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hyperion

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Everything posted by hyperion

  1. About as cumbersome as roman numbers ... US and the meter https://usma.org/laws-and-bills/metric-conversion-act-of-1975 I doubt you were born in 2023 https://www.nist.gov/pml/us-surveyfoot
  2. I noticed you use non SI units for lengths, don't think this is a good idea. Many play the game in English that don't live in the US, the default should be English international. Foot has maybe 30 definitions and a mile ranges between ~500m and ~1850m. Isn't the history element a scroll-pane? Anyway it's not like the UI can't be tweaked and I think @wowgetoffyourcellphone even made a proposal in some other thread which I overall like.
  3. Don't know where the cut off is, little bigger than tiny should still be fine tho. Giant certainly will crash. There are also snap, flatpack and appimages for linux, see https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.0.26-alpha And building from source is rather easy for linux unlike for windows and if you are modding it's probably the best to do so in the long run anyway.
  4. 1&2 Default is replace, then there are ways to do something different. 3. xmb files in the mod are pre cached files as to speed up initial loading, if you delete them they are generated on the fly. 4. RAM, the Windows build is 32-bit, so either use Linux or Mac or keep things small...
  5. There is a quality option for textures, if set to sad there should indeed be done what can to reduce memory requirements, but if set to stellar it would be a shame to compromise historical accuracy to this extent. After all this is not just a random house.
  6. Feel free to update https://trac.wildfiregames.com/wiki/BuildInstructions#FreeBSD Bugs can be reported on trac and patches submitted to phab. About documenting workarounds, well, it might be better to improve the build scripts in the first place if possible.
  7. You can configure them under options -> hotkeys
  8. @vladislavbelov, as told on phab, those grasses also cause flickering for me under camera movement, neither renderer backend nor various graphic options matter. The attached video doesn't faithfully reproduce the issue but that is the best I managed to do playing with capture and encoding options. flickering_grass.ogv
  9. Sure, even having to set resources high enough to build a TC shouldn't be needed. The map script should just add the required resources for a TC to each player.
  10. probably https://code.wildfiregames.com/rP27800, so rather old issue but fixed in svn and part of the next release.
  11. This feels a bit like an online shop where you can hover for getting a zoomed in picture of the product. If you feel the picture needs to be bigger just make it bigger I'd say, increasing width of this particular dialog shouldn't be an issue.
  12. Was fixed in svn. If you need a26 you can backport https://code.wildfiregames.com/rP27657
  13. berries_04 duplicates specific name. Also the sentence "These berries have not ripened until autumn." Doesn't add anything meaningful (spec name is Berries after all), so I'd drop it and just inherit the parent. About formatting, here an example of what I mean: <History> Since ancient times, wild berries have been a viable source of food. While caution had to be taken so that poisonous fruit were not gathered, the berries, whether they be strawberries, raspberries, or blackberries, were one of the few sources of sweetness. Not limited to consumption whilst fresh, berries could be dried or squashed and their juice fermented. </History> If you need multiple paragraphs and maybe other markup you can file bugs. Images should be possible to implement.
  14. ResourceSupply element can also be moved to the berries template, the only difference between berries should be the actor.
  15. Yes, deliberate game design. In the past the only way to train a ram as Mauryan was to capture an enemy fort for instance. Feel free to discuss this in a dedicated thread. My personal take it is fine as is.
  16. Athens might be the originator but by the time of 0ad I believe it already spread across Greek, so giving it to others doesn't feel that wired to me. If it was a named theater used as a wonder then it would be a different story.
  17. @sarcoma is obviously on the right track, this isn't about modesty, else we would talk about modest fanatics ...
  18. The parent attribute for the Entity element specifies where to inherit from all that isn't explicitly stated in the current template. So yes, my suggestion is to create a berries template inheriting fruit and then inheriting the generic berries one in berries_XX templates. It probably should have been done already but requiring translators to translate the same over and over pushes it past the acceptable limit in my view. One or more white space, be it space tab or newline are all the same. You can simply continue on the next line whenever reaching the 80 chars boundary. Lines that wrap in the editor are to be avoided whenever possible in programming. Well, a sentence like "The soil around the grapes had to be aerated and the vine branches had to be pruned so that more grapes could grow." reads like they already had basic knowledge of wine production, which isn't surprising and not much info at all to be honest. So I'd rather elaborate on the role of wine in antique society, given there where even gods for it that role can't have been shallow. This one isn't a formal issue and so not a blocker, just mentioned it to give a hint as to how to possibly beef it up. Make of it what you want.
  19. Just a quick look at pull 11, to much duplication, probably should introduce template_gaia_berries and inherit from it in berries_xx. About grapes, I'd expected a reference to Bacchus/Dionysus. Also xml is supposed to allow you to format your text without having an effect on the rendered result. So I'd suggest you split your one liners at around the 80 chars boundary. -- Stoa was part of the game and bolt tower was intended to be part of it, they are available in atlas for use in maps. There are quite a few atlas-only entities.
  20. Pathing and targeting algorithms. OAD puzzle: kill 100 spear inf bunched together with two sword cav. Use atlas to try, the 100 aren't controlled by a player. Two sword cavs so most peoples micro skills should be able to pull it off.
  21. Halt (H) Can be thought of as doubling dps when used correctly or a mighty tool against dancing.
  22. Well, there is little strategic depth to 0ad. The discussion around proGUI shows this clearly once again. Sure you should be allowed to play to pop cap in p1 but shouldn't expect to be competitive with that. That's what I mean by forcing. Anyway I play for the visuals and the great sound tracks, so I don't care enough to debate this to death.
  23. A player has to be forced to move to p3 at some point, tho there should be tradeoffs wrt to timing. Having reaching popcap be viable before p3 is also problematic.
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