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Showing content with the highest reputation on 03/10/26 in all areas

  1. That's not necessarily true. It's definitely a discussion we can have. Your other points are 100% fair. My main reasons for starting DE. Collaboration, especially online collaboration, can be very frustrating at times. But what you can do (which you've already done and which I've done) is use your mod for experimentation, etc., then parse out bits and pieces you think would serve well the base game and make PRs.
    2 points
  2. He already is adding things to the base game. All one has to do is make Pull Requests. Other people criticize the code to improve it, or a design discussion occurs so that the design is honed and refined and meets the criteria of the game.
    2 points
  3. This could be a neat way to replace the less intuitive diminishing returns feature. As long as the spots get filled by proximity to the storehouses, and the farmers choose the move to the closer spots if they are vacant. Lots of stuff to implement for this tho.
    2 points
  4. Well, the issue with that method is that right now it's very hard to see how many Farmers work on which Field. Maybe this could made more clear by adding 5 gather points on a Field where each Farmer has to do. Like . . . . . . . . X . . . X . . . . . . . . . . . X . . . . . . . . . . . X . . . X . . . . . . . . Basically there are 5 invisible "trees" placed at those "X", and each "tree" has a maximum of one Farmer.
    2 points
  5. Glad you ask! I'll try to make a short answer even if I could talk so much about this point. ModernGUI is almost a mod that allow you to build the GUI. You have the basic UI reworked, that looks like that : The panels are reworked nicely with generally slightly bigger buttons, and importantly, access to cool stats and data is easy and tones more of them are accessible in stylized tooltips. You can then open the "GUI builder" using the gear icon near the minimap, and start customizing the UI, including adding the top panel for stats. Screencast from 2026-03-10 20-45-05.webm The "advantage mechanics" are disable by default, and can be enabled in the "EcoPanel" menu of this GUI builder. So if you don't want them, you just don't enable anything in there. There are a couple of features like the ability the use "order one" hotkey for certain actions where it isn't implemented in vanilla, as well as the farm buttons discussed above that don't have an option yet, but I doubt you were thinking about that. As a side note, autociv mod also has a panel to display allied stats although it is not very visually appealing.
    2 points
  6. You can use the README.md file on your repository to do all this kind of stuff
    2 points
  7. It didn't seem right to me for the Kushites in 0 A.D. to lack a chariot unit (other than the Amanirenas hero unit), considering that they're the closest thing to non-Hellenized Egyptians in the game and chariot archers are so iconic for the Nile Valley civilizations. Ergo, I created a "Noble Chariot Archer" unit that the Kushites can train from the Stable after researching Champion Chariots. I'm posting it here on request from someone on Reddit. kushite_chariots.zip
    1 point
  8. 3 years since the last release (0.26.0) New things for Release 28 Galatians A mix between Britons, Gauls, and Germans. The only Celtic civ with Resource Wagons. Cimbri Similar to the base game's version of the civ, but with standard DE features. Heroes Several more heroes of various civs rounded out and given their features (auras, etc.). This is an ongoing process, which is mostly complete, but there is still work to do. Hope to complete for r29. Hero Scout feature Your starting Scout is slightly stronger than subsequently trained scouts and receives a medallion for ease of selection at the start of the match. Visual: New and Updated technology, unit, and structure portraits. This is an ongoing process, incomplete for r28, but quite far along. The mod uses AI to create new images, utilizing in-game screenshots as base reference for most portraits, with historical research and references to round out the process. This disclaimer is for full transparency. Sample of Unit portraits: Sample of Technology portraits: Sample Structure portraits: The mod includes 8 new main menu backgrounds as well. Sample: This is all in addition to the other DE civs, like Syracusans, Scythians, Xiongnu, Yamatai (Yayoi), Epirotes, Imperial Romans, Zapotecs, and Suebians. Over 2 years of tweaks, changes, and improvements to every aspect of the mod. Sample in-game Screenshots (with some great model work by @nifa): Here's the Github page link for the preview release: https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-0.28.0 DIRECT DOWNLOAD FOR THE LATEST .PYROMOD FILE https://github.com/JustusAvramenko/delenda_est/releases/download/Release-0.28.0/0ad_Delenda_Est_r28.pyromod
    1 point
  9. Tiny precision, I wasn't trying to blame the process I saw how it works well to generate hardened quality code, the time reviewer spend to read your (sometimes sh!ty) code is never to be taken granted --thanks by the way @Vantha, @phosit, @Stan` for the reviews on my PRs --. But simply the additional time to be spent on trying to get any feature into the game (again the 1-2 order of magnitude larger of work isn't a exaggeration, add to this waiting time) create a very real limit to what you can get done, even over a large time frame. Your suggestions to try to organize the collaboration although nice, can hardly solve this dilemma.
