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  1. Thanks for sharing. Just a little nitpick. Would be nice if you could add a mod.json to your repository so it could just be cloned into the mods folder as-is.
  2. If it were a simple git send-email no problem . We already have noteworthy historical figures (heroes), nobles (champions) and citizens/commoners/females/slaves/priests/cattle ... (the rest) according to selection marker. So the class/caste system is already mirrored in the game, maybe not that great of a job was done as it wasn't explicitly designed for but just grown as such. You can endlessly complicate that to more closely mirror history but ultimately I doubt it will make the game any better and if not careful actually worse. Female soldiers always existed and will alw
  3. Woman can indeed fight, they are even decent ram counters. Spartan woman are even stronger. It can basically be said woman are like their male counterparts, they just don't run around with armour and a weapon meant for war all day long. So if the tutorial states they can't fight that's wrong and should be fixed. Though the base hit points of woman is to low and could arguably use some tweaking. Would also help reduce the impact of early cavalry rushes.
  4. Making the top bar more functional is a good idea and for sure welcome. A few remarks: Make background opaque, the current alpha value doesn't really help to see what is going on behind it and it isn't click through in the first place anyway. Use the same skin including the golden rim, so it looks just as if part of the original UI. The coloured background for the emblem and font of player name is already sufficient, no need for a coloured bar as well. Ideally use the same height for the panel as the menu on the right hand side, so it perfectly blends with the rest of th
  5. Yep, like @Stan` said. With the current Zen2 based CPUs we get random slow-downs and speed-ups while playing the game. It's, like someone suddenly sets the game speed e.g. from 1 to 0,1 or 10. I don't have the skills, to review the patch, I only be able test it. Are you talking about https://code.wildfiregames.com/D2726 First a general comment, the patch does more than one logical change and thus should be split accordingly. Then let's just look at the changes in timer.cpp, which I assume is what Stan refers to as the Linux fix. Split out that part of the patch a
  6. It's not a no brainer as SDL updates have been known to break a lot of things in the past. Also Windows is still using 2.0.5 My experience with mac players is that generally you can't ask them to compile the game A no brainer in the sense that dropping support for old mac os is acceptable but not supporting new ones is out of question, in the sense you need to stick close to upstream so that if you run into issues you are qualified to report them or get other forms of help. Also I'm playing a23 which was built against 2.0.12 without apparent issues for months albeit on Lin
  7. I checked the listed bugs based on the above and with my limited knowledge of 0ad development I see the following. Mac display and keylogger issue can be fixed by simply updating sdl which is a nobrainer and a must do anyway. The only question if users of old mac os need to build from source on their own or whether to provide some ld_preload equivalent wrapper so one package can suffice or whether to provide two separate packages. For BSD there are couple of patches probably by the maintainer of the 0ad port. The trivial bits should be merged and stuff you aren't sure about without s
  8. Just checked my a23 public.zip and there it's <SpecificName>Cassivellaunus</SpecificName> while it's changed in svn to <SpecificName>Cassiuellaunos</SpecificName>. So maybe you have both installed (or leftover artefacts) and somehow this results in this unexpected behaviour? What is your locale set to? One of pl, nl, cs?
  9. So Cassiuellaunos is the source string and with your language settings the displayed string is Cassivellaunus. Just change the source string should what you want, meaning the string can't be translated any-more and should be displayed as-is
  10. Add some metadata to mods describing their changes for example if an analytical approach is to tricky so a less conservative model can be devised. Just because a mod may change others doesn't mean they do. I mean if I add a mod with some maps nothing changes unless I play those maps. So such a mod should not prevent me from replaying a match played with those maps missing.
  11. Well, mods that don't change the simulation can be said to be compatible (simplified) and there is no need to enforce all participants to have the same set/order of installed/loaded mods to be able to play with each other. There was more than one occasion were I wanted to pull my hair because I couldn't even run a replay of a match because of a "wrong order of mod" or similar error message when there shouldn't have been an issue in the first place. Hence a more fine grained mod compatibility model should be devised or refusing to sign mods which "hide" could be considered a regression as far a
  12. Isn't the reason for "hiding" the mod not about wanting to get an "unfair" advantage but because of the "broken" mod compatibility check? Will a24 address this issue with a finer grained mod compatibility model?
  13. If we ignore aerodynamics and if I didn't screw up my math "<range> = <speed>2 * sin(2 * elevation) / <gravity>" for even terrain. I wonder how this whole arced trajectories can be reasonably done so the unit animations matches the required elevations.
  14. Yeah, production mixes units and buildings, the idea is to have an overview of what a player is investing in. Could possibly be changed and configured later. Tech mixing in progress and finished is intended as well. Researching can also be considered investing... It still boils down to the current split only making partial sense. Maybe allow 3 rows per player via hotkey as there is enough vertical space for it in 1v1 games. Unfortunately there's not much to be done on that end, it stores each turn gathered res in a buffer of 25 turns (~ 12.5s) then do a delta from
  15. A few comments after a short test: * strange behaviour of space + [q,w,e] -> maybe just use to switch between modes (tabs?) instead. * bogus spilt of modes: production mixes units and buildings, while units have their own mode buildings/structures do not. Finally tech mixes available and in progress. -> maybe have modes units, structures, and techs and all with the current techs behaviour. * gain per sec stats are to "jumpy" -> maybe replace function or make it configurable. * gain per sec stats also ignore loot. * KD -> maybe reverse order of actual KD and
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