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Everything posted by Stan`
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@badosu Thanks for sharing, and say hi to Floris for me Just a quick not because I browsed the BAR channel looking for 0 A.D. you can @me there when you have questions, or someone does, like for those trees.
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Hey, Another reported a similar, yet more extreme issue here. @Silier suggested this thread https://discussions.apple.com/thread/251999184
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Resource regeneration
Stan` replied to MirceaKitsune's topic in Game Development & Technical Discussion
We have to be careful with the currently very biaised visions of druids in pop culture I did at some point want to have a root tree in middle of tree patches that would keep up with the trees around it and plant new ones. I believe however that you can do that on a unit that hasn't got unitmotion @Freagarach ? -
Mmh so looped rope on the end of leather strap. Could be a nice icon with a good concept
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Attack-ground: include in A26 or not?
Stan` replied to real_tabasco_sauce's topic in Gameplay Discussion
That's the current attack ground patch with "planned changes" status. You define a zone (no control over the radius) and units shoot aimlessly in there. Main use would be a narrow pathway. -
Here is my current test status to migrating to git. file.sh/.cmd is to migrate, gitmirror contains a gitignore and gitattributes which are sadly ignored and must be a regexp authors contains the list of contributors, haven't filled all the emails yet not sure whether I should. Question is also what do with Phab links (references to #ticket should still work with gitlab) and whether to keep the metadata. git-migration-test-bed.zip
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Initial git migration plan included md5/sha1 checks to prevent useless downloads. I think if we go the “launcher/updater” route it should be the mod mod, not an external program. git lfs import -y seems to work well enough and indeed only the .git contain binaries. If we remove all the file in binaries/system from history I'm not sure 5GB is that much to download, but I live in Europe and internet is cheap.
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@Genava55 might know maybe
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I really don't think Perforce and Plastic are the solution here. We've got the money for it, but it would be a shame to be dependent on proprietary software. At least they seem to support multiple platforms. I guess it would be a nightmare for maintainers to have to install such tools though. Still not convinced we actually need LFS or that the benefits outweigh the constraints. At the end of the day you'll still have to download binaries. Less of course, but still Git also has the advantage of being decentralized, where svn isn't which I think mean that if the server ever falls / fails we may lose the history. Maybe relevant: https://backlog.com/blog/git-vs-svn-version-control-system/ I'm not sure I said it before, but I'd really like to lessen my admin sys workload which is why I proposed to replace Jenkins, Trac, and Phabricator by Gitlab. And hence the reason I want to switch to git. I'm also for this.
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Why keep shoulder pads?
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I thought it always had been the case. If you have a fix that doesn't break the shadow button in the actor viewer let me know. I never noticed that bug before. (The fact shadows turn on and off depending on which tab you selected)
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Always have been?
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@s0600204< Thanks for chiming in! How do you feel about git, gitlab, splitting repos, basically the things mentioned in the thread?
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It's possible but that's a big change of meta. Also throwing javelins sounds hard.
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Haha my bad kind of default assumption these days. Although it happens on linux. See https://code.wildfiregames.com/D3475
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I must admit that is very odd... The non-archers civilizations shoot arrows from buildings. Devs, you are really should do something with that inconsistency. It's remind me Skyrim shooting with riekling spears from bow. I don't think this is such a big issue.
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Maybe https://trac.wildfiregames.com/wiki/SwitchingToYourPCsDedicatedGPU would help
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Why not? Is it hard to patch?
- 466 replies
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- hotkeys
- autoassign civ
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0 AD's focus on balance has crippled its design
Stan` replied to Thorfinn the Shallow Minded's topic in General Discussion
Yeah that was the original plan before the split from Celt to Briton/Gaul and Hele to Athen/Mace/Spart and Sele/Ptol it was a nice plan, although it could have lead to a very complex tech tree (which depending on what you like is a blessing or a curse) -
0 AD's focus on balance has crippled its design
Stan` replied to Thorfinn the Shallow Minded's topic in General Discussion
I think @psypherium made a good point about that in his video by saying inclusion wouldn't matter if we didn't have any assets for the hans or any of the other civs. We are not considering the yayoi Japan for inclusion because there are barely any assets, Lordgood never released the buildings. Han, Xiongnu, Zapotecs, Scythians have their own assets which make them eligible. The Kushites got in the game that way. In other words we are stripping potential fun away by not including a civilization that's probably more complete than a few of the 13 civs when they got in the game. -
0 AD's focus on balance has crippled its design
Stan` replied to Thorfinn the Shallow Minded's topic in General Discussion
No need for tricks. You can add a flag in the mod.json to remove the check. In theory civs are picked before loading so it *might* work. -
Wildfire Games would like to thank to all the members of this awesome community and thank you for the continued support and patience. To continue spreading the word about 0 A.D. we designed those two best wishes cards, you can find the XCF template at the bottom for printing. card-templates.zip