    1 point
  10. It's a bit more complicated then that however. It's not just about good will. There are things that I can do in a mod that won't be accepted in vanilla, like dropping support for minuscule screens. The time spent on developing anything for vanilla is of a large order of magnitude (often even two) longer then for a mod, due to requirements, process, need of communications.. Reviewer availability is scarce and mismatch with your own motivation and availability creates a even bigger gap between making something in a mod and for vanilla. Some ideas are very often initiated in the mod as a totally buggy POC, and refined over time since you can immediately play test it (or dropped). Which is something you cannot really do with vanilla.
    1 point
  11. Not precisely related to what I was discussing, but i think that would conflict with HP bars.
    1 point
  12. Yes, the vanilla training system has many limitations that, in my opinion, are a form of malfunction. I think that frustration can lead users to look for alternatives. In fact, I’ve been working on a mod that always prioritizes empty barracks, and my goal is to have it implemented in the next release (PR #8483). While respecting the “no automation principle”, I believe removing unnecessary limitations is something positive.
    1 point
  13. But I will say I enjoy the GUI customization screen. Hadn't seen that before. I wish you would focus on adding things like that to the base game. You are indeed talented at this.
    1 point
  14. Point 1: you can visually check that there is a gap. If you want the units to pass through smoothly, your gap should be large enough to be visually obvious Point 2: moderngui is the way to go right now Point 3: every time you mark someone as buddy, their name is written to a list in user.cfg locally. Nobody else knows who you mark as buddy as this is a purely local action and not synced. If you log in on a different computer, you will loose all of your friends. You can implement an enemy list in a similar way but I recommend you to get along with other players instead
    1 point
  15. thank you very much, so, its a expected , normal fact. not a bug. thank you very much, for help.
    1 point
  16. Isn't that directly contradicting the message you quoted?
    1 point
  17. Thats expectable. You are keep capturing the building with 3 strong units. So every point they decay you are recapturing. Your friend could have do the same. In fact, he did with some but I they were common pikemen, so not enough to keep control up. So it’s not a bug or an exploit. He would have kept the buildings if he had used champions. EDIT: @dinuruian i updated the video, it was bad cropped 20260310-1207-35.7648851.mp4
    1 point
  18. here we go. commands.txt metadata.json
    1 point
  19. plz tell me how, im using imageapp on manjaro. i will right now.
    1 point
  20. ok, sure. i captured buildings, outside my teritory root, the buildings did not decayed, i was able to use them, outside my teritory root, ungarrisoned. i checked several times, the buildings didnt started to loose ownership - the things did not decayed. my gamebud recaptured, and, shazamshazam, abracadabra, hocus pocus, under his ownership, buildings started to decay.
    1 point
  21. Why though? It would be 2 developers working against each other. First develops a game mechanic where each farmer has x0.9 of the efficiency of the former. Second just optimize the effect automatically to a minimum making it meaningless for the player. If you like to plan less for your setup, why don't you just suggest to remove the feature that's also not full documented with the numbers? I'd just keep it as it is, but it should be documented with the numbers clearer.
    1 point
  22. Agreed How it should be: Units with swords, axes, or other edged weapons (arrow edges don’t count) deal Hack damage. Units with spears, arrows, pikes, and other tipped weapons (maybe some swords can count, but probably not given no thrusting animations) deal Pierce damage. Units with maces, staffs, or blunt weapons of any type deal Crush damage. Resistance balance should be redesigned, with Pierce and Crush resistance being about equal, while Hack remains slightly lower than them.
    1 point
  23. @andy5995https://gitea.wildfiregames.com/0ad/0ad/wiki/Release28 might also be of interest to you.
    1 point
  24. https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28
    1 point
  25. https://gitea.wildfiregames.com/0ad/0ad/pulls/8792 =D
    1 point
  26. Agreed, I personally couldn't adapt, as sound feedbacks are so important. Knowing if something spawning, dying, or sometimes added to selection etc can be crucial. Here is a small mod to make all civilians have the sounds of the previously females citizens. CiviliansFemaleVoices.zip If you would also prefer with the actors changed to all females (for consistency for example) here is one that does that. CiviliansFemaleVoicesAndActor.zip
    1 point
  27. @trompetin17 how about, so no more changes needed <param name="pattern">([a-z]+)-(bold-|italic-)?(stroke-)?[0-9]{1,3}</param>
    1 point
  28. Above: Xanthippus of Sparta -- Mercenary general
    1 point
  29. Ara Pacis or Altar of Peace The Ara Pacis Augustae (Altar of Augustan Peace) is a renowned monument in Rome, commissioned by the Senate in 13 BC and dedicated in 9 BC to honor Emperor Augustus’s return from Spain and Gaul. Located in the Campus Martius, it represents the "Pax Romana" through marble reliefs featuring imperial processions, mythological figures, and fertility scenes, symbolizing peace and prosperity.
    1 point
  30. while playing 1v1, i captured building, while not being - the building - in my territory root, neither extended by the captured building specificaly, baracks and a siege worshop, playing as athens. plz remove those repugnant , unfair, offending unrealised "advantages", of sustainable ownership without teritory root. thank you.
    0 points
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