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Posts
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Everything posted by andy5995
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With kush-extreme, a pro player *might* be able to defeat 2 Kush AIs, but definitely not 3.
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You spelled "t-shirts" incorrectly. You instead used a slang word that means "poop" or "feces".
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It would be good if https://code.wildfiregames.com/D4948 were merged before the next release
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@seeh You probably want to detach your autocivp fork from the original. See https://support.github.com/request/fork
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- custom mod setup settings
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Indeed it would be nice to have a smarter AI. I'll be sure to try out these changes next time I play. There's also the kush extreme mod available from the 0ad mod downloader. It doesn't change the intelligence of the AI, but makes the KUSH very OP by increasing their armor strength. Existing thread at https://wildfiregames.com/forum/topic/91251-kush-extreme/
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@seehyou can edit your post to rename that URL now that you've renamed your repo.
- 91 replies
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- 1
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- custom mod setup settings
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0 A.D. I would suspect.
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Would anyone like to take over as primary maintainer of the community maps 2 mod? I'm trying to lighten my load a bit...
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Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
There's now two AppImages available for 0.0.27-rc1-27645-alpha , one built on focal and another on jammy. If you tried a previously released AppImage for this version and the Vulkan backend was automatically disabled, try the "jammy" image (note the "jammy" image is less likely to run on older distros). -
@LienRagyou got the segfault, but not the message about missing version information from curl? I built a new AppImage using Ubuntu Focal instead of Bionic. The filename is 0ad-0.0.27-rc1-27645-alpha-2306120428-x86_64.AppImage and it's available at https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.0.27-rc1-27645-alpha (I have no idea if that will make a difference for you).
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@Stan`Probably would only required minor modifications. It just uses this existing docker image and a shell script. As long as GitLab supports things similar to GitHub actions, I don't think it would be very different (the script has variables that are GitHub specific). https://github.com/0ad-matters/gh-action-build-pyromod If anyone ever wants to set up a "GitLab action" and gets stuck, I'd probably be available to help.
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@seehYou might find this to be a satisfying solution: HOME=$HOME/0adA27 ./0ad-0.0.27-rc1-27645-alpha-2305191528-x86_64.AppImage Then you'll probably want to copy your existing config into the ~/0adA27/.config folder
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Elephants - How can I use them and defend against them?
andy5995 replied to Yekaterina's topic in Gameplay Discussion
For 0ad, it would be a matter of the wiki being updated before the patch was merged. The patch submitter or zirs accomplice adds the new info to the wiki, leaving the prior version untouched, annotating when the changes were introduced. Anyone who plays a26 can clearly see what feature ze doesn't have yet. -
Elephants - How can I use them and defend against them?
andy5995 replied to Yekaterina's topic in Gameplay Discussion
@Stan`The doc changes are included with the patch... Here is a not-yet-merged patch where the doc changes are added to the "snippets" directory: https://github.com/mesonbuild/meson/pull/11445/files Then, iirc, when a release is made, the docs in the "snippets" directory get merged into the website documentation: https://github.com/mesonbuild/meson/tree/master/docs/markdown/snippets -
Elephants - How can I use them and defend against them?
andy5995 replied to Yekaterina's topic in Gameplay Discussion
@Stan`Agreed, but the question isn't a difficult one to answer. It's a common thing that projects face. You either have different docs for each version (e.g., after a release, you copy the existing docs and make changes to them as the code changes before the next release), or you do something like the meson project and just amend the documentation to note when the change was made. -
Elephants - How can I use them and defend against them?
andy5995 replied to Yekaterina's topic in Gameplay Discussion
Thanks for the FYI @real_tabasco_sauce @Stan`It's usually best when the docs get updated along with code changes (or in this case, major changes to a game unit). Otherwise there's little hope of the docs being updated at all, or keeping them up-to-date. -
Predetermined spawn locations on Mainland / Random maps
andy5995 replied to Yekaterina's topic in Scenario Design/Map making
Looks like @maroderis now doing some related work for us in D4948 -
Anyone who wants to try 0ad at it's current development stage, if you're a Linux user, you can try the 0ad-0.0.27-svn-unstable AppImage There's no need to install any packages or do any building. After you download the image, just use `chmod +x <filename>.AppImage` Then you can run it like any other executable: ./<filename>.AppImage There's one more than one image on the download page; just grab the most recent. Before running the AppImage, you may want to back up your current 0ad config directory: cp -a ~/.config/0ad ~/.config/0ad.bak
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Predetermined spawn locations on Mainland / Random maps
andy5995 replied to Yekaterina's topic in Scenario Design/Map making
Several random maps from the Community Maps 2 mod have more options for Player/Team placement. -
Predetermined spawn locations on Mainland / Random maps
andy5995 replied to Yekaterina's topic in Scenario Design/Map making
There was D4303 but I abandoned my attempt to have that patch merged. Most of the random maps @Jammyjamjammanand I did that are included in the community maps 2 mod have extra placement positions available (stronghold, line, beside allies). The "Beside Aliies" option uses an algorithm Jammy made, the other two we pinched from Frontier and Ambush. -
Elephants - How can I use them and defend against them?
andy5995 replied to Yekaterina's topic in Gameplay Discussion
Only one reference to "elephants" in the Gameplay FAQ. Maybe someone will add some of the info from this thread...