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Everything posted by Nescio
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Actually I would. Having multiple allies can make winning easier for you, especially if your allies are fighting each other. Assume a four-player random map with no starting teams. Early in game players B and C become neutral. Player A subsequently tries to ally with B, who refuses, then with C, who accepts. A also allies with D. All other combinations remain enemies. To win, A only has to defeat B, its only enemy; B must defeat enemies A and D and neutral C; C enemy D and neutral B; and D enemies B and C; A thus has the advantage. Different scenario: your ally is growing much faster than you, which annoys you, and is becoming quite powerful, which worries you. You'd prefer a weaker ally, but stabbing yours on your own is not a good idea, because he's much stronger and because you would remain at war with everyone else. The wiser strategy is to first ally one or two of your enemies and then declare war on your first ally. Divide et impera.
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That's not really a bug, it's what's supposed to happen: you win a Conquest game by destroying all enemy (ConquestCritical) structures and units; if you're allied with everyone, it means there are no enemies left, which means you satisfy the conquest criteria, therefore you win. If you don't want that to happen, play with the “Last Man Standing” setting (or “Locked Teams”).
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The Sahyadri are better known as the Western Ghats, so why the name, specifically? https://trac.wildfiregames.com/wiki/BuildInstructions
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Thanks, deleting the .cache/0ad fixed it. Maybe something to insert under https://trac.wildfiregames.com/wiki/BuildInstructions#Keepinguptodate1 ?
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Happy New Year! Today I updated my copy of 0 A.D.'s development version, as usual: But when I tried to run the game, it failed to launch and instead gave me this: The last time I updated the game was before Christmas, and everything worked then, so I suspect something faulty was introduced in one of the recent commits. @Angen, @Itms, @Stan`
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Thanks! Would it also be possible to define the starting value (or percentage) in the templates, rather than fixing it at 10% for everything? E.g. corral starting with 5% of 500, i.e. 25, and the field with 20% of 250, i.e. 50.
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Yes, it is, thank you for pointing out. What I wanted is actually already implemented. Now I wonder why I assumed it wasn't, and feel a bit dumb. 66. An option to deconstruct structures, which returns some resources but takes some time.
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Two other things I'd like to try out, without knowing how to implement them: 64. If you delete a foundation that's x (e.g. 60%) completed, you only get 1 - x (i.e. 40%) of the resource costs back, instead of the full amount. 65. Newly placed foundations start with some health, e.g. 10% of maximum, rather than just 1.
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Take your time, it's not at all urgent, just dotting the Is and crossing the Ts.
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Could you make the ABC slightly smaller, so the A and the B won't touch? (Or use kerning.) And did you also use Linux Libertine Display for the caption (great!) or only for the ABC? Furthermore, do you think you could insert a second line: Maybe make the bold initials golden for emphasis. I apologize for being hard-to-please.
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Added eight more patches. More will follow at a later date. Sorry for the spam.
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Thanks, found it: https://wildfiregames.com/forum/index.php?/topic/27214-borg-expansion-pack-mod-implementation-in-0ad-alpha-24-release/page/4/&tab=comments#comment-387951 Those changes look reasonable and reviewable. (There is not a patch on phabricator yet, right?)
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Thank you for the feedback! @borg-'s mod is incompatible with the current development version and it's unclear if and when it will be. Besides, it also includes some art and mechanics changes. This means it will be very difficult to review and commit his changes. This mod's objective is the same (improve gameplay), but the approach is radically differnet (it's basically a collection of available patches). Because each change has its own patch, it should be relatively easy for team members to review them individually. I don't expect everything to be committed, but some changes ought to be uncontroversial and others could be worth trying out even if they won't be accepted. Anyway, it's a work in progress and I intend to add more changes in the future. And if borg or someone else starts writing patches, then those could be included here as well.
