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Everything posted by hyperion
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"Elephantine" map - How do you get across the Nile?
hyperion replied to krt0143's topic in General Discussion
https://code.wildfiregames.com/D5132 -
Fort and Hero Building effect on territory root
hyperion replied to roscany's topic in Gameplay Discussion
A24 was the only release with that feature and was just reverted right back. There are more, grep for Root in simulation templates. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
hyperion replied to krt0143's topic in Gameplay Discussion
It's a lot about resources, google in collaboration with blizzard trained an ai for starcraft that could compete with the best players in the world. Lot's of replays from pros and a datacenter for training were the main ingredients. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
hyperion replied to krt0143's topic in Gameplay Discussion
If farms have maxgatherers 1 you will have troubles putting your 60+ fields into current borders, if you have mines with maxgathers 8 you need to work multiple mines at the same time, often maps don't have a dozen of them in starting borders. Clumping is a strong reason for the boom to push meta, any divergent investment hardly pays off. Even fortification can't be much more than decoration like this or any and all mean of breaching defense becomes impossible. The reason I'm not particularly fond of reducing border radius is you can get most everywhere by building a couple barracks you need anyway. We also had proposals of building storehouses in neutral territory . So if you want to go that route any and all buildings in neutral territory must be objected except for outpost and expansion by other means more limited. About maps, there are those with more scattered resources, try convincing players to play those, no need to change all maps. But I doubt those maps are very popular. Worst case create a map with your ideal distribution and see how it goes, my guess is you will be disappointed by the effect. Another problem with expansion I forgot to mention when I last posted is the CC itself. The cost is to height and the placement restriction is problematic. Basically you put yourself on a backfoot and then due to capture potentially gifting it just away right after. Maybe the civ center shouldn't be dropsite, temple, houses, barrack, stable, fortress and forge all at once so that sane pricing and no placement restriction could be reasonable. Then expansion comes easier and at a lot lower risk. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
hyperion replied to krt0143's topic in Gameplay Discussion
PvP became a thing due to internet being stable enough at that time, assuming AIs progress to a point where they are a challenge for players a shift back wouldn't surprise me. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
hyperion replied to krt0143's topic in Gameplay Discussion
Obviously not. You claim there is an issue for the eco to fit into the current starting border, sure you can shrink the border but it's also valid to make eco take up more space. Being able to fit 300 workers into the starting screen has issues far beyond just not enough incentive to build extra CC. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
hyperion replied to krt0143's topic in Gameplay Discussion
Cut max gather by 4 to 8 for each resource. -
Game Balance: Battering Rams, the 0 A.D. tanks?...
hyperion replied to krt0143's topic in Gameplay Discussion
Or actually fix the real issue, worker density. -
Blind guess, you use a bugged Gnome (mutter) DE. Try alt+tab to see if it updates the confinement region. Edit: https://trac.wildfiregames.com/ticket/6649
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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
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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.
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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.
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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...
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=[TASK]= The Pantheon of Marcus Agrippa
hyperion replied to wowgetoffyourcellphone's topic in Official tasks
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. -
Application: FreeBSD testing & development
hyperion replied to NoUselessTech's topic in Applications and Contributions
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. -
You can configure them under options -> hotkeys
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@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
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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.
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probably https://code.wildfiregames.com/rP27800, so rather old issue but fixed in svn and part of the next release.
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UI portrait popups
hyperion replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
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. -
Was fixed in svn. If you need a26 you can backport https://code.wildfiregames.com/rP27657
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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.
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ResourceSupply element can also be moved to the berries template, the only difference between berries should be the actor.