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Showing content with the highest reputation on 2021-01-04 in all areas

  1. Any solution with a gradient on skyboxes will have such artifacts (just for different angles), because fog calculated by distance, the sky is at a far fixed distance. So fog should be calculated by distance and height. I have a solution for that but it requires to adjust fog settings for all maps.
    4 points
  2. Hello! I'd like to replace our dedicated server again. Our current server is having weird slowdowns, which I can attribute to harddisk problems. Ideally, I'd have the datacenter replace them both, but that's a hassle that takes up a lot of time and downtime. Plus, we can get a little better hardware for a little cheaper price, 58 euros per month instead of 60 for server with a little newer CPU. No setup fees, only extra costs are maybe around 30 euros because we'll be paying for two servers while I migrate (rougly 2 weeks). Can I proceed? :-)
    2 points
  3. favorite song: "Toxicity Phase" from my favorite band "s0AD" favorite actor: Garrison Fort favorite civ: MaceWINdunians favorite chant: "Ptololooooo!" favorite animal: wardhog
    1 point
  4. When capturing was introduced I didn't particularly like it. As it came up recently, as in make sieges not capture-able I tried to recall why this was so. One aspect is the capture-delete meta. This could be fixed by buildings needing being demolished as they need be built and could award some of the resources back as compensation. The other was when capturing got introduced I felt the unit behaviour quite a bit annoying. So I changed the code that capturing needs to be explicitly ordered for it to happen. Turns out it feels better but not by as much as I expected. Probably having to adjust to the new behaviour when capturing got introduced made it feel worse than it actually was. So that others may try how it would feel I packaged the changes into a minimalistic mod for A23. You have to add a definition for hotkey.session.capture to your local.cfg (~/.config/0ad/config/local.cfg on Linux) if you still want to be able to capture targets after loading the mod. capture-0.23.0.pyromod
    1 point
  5. Camera is usually overriden by the map, it tries to locate the cc IIRC https://github.com/0ad/0ad/blob/965f7c7e0afdac1b83c3a31c4fe702cdc1be18cf/source/graphics/MapReader.cpp#L1112
    1 point
  6. Seven Hills The 7 hills of Rome and the Tiber River before the city was founded. The Fields of Mars (Campus Martius) and the area of the Forum should be marshy. The Tiber should have an island in it.
    1 point
  7. Ok, maybe I can start with one to set the bar low enough:
    1 point
  8. Great thread, I like puns! Sometimes it surprises me how I can still come up with something new after many years. I'm not saying they are all good puns, but I'm saying them anyway. Not only because the taste differs from one player to another, but also because you can laugh at how unfunny a line is. And it creates a great contrast to let the good puns shine. Sometimes I even take screenshots to get a permanent record of how (un)funny I was. Too bad that I'm too lazy to go through all of it and pick something to post here.
    1 point
  9. Very late, but here is the first replay for 2021
    1 point
  10. (emphasis mine) Neither of those 2 weird unit behaviors has anything to do with using Hack/Pierce/Crush instead of Melee/Ranged/Siege for attack terminology. It's just terminology. In my mod, spearmen don't have any Pierce attack and slingers don't have any Crush attack, so they don't have those bad behaviors. Nothing inherent to the current terminology says spearmen and slingers have to be that way, it's just a conscious choice. lol But to ram the point home, I definitely can support changing their names to Melee/Ranged/Siege, but then someone in WFG might say, "Spears are looong, lol, so we give them Ranged attack too, mkay, lulz."
    1 point
  11. Right. If it's a simple change in terminology then I'm okay with doing it if it's more intuitive. The change from Armor to "Resistance" made things less intuitive IMHO. But I think changing Hack, Pierce, and Crush to Melee, Ranged, and Siege can be okay, if that makes WFG fix spearmen. lmao
    1 point
  12. Agreed. In a topic I wrote entitled 'The Problem with Sword/Spear Units' I basically outlined the fact that differentiating between these two types of soldiers merely based on their weapons has little basis in history and hardly even functions well from a gameplay standpoint since spear units are by and large ineffective cavalry counters. Essentially the underlying logic of why spear units are bad versus rams and buildings is because they use a pierce attack, which rams have a good deal of armour versus. This of course is meant to be an intuitive choice but leads to this strange outcome. If I were to rectify this, I think that all attacks should be reclassified as melee, ranged, and siege to better help players understand their purposes.
    1 point
  13. The rating algorithm is fine. The problem is the lack of season resets, ability to unrate 1v1s and/or lack of depreciating points for inactivity. Also, sample size. Any small community will have inherent unreliable rating numbers.
    1 point
  14. IQ & Creativity should be two separate categories or put differently. You can have the most creative strategies but execute them poorly (low situational IQ). Maybe instead it should be situational IQ and creative IQ.
    1 point
  15. The time has finally come! DerpHammer version 1.0 has been released over on ModDB: https://www.moddb.com/mods/derphammer
    1 point
  16. Widelands Build 20 Released The Widelands Development Team is proud to announce the immediate availability of Widelands Build 20. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Since the previous release, we have implemented over 400 features, code cleanups and bug fixes. Build 20 features a new tribe – the Frisians – as well as four new campaign scenarios and a new “Barracks” building for recruiting soldiers. Also, the AI has been rewritten to use a genetic algorithm. The user interface comes with new features that make it easier to use, like map zoom, dropdown menus, a new ships list, and improved keyboard navigation. Build 20 also continues the behind the scenes cleanup, polish and modernization that was started with Build 19. There have been additional improvements to the stability and performance, as well as numerous bug-fixes. PeerTube Trailer Full announcement on Widelands Homepage
    1 point
  17. Both multiplayer (internet or LAN) and singleplayer. We also have some tutorials, campaigns and scenarios.
    1 point
  18. That backfired XD
    1 point
  19. Q: What's long and slender and full of seamen? A: A submarine
    1 point
  20. Hello everyone! Recently, I had an idea that may be funny an interesting, and it is to rate the TOP PLAYERS in some areas to get a final conclusion about all of them. The 6 areas where we're are gonna rate them are: MULTITASKING (How many task is this player able to make at same time) BOOM (Hell, you all know what's boom) MICRO (Capacity of managing units meanwhile fighting) DEFENSE: (Capacity of defending when attacked) ATTACK: (I think i won't explain how to clean your a*s after shi*ting) and the last one IQ&CREATIVITY (Making big plans, nice plays etc) The way to valorate them is from 0-10 (being 0 the worst and 10 the best) Example: borgfish MULTITASKING: 10 BOOM: 10 MICRO: 10 DEFENSE: 10 ATTACK: 10 IQ: 10 Let's make it with some top players and let's see what does everyone think of them as players! I propose: borg- , feldfeld , ValihrAnt , Stockfish , DoctorOrgans , chrstgtr , ElDragon , Schweinepriester , superPOSITION , Boudica , PhyZic If you want you can make a little comment of the ones you choose to rate!
    0 points
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