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Disabled 0 AD in mods menu and can't turn it back on
Nescio replied to JetBalrog's topic in Help & Feedback
Basically https://wildfiregames.com/forum/index.php?/topic/27298-mod-selection-broke-game/ There are probably more forum threads with the same question. -
Civ Naming (and displaying)
Nescio replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
No, that was different: Maurya is singular, Mauryas plural, and Mauryan adjective; Mauryans [sic] is improper English; also, the civ code remained unchanged (`maur`). Indeed it is. There is only one real candidate for Persians in our timeframe (c. 500–1 BC); the Arsacids (247 BC –AD 224) are commonly known as simply the Parthians and the Sasanians (AD 224–651) are clearly outside. Moreover, Persians is consistent with Gauls, Macedonians, Romans, etc. Besides, you can use `sasa` or `iran` or even `persia` or whatever you like for your civ mod. Sasanian is preferred nowadays. -
Thanks! I'm assuming you're releasing it under CC-BY-SA 4.0?
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Could you use Linux Libertine Display for the logo instead? I like serifs. Also, could you make the ABC larger, so there is not so much space in between? And could you try if “A modification of 0 A.D. “Empires Ascendant”.” fits in a single line underneath the entire logo, starting below the left of the Θ? (Yes, I'm picky when it comes to text and details, I apologize.)
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Updated debian sid building dependencies
Nescio replied to uovobw's topic in Game Development & Technical Discussion
No need to be embarrassed! And thank you for updating the trac page, I'm sure it'll be appreciated by other Debian users. -
Updated debian sid building dependencies
Nescio replied to uovobw's topic in Game Development & Technical Discussion
Hello and welcome! Log in, scroll down to the bottom of the page (or press Ctrl+End), then click on “Edit this page”, make changes, fill in the “Comment about this change”, and use “Preview page” and “Review changes” before you finish with clicking “Submit changes”. -
Does it? I don't really understand Atlas, but it seems to work on my end; at least I don't notice differences when opening the scenario editor with or without my mod loaded. Do you have any other active mods? It's a pleasant surprise and I do appreciate the gesture! I'm a bit picky when it comes to details, though. In our timeframe spaces, dots, and other interpunction weren't used in inscriptions; also, lower case and upper case didn't exist. So if you could use unicase that would be nice. (Neither the concept nor the symbol of zero existed either, but that's part of the name of the game, so let's stick with that theta.) Also, I'd appreciate it if you could add the following text below the logo: By the way, which font did you use? Linux Libertine? (That's 0 A.D.'s font, right?)
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So which ones do you want specifically? I could create a patch on phabricator later or upload a zip here, whichever is easier for you. The source files are at https://github.com/0abc/0abc-a23/tree/master/art/textures/selection/svg_source
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A small selection of things I'd like to see implemented as well: clean-up: D918: Gather technology naming consistency. D2725: Move foundations into a new folder. D2739: Delete golden fleece. D2740: Rename palisades_fort to wooden_tower, deprecate palisades_outpost and palisades_watchtower. D2953: Move various values to specific fauna files. D2959: Deprecate template_unit_cavalry_melee.xml and *_ranged.xml. scout/defense/stone tower → large tower wooden/sentry tower → small tower graphical user interface: D2051: Display wonders alongside heroes and relics. D2247: Omit unnecessary decimals for resistance tooltip. D2568: Remove empty space between logo and buttons. D2620: Use non-breaking space in 0 A.D. D2623: Increase label space in chat. D2926: Make random maps the default. D2985: Omit resource trickle and loot from attack & resistance tooltip. D3268: Slightly reorder main menu items. D3311: Show gather rates for build and train tooltips. mechanics: Allow custom starting values for each resource. Allow elevation to automatically adjust vision range. Allow mounted archers to shoot while moving. Allow option for a proper money-economy instead of bartering. Allow negative resource trickles; e.g. upkeep (D1323). Allow resources to (re)grow; e.g. living animals fatten, dead animals decay (D1718). Allow restricting which resources can be tributed or obtained from trade (D1846). Allow garrisoned units to have different garrison sizes (D2056). Allow garrison slots on units (D1958). Allow attacks to consume resources; e.g. 1 stone per catapult shot (D2113). Allow negative resistance levels (D2975).
