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Grapjas

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Everything posted by Grapjas

  1. It's not unfortunately, i only have position randomnization for skirmish maps.
  2. not sure how they will handle copyright issues though, but it sure looks fancy af.
  3. we need at least a 0ad per civ. @Stan` start compiling
  4. That's a big audience reach. Nice.
  5. ⚙ D4847 Chat Profanity Filter - WIP (wildfiregames.com)
  6. I think we should just have a personal "profanity filter" setting in the settings menu thats on by default with maybe some way for the user to expand the list of word filtering (into !@%^ - or something), and stop doing any sort of auto modding for profanity. These cases need context and need to be done by a person so that it can be differentiated from verbal abuse and banter for example. Though, i'm not sure whats a smart way to support this in multiple languages. Maybe theres a "list of curse words" to be found online. The first comment here could be a good start since its open source and can provide the list in JSON. It would be really easy to setup the chat to filter these words with such a list.
  7. It's not release ready imo. Haven't tested the next version much yet. When do you expect to release A27 ideally?
  8. The next-version branch should be pretty playable with A26, as long as you avoid having the han civ in your games. Actually, i'll just temporarily disable them until my next release so you can still choose random civs without han in the mix. They still need a grapejuice overhaul and they throw errors as is because of that- which is also the major reason why i haven't released it yet. I'm planning to make a release for A27 though. The next version also has new features (and probably more by the time it will be released) like: Enemy player info is hidden in the diplomacy panel. Players will get a clickable notification (location) if they meet an undiscovered player (building), this will fill in some info at the diplomacy panel. Notification can be disabled at settings > game settings.
  9. If you're on Windows, by default; Documents -> My games -> 0ad -> replays -> choose the alpha of which the replay is from For other OS's check GameDataPaths – Wildfire Games.
  10. Doesn't really change the fact you have been extremely vulgar and toxic judging by the screenshots. You should just man up and apologize and "improve" on your social skills, which is far more important than any game skill. I haven't seen you once take responsibility of the things you have said, but rather take your time to point fingers at others and trying to talk your way out of it. Which also shows how insensitive and inconsiderate you are about other peoples feelings. I think the insulted deserves some leeway when reaching its breaking point and making comments back to the insulter, although it not being ideal. But theres a fat chance you are here to troll, but you can certainly prove me wrong.
  11. Was one of the things i tried to change with a patch, didn't get much traction though.
  12. Saying its made by one man is a bit of a mis representation though imo. He hires alot of people for individual things. Still a really interesting game.
  13. Most of the time these things (patches, experimental forum mods) get tested by a handful of people, i don't really think it translates how the entire playerbase feels about it. But even if you get to reach more people it's hard to get feedback because most people are just silent in that regard and are either just enjoying it or moving on.
  14. Repeat and prepare time values should be either the same or at least near eachother imo. If you give something 65% attack and 50% inreased repeat time they can be abused through their prepare time attack. Manually, or through pathfinding itself when for example a faster (movement) melee unit chases a slow unit. Prepare time is the initial attack and resets when moving. Thought i'd mention it since i saw slinger having prepare time and repeat time as seperate upgrade for example or axe man only increased repeat time. Anyway, having big upgrades with drawbacks is a thing i'd like too see ingame too.
  15. Don't know. My test map which is just flat terrain had that issue too. Maybe there were some changes to atlas in that regard? EDIT: i think my test map was A23 originally, maybe beginning of A24
  16. I recall testing this with Wow on IRC, was it the default map height? I can't exactly remember tbh. But something defnitely changes shadow sharpness. EDIT: Found the log, read from 11:49: https://irclogs.wildfiregames.com/%230ad-dev/2022-01-14-QuakeNet-%230ad-dev.log
  17. This is what i did with Grapejuice, and also removed their fantasy heal on the battlefield.
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