones as shown in the video) models. The only one that doesn't is the Alpine-Arctic ore, because it requires a "snow cap" prop, and such a prop I think would be stifling for the small ore models and hurt recognition. Will just use aegean_small_01 for that one. I think these run enough shades and colors that they can apply to almost any appropriate biome (for instance, Badlands, Sahara, or Savanna could all be used for the "Persia" biome or a "Middle Eastern" map, depending on the color of mountains and cliff terrains you're using). You don't see the filename in-game, so that's irrelevant to the player. All that matters is that the metal ore templates used match the map's color scheme.
    1 point
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