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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. It's possible @wraitii restricted it when adding the hotkeys, I'm not sure.
  2. The problem is that attack.js is linked to so many components that you would have to freeze them too (eg, health resistance unitai and possibly others) rendering the game a lot less moddable not just a bit. I'm hoping there is a better alternative but mayber there isn't. What's slow when Units are dying are the onownership messages and another one. You can see it pretty clearly using profiler2. Making the messages faster might help a lot. Could even be threaded maybe.
  3. Pretty sure they have servers and are not relying on P2P. We're only giving ips when you start a match.
  4. One could rewrite them in C++ but with regards to moddability and amount of refactoring, it would be a no-no
  5. Stun indeed doesn't require authentication, but lobby games do IIRC.
  6. Because for most people it's too complicated Also you can't use Stun without the lobby IIRC.
  7. Not much packaging and that's it
  8. Sounds like something I could have put on Social media
  9. I suppose it was easier to do than having each prop change like games such as Age of Mythology which have both.
  10. It was not. Only the crowdfunding was credited.
  11. @vladislavbelov said his recent refactorings might make it easier but that's still cpp changes. One has to know GLSL and ARB (Until we eventually drop it) to be able to fix it.
  12. If we had Hyrule's technology hide patch we could just hide units until level 2 is researched
  13. Yeah you need to contact @user1 for this.
  14. I'm sorry. I really wish there was more I could do.
  15. Another option is to use mul_round added by @wraitii
  16. If you screen is 120hz you can use vsync. If not you might get away by manually editing the config. Else you need to mod the gui.
  17. It highly depends on your distribution and whether it's a laptop or a desktop. What makes you think it's running on your CPU? For Nvidia I think there is something called Prime and another one called Bumblebee to do that kind of switching.
  18. I think @Angen did that to prevent such abuse. He might tell you more.
  19. The game considers the grid on which units move to be uniform. So the computed paths will not take into account whether it's a swamp or a highway. Units will still try to find the shortest flying path without computing whether it's faster.
  20. You can also use the limit variation option in the menu
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