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Showing content with the highest reputation on 2025-02-15 in all areas
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I support this. Do note however that integrating the code will be non trivial as some things are hacked around the game and we will need to take the time and make them proper. E.g. the corpse thing i tried to port in 5 different ways and none got in.3 points
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3 points
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3 points
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Considering the latest news about the Autociv mod, it seemed like a good time to do this poll. While it's possible that some community member will start maintaining this mod, perhaps this is a good opportunity to think about what features we think could be incorporated into the vanilla game in the future. I want to take this opportunity to eternally thank @nani for the invaluable contribution he has made to the game with all the time dedicated to the development of Autociv. I'm sure that most of the community shares this feeling. Thank you very much, nani. You're the best. If I have omitted any feature that you think is important, please mention it in your answer.2 points
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Agreed, as an attached user of autociv, I find these features the most important: 1. Additional hotkeys to select all cavalry, all infantry etc 2. The stats panel 3. The additional chat commands: /link /team 4. Automatically changing civ when you type a name - you won't need to bother the host. 5. Maximum number of corpses = 1 to reduce confusion and lag. However, I do realise that some people may be against implementing some of these features into public, especially point 2 and 5. So some input from singleplayers would be appreciated.2 points
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1 point
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I know, i was just sharing.delete_projectiles.zip1 point
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1 point
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Can confirm you can do this via delayed damage cmp, just tested it. Fun fact; only missed projectiles stay on the ground in vanilla (if they have an actor anyway).1 point
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Units have some level of priority IIRC. They also can have classes they are not allowed to attack.1 point
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It depends on how you define a "siege weapon". Crossbows are useful during sieges everywhere. In the Mediterranean, siege warfare was just a lot more common than in China. The main difference is that the Han had a standardized design and produced them en masse. And as you correctly stated, they were used by regular soldiers, in fact, the largest part of Han ranged infantry were crossbowmen. The Greek gastraphetes, on the other hand, was likely an elite piece, only used by single units, and reserved for those who could afford it. Else we would have more reports on it.1 point
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I've got frustrated of not being able to find 16 colors well distinct of each others, so I added an option to force only 8 colors to be used. So with this option you could only define the 8 first colors, and they will also always appear in order. customcolors.zip@Seleucids For the mod above, there are no default config, boolean options are bugged, check and uncheck to actually set to false Or here is the configuration I'll set as default for ModernGUI with a good color palette that is nice for any game size from 1v1 to 4v4. (That config can be used for Mentula's original version as well ofc, I kept them cross-compatible).1 point
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Maybe while "default automatic capturing" was their official complaint, and now "default attack buildings", the actual issue people had was that own forces would automatically turn their attack towards buildings instead of focusing on the enemy? Have seen my soldiers attacking fields instead of enemy soldiers. Not sure how we can make buildings a secondary target unless commanded otherwise.1 point
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I'd honestly rather it be something in the game world rather than an options menu item. But either way, that would be ideal. But to make either option attractive, we gotta rebalance capturing vs. attacking.1 point
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There is a blog article about it here: https://www.comitatus.net/greekbellybow.html Although it is not really related to the Macedonians but to the Greeks in general, it is a real ancient weapon. Edit: There is a plausible evidence for its use in Macedonia in the 2nd century BC: https://www.academia.edu/31610915/Perimortem_Weapon_Trauma_to_the_Thoracic_Vertebrae_of_a_2nd_Century_BC_Adult_Male_Skeleton_from_Central_Macedonia_Northern_Greece_2004_Death_from_a_catapulted_bolt_head_Journal_of_Paleopathology1 point
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Hopefully in the next few alphas we can get some of that historical stuff into the game so you all can learn more.1 point
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C++ ProjectileManager.cpp. would be nice to have configurable someday1 point
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https://gitea.wildfiregames.com/0ad/0ad/issues/4710 would achieve that. Feel free to contribute a patch for that!1 point
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1 point
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What OS are you using? If it's Linux then which distro, window manager, and are you using Wayland? If you're using Linux then try the workaround described here. Yes, it's a workaround for a different problem, but it's similar enough that it might have the same cause. Alternatively, try making the game windowed by pressing Alt+Enter. Or, try toggling windowed to full screen by pressing it twice. It seems likely that it's caused by a bug in the window manager or SDL library. Please share the versions of these that you're using.1 point
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1 point
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You can put "capture = Ctrl" in your local.cfg under hotkey.session, and delete "attack = Ctrl" there. Then you can capture by pressing Ctrl instead of c.1 point
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Update I don't plan to work on this mode anymore. Looking for a volunteer who wants to take over this mod and fixes. I will give him write access to the github project if he/she wants. Needs to know how to program a little in Javascript, not asking for perfect, I can give some light mentoring on the codebase of the mod and 0ad basics.0 points