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Showing content with the highest reputation on 2020-12-18 in all areas

  1. Hello everyone! I hope you all are fine Today, im making this post to inform you that i made a YouTube channel in the one i'll be uploading matches, strats and tips to improve in this game In first videos i'll be speaking spanish (i think that could be nice that someone makes videos in spanish) but i don't discard to make videos in english too. I'll try to puut subtittles in videos to make it understable to everyone With no more to say, i send you huge greetings The name's channel is: Stockfish0ad Link:
    3 points
  2. Following the thread below, @wraitii and myself have tried out several ideas to limit the possibility of dancing. In fact 8 different patches have been worked out by the two of us. A thankyou goes to @ValihrAnt and @Feldfeld for some preliminary testing. Links to all the patches are available in the relevant ticket https://trac.wildfiregames.com/ticket/5106. TL;DR. As it stands now two patches have been committed. Firstly https://code.wildfiregames.com/D2913 by wraitii to stop the case of patrol dancing (arguably the easiest way of dancing). This will make units patrolling wait a few seconds on each waypoint. So at the waypoints the unit is immobile and thus will be hit by arrows. Patrolling units will keep responding to nearby attackers, even if they are standing still at the waypoint. Secondly https://code.wildfiregames.com/D2837 by myself, to limit the dancing possibilities for all moves. This patch lets unit take time to rotate while moving. Hence the unit will be shortly immobile each time it turns. Again arrows will hit the target much easier each time the unit rotates, and thus dancing should be limited. Notice the rotation time takes effect on ALL moves and ALL rotations during the move. So big masses of units will slightly clutter en move slower (one can use formations, which have a much better performance compared to A23b, to counter this). Albeit we hope dancing is fixed now, there is no way for us to be sure. The best way to get more certainty is for you, the experienced dancer, to try out the svn version and dance away. Bring your best dance moves to the contest and please upload any replays showing your dancing skills in svn. In case dancing is still intrusive in gameplay, some additional fixes are in stand-by.
    3 points
  3. If you want your mod to be available in the 0 A.D. mod downloader, you need to follow these steps. 1) Prepare your mod as explained in the Modding Guide. You should end up with a .zip file. If you created a .pyromod file, copy it and rename the copy to modname.zip so it can be uploaded on mod.io. 2) Sign up or login on mod.io. Go to Mods > Add Mod, and specify 0 A.D. in the field Game. Add all the information you want to make available for visitors. Complete the submission steps until your mod is shown as waiting for moderator approval. 3) When you are ready, send me a PM here on the forums, or an email. I will get the mod from mod.io, test it and take a look at its code. When I have checked the mod is not dangerous, I will sign the file. I will answer the PM/email with the signature. I can also report bugs in the mod, and mistakes you may have made when uploading the file on mod.io. Important Notice: Wildfire Games signs mods in order to mitigate the attacks that can be conducted against file repositories and the clients that download from them. Signing a file does not imply that the mod is official, nor that Wildfire Games participated in its creation in any way. It does not mean that it is exempt of bugs or oversights either. The only guarantee signing brings is that the file you are downloading is exactly the one that the signatory tested. 4) I will put the signature in the metadata of the file on mod.io, then make the mod live. Right after this is done, your mod will appear in the mod downloader! Happy modding
    1 point
  4. I tested it and it makes it impossible to dance. At least I didn't manage to find a way to play it in the short time I messed with it. The one problem with this is that it does make unit movement feel very clunky. Maybe it can be fiddled with to make it nicer though currently, gameplay wise, experimenting with units having aimbot could feel a lot smoother, but that's just me.
    1 point
  5. This is a formal apology to the community. I'm very new to this and I exited a game without resigning because i thought it didn't matter. I now know that it does. Karma got me back though when I beat a 1300 rated player and he exited without resigning. My score stays 1090. Just wanted to say my exit wasn't intentional and would recommend that the game be updated to include someone exiting as a win condition. Thank you to the developers!!! All the best, djembiejosh
    1 point
  6. it would definitely lead to a more "planning helps" scenario, instead of the whole "I HAVE MORE MEN AND BETTER TECH" thing. Iberians won lots of battles against the romans with just rusty blades spears and shields, because they knew their land better and ambushed the romans a megaton of times. This kind of thing could also lead to realistic forest generation. We could have larger forests which actually look like forests instead of trees which are close to each other lol Also when formations are finally implemented it would discourage large groups to go into certain areas because they would fight poorly in there, but make small groups to do more damage because they can maneuver better in and out of the trees. (or other POI's)
    1 point
  7. somehow like this? "Builds" and "history" being dropdown menus
    1 point
  8. I quite like the ambushing idea. That could lead to a more tactical gameplay & less whoever has more/better troops wins.
    1 point
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