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hyperion

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Everything posted by hyperion

  1. It doesn't work exactly well with random maps, also for me those pics only serve the purpose of looking good and to immediately recognize the map. Maybe some people are indeed interested in more info, but then a sample minimap render might be more useful and can be optionally viewable with some trigger.
  2. Apparently the rational is in http://www.wildfiregames.com/forum/index.php?showtopic=1125 but it's private (gotta love proper documentation).
  3. If it's one or the other, I much prefer the one the right, ie the current one.
  4. There is git-svn which you can use to track the svn repo, maybe your gui client supports it, the svn repo you want is the one you linked. Svn also supports branches but it's a cludge. All github adds is a means to publicly share your changes which you probably do not need, people often get confused with git vs github.
  5. Well, Microsoft drops support for 32 bit Windows in 2023, after that there is no longer a reason to have 32 bit pyrogenesis. The way windows is handled with prebuilt binaries in repo makes it less straightforward to offer both. The technical issues are mostly understood and not that hard to fix, just work.
  6. The git repo is striped of the prebuilt windows executables, you need to use svn repo instead of git for those. Everyone else probably wants git tho.
  7. You could install Linux into a virtual machine, then use it to build and run 0ad. If you don't do engine work just pull 0ad from svn which has recent binaries for Windows.
  8. To my limited knowledge, shade smooth is only for blender rendering, modifiers work on the model. For them to work, first polycount needs to be big enough so smooth can actually change something, second the modifier needs to be applied. If this doesn't work I don't know either.
  9. No pro here but I guess you are looking for https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/smooth.html
  10. Guess, the point about the role of fire was clear. If it's about realistic, fire or a building with "burning" status should damage garrisoned units instead of the building. About the visuals, let's use examples to try convey my point. It's very hard to make pleasing art for burning buildings and setting them on fire in the first place. One example I saw is a floating badge above the building with a flame on it. While not ugly it can't be called satisfying either. The other is a group of people surrounding a building throwing torches. This looked like an angry mob throwing torches to burn a witch at the stakes. This I consider a total failure. So whether fire is an option for me only depends on the quality of the art.
  11. Fire is mostly used to kill people inside buildings or to force people out, sure it does some damage to structures as well. For me this is about immersion, on a scale 1 to 10 capture-delete is 1, sword and arrows 7 and fire depending on mechanics and more importantly how great the art is between 3 to 10. So yes, I fear fire to be possibly worse than sword and arrows, but hopeful for @Lopess for proving me wrong.
  12. Isn't tied to democracy, the Romans had death penalty for defamation. I just want to make you aware what you are doing is far from harmless if there are mistakes.
  13. As this list apparently contains errors, where I live, this list is an offense with a penalty up to 3 years prison and no less than 30 daily rates.
  14. Like pop cap of ~65 million for the Romans and limit army to something like 1 out of 1000?
  15. I'd hard cap all units at 80% gathering rate of females and drop capture attack form all eco/builder capable units as a try. Because opting for closing in to pop limit will always be required. Sure sometimes you might win (or lose) on the way there and if early boom isn't that fast this will be more likely. I'd say it would be a contributing factor for more strategic possibilities but not a panacea.
  16. Well, on a map like Corsica vs Sardinia 150 pop will be eaten into by far to much by ships. Sure while cav is so dominant and only costs 1 pop on mainland 150 is fine as well. Also the 200-300 are meant as a rough target to optimize the game for, not what works best right now for a specific map type. not true. Many games are loctus like gathering to boom to push, very high level games might be a bit different but not by that much in the end. We could also say gather rates are probably to height, training times matter a lot less, or if you want people to have much more expansion pressure drastically reducing the gathering slots per resource entity might work as well.
  17. The usual cap is at 200 -300 pop which is reasonable for this type of game. The issue is buildup / replenishing of troops is to fast which makes spamming to dominant. Also battles are to short, basically two blobs meting and going up into air almost instantly. Me thinks fights to be more attractive if they take some decent amount of time. Maybe halving damage values for all units / structures would be about right?
  18. Uh, my bad, then this isn't all that bad but hardly close to sufficient.
  19. Works for me (tm). If it only works sometimes maybe some sleep before launching 0ad might work. For sound maybe you use sound card by index in your config instead of identifier and some reordering happens? Borderless fullscreen doesn't matter here either.
  20. So to make the issue worse, we move some of the few leftover useful bits of p2 to p1. A player should be forced to phase up with around 50 pop to be competitive, current p1 is simply broken.
  21. Looking at the code it's a bug on non-windows, nothing you can do here
  22. No need to restart X if you have the randr extension which you are almost guaranteed to have, just write a small script that sets mode, runs 0ad, resets mode. Then use that script to launch 0ad instead. Apart from some flickering when launching or closing 0ad there won't be any side effect. Might also depend on wm/dm and sdl version, so not all that sure either that this is always true.
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