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Everything posted by Stan`
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Non-latin symbols errors in release candidate version
Stan` replied to Akira Kurosawa's topic in Bug reports
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Non-latin symbols errors in release candidate version
Stan` replied to Akira Kurosawa's topic in Bug reports
Oh. Right title implied that the game showed non latin chars. A25 does the same I assume ? -
Non-latin symbols errors in release candidate version
Stan` replied to Akira Kurosawa's topic in Bug reports
This is a permission issue ? -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Stan` replied to Dizaka's topic in Bug reports
Maybe someone will step up and be worthy of commit access. Until then it's my responsibility not my power -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Stan` replied to Dizaka's topic in Bug reports
It wasn't. It was my bad ^^ -
MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Stan` replied to Dizaka's topic in Bug reports
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Fix here waiting for review by @user1 https://github.com/0ad/lobby-bots/pull/10
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MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Stan` replied to Dizaka's topic in Bug reports
Basically we use two wildcards <Entity>units/{civ}/infantry_spearman_a</Entity> <Entity>units/{native}/infantry_spearman_a</Entity> Assuming the civ of that building is han: Assuming your civ is pers: With {native} every civ can recruit han_infantry_spearman_a in that building. With {civ} only a civ with a template called infantry_spearman_a can recruit one. And it will be pers_infantry_spearman_a. If the civ does not have that template it won't be recruited. Now the issue here is that there are some leftovers templates that are not used anywhere, and become available through those buildings. IMHO this gives an interesting dynamic, but I can understand it may be confusing. -
That would be a question for @Dunedan and @user1
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MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Stan` replied to Dizaka's topic in Bug reports
@maroder, @Langbart -
i think this would be a little excessive. Requiring accounts to have a unique email address is good for a few reasons I think. This way only one account can be operated at one time, no juggling accounts. I think you should still be able to change your name freely, perhaps even in-lobby, but gameplay statistics should remain the same across accounts (games played, rating, win rate, etc). I have 7 email accounts. Makes it harder not impossible. Also lots of legalese. I'm not sure I understand you.
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If a git client is installed just call git clone if not complain that the user needs to install git to use this feature. Mostly meant to make it easy for users to share mods via github for instance. I mean it's a nice feature with so many edge cases ^^ like what if it clones a git windows line endings on linux. But definitely cool Sounds doable to add more in the config. Not sure we support lists but could be .1 .2. .n Might be quite easy to do. That's very not obvious Probably not hence the pyromod extension I suppose.
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You can drag and drop in the window Adding a git client in the game sounds messy. Especially with MFA, ssh keys and other niceties How would we know third party ?
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public can be deleted to. @Gurken Khan do you have a way to reproduce ? This should not happen. And maybe could be fixed for A26 if it's trivial.
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Made my third game jam this weekend (Sorry no time for 0 A.D.) It's free, so feel free to like it or comment on it https://froissant.itch.io/no-time-to-dice
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Some things you can try BACKUP C:\Users\dolci\Documents\My Games\0ad\ and upload it here as a zip. DELETE C:\Users\dolci\Documents\My Games\0ad\ and try to run the game.
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@Langbart Is this zworth making a ticket for safekeeping?
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Yes.