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hyperion

WFG Programming Team
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Everything posted by hyperion

  1. There are multiple aspects that need to be addressed wrt ships. First is certainly size. While they are somewhat reasonable size compared to units they may be 3 times as big as the dock which produced them. There must be some compressed space in there So if we have established that down-scaling ships is an option, what do we hope to gain from it. Certainly room for actual navigation and fighting needs to be mentioned. My gut feeling tells me biremes are still to large. Next comes what type of ship are need to make naval maps/warfare interesting. A non exhaustive list of options follows. fishing ships trade ships transport ships war ships (probably multiple types, like frigates, fortress type ships etc) siege ships special purpose ships like the fire ships They are fully abstract and one should be careful to not associate them with a certain model. Let's use wow's new favorite term mixins, they are just that. If you want good game-play primarily think about game-play and then bend reality as little as possible to follow what you envisioned as mechanics. But sacrifices need be made surely. Once we have an outline of the types and their roles and what combinations are usable by civs, we assign civs and models to them. If there are leftover models using them to visualize tech upgrades is certainly an option even though this is not common practice in 0ad so far. Might be worth investing into though, was asked more than once why phasing up doesn't visually upgrade structures, seems counter intuitive for many. But I digress, knife model number 15 for females which no one ever sees is apparently more interesting.
  2. Without moderation it won't work as a recent example showed because after all everything is about balancing, no need for any other forum. Looking at @Gurken Khan Honestly I don't mind a closed group as long as no one pretends it was discussed openly, either it's fully open or it's not. And yes, in the latter case I can't be bothered to participate. Balancing is also given far to much weight, broken packing of catas is far worse than the discussed balancing issues when it comes to retaining users. Any new user with a 4k screen will hardly stick around long enough to find the gui.scale property. The list of potential show stoppers is long. New features are a 100 times worse than fixing existing ones. About multiplayer, the lobby climate I consider most important and that seems to be a major issue currently. As for balancing, without proper statistics or at least some quality questionnaires, it's a headless chicken. Add to that that balancing, realism and game play may have contradictory goals and there is no clear statement / moderation line what has precedence. Also balance isn't any worse than other similar titles. We just have to accept that fixing only game breaking issues (for instance deathballs like roman scorpios in the past) is plenty good enough. Honestly, I'd just replace the whole balancing effort with a balancing tech, as balancing is an e-sport here, we need more than 1 vector so those folks don't have it to easy. Let's say one roughly corresponding to the 3 base strategies, boom, turtle, rush. If for example a civ has a to strong an eco, just reduce the eco factor and so forth. Then anything not about tweaking those 3 factors is by definition not balancing at all.
  3. You can give units whatever damage profile you like, arson is just visuals. It's certainly not conceivable that units would carry torches and lighters around, so I see this as a request to replace the somewhat lame capture delete with something more pleasing and setting fires and seeing buildings burn sounds at least great on paper. Blowing buildings into the sky with ultra sonic cannons might also be fun, just that this is hard to argue for in this setting. Edit: fix hard to understand typo.
  4. Looking at the feature list there is quite a bit that sounds nice enough to actually give it a try. Well done! Some nitpicks which might make it easier to users: Publish the mod as a git repo, makes it easier to track changes and so easier to review in the long run if you want it on mod.io Use version like 0.25.0 so users know which version of 0ad the mod is meant for, even a few years down the road You could change the zip extension to pyromod so it gets associated with 0ad on many systems and hopefully a double click is all that is needed to install
  5. The feature is ok, even if not the most breathtaking one, it doesn't hurt, the only issue is discoverability. The solution is not to add more phases, change how spear cav works or change map generation, just a simple patch updating the help string will do.
  6. Might be player name, but then it's always your own name you see here, so not of much value either. A font bitmap could be added for now and anyway font rendering is on it's way, not unlikely to make it into a27. Getting the rotation to work is the same as being able to animate, so might be worth doing it in a prototype. There is already an api for driving the camera as suggested by @wowgetoffyourcellphone IIRC. The snap is indeed not well defined with winning action, could fall back to original location of last/former CC instead. ------ What about player resignations in team games?
  7. Probably should change defense instead of health to avoid odd side effects. Otherwise why not, certainly no worse than current setup
  8. There is a bug in A25 which got fixed for the rerelease A25b, might be the reason here.
  9. Chess has plenty statistics that show white wins more often than black and we can take the unbalance as given. This is different from 0ad where there is speculation about, outcry, and lots of random proposals
  10. Depends on the ISP, stun will for ever be works for some and not for others. Proper port forwarding > upnp (miniupnp) > stun.
  11. Unlike a community plugin that appears to haven't been updated in like 5 years IRC is reliable, doesn't eat resources and does only what it's supposed to do, so just like email it will likely outlive all cool and trendy alternatives. Add that it's open, tooling is plenty and writing bots is trivial.
  12. So you send a unit to trigger the alert and then sometime before the timeout ends you pass with your army Now you are worse off as without the alert in the first place. PS: changing the behavior after some minutes (8 here) sounds like broken design to me, don't care for mods tho.
  13. Almost all your configuration is in ~/.config/0ad/config/user.cfg, not just hotkeys if you'd use a local.cfg you should know
  14. Just some random guesses: * add doesn't sound right for _string, maybe append or replace * {civ} might be problematic * ProductionQueue/Entities/_string was refactored out over the years
  15. https://github.com/0ad/lobby-bots echelon is the bot responsible for ratings
  16. counters.js should be a decent starting point, then grep from there whatever you desire. Edit: if with rating you mean elo and not score, things obviously change
  17. We had this in the past and was removed. The issue was that ranged units kept distance on their own. Melee inf had no chance to ever get close to ranged cav for instance. So this would need to be carefully designed.
  18. You might want to clone the git mirror at https://github.com/0ad/0ad instead, beware there are no autobuilds for windows tho and you might be up to a day behind compared to svn.
  19. Balancers (some at least) already try hard for all civs to play the same, if all maps play the same as well there is little to look forward to. Except for looks (tho not as bad as it once was) Anatolian Plateau is a great map!
  20. I would like to see the bylaws say neither 0ad, pyrogenesis nor wfg shall be used for politics in any form or shape. The SPI likely doesn't want to see it's members pulling political stunts either for the sake of avoiding controversies.
  21. That should be just some docs. At a cursory glance at the list libfreetype-dev seems to be what you need.
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