-
Posts
936 -
Joined
-
Last visited
-
Days Won
2
Everything posted by hyperion
-
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.
-
@sarcoma is obviously on the right track, this isn't about modesty, else we would talk about modest fanatics ...
-
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.
-
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.
-
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.
-
Halt (H) Can be thought of as doubling dps when used correctly or a mighty tool against dancing.
-
Balancing for resource gathering improvment costs.
hyperion replied to ShadowOfHassen's topic in Gameplay Discussion
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. -
Balancing for resource gathering improvment costs.
hyperion replied to ShadowOfHassen's topic in Gameplay Discussion
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. -
Request for Sassanid Empire in Millennium A.D.
hyperion replied to Mirza Shakiba's topic in Scenario Design/Map making
@Lion.Kanzen did some related work. I don't know the state but maybe he can use help. -
We need an active pause, like in the Age of Empires.
hyperion replied to Beritra's topic in Gameplay Discussion
For me the lowest is turtle at 0.1 speed? But that might be more comfy anyway because commands are for the next turn (in mp some more), so with 0 speed you won't see the results of your action until you speed up again. -
We need an active pause, like in the Age of Empires.
hyperion replied to Beritra's topic in Gameplay Discussion
This active pause sounds a lot like simulation speed 0, which you can set via console or add an option for via mod. -
Yes, and in this context it's an Americanism among maybe some others, translating acknowledging a command for my native language / military would be something like "understood" or "copy" which is also gender neutral.
-
local.cfg NOT working with "hidpi = true" in Macbook Pro (2015)
hyperion replied to alexroses47's topic in Help & Feedback
user.cfg has higher precedence than local.cfg which has higher precedence than default.cfg. So default.cfg are sort of system defaults and local.cfg are user defaults, so if a property is set in user.cfg 0ad won't check there. If it's not in user.cfg it will first look in local.cfg and if that doesn't yield a result check in default.cfg. -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
0ad-git? Your package script might need to build the spir-v shaders or use the 0ad-spirv mod. -
A kind of easter egg that does not affect gameplay.
hyperion replied to Delfador's topic in Gameplay Discussion
In theory yes, but with line of sight in RTS this is probably not that meaningful. -
A kind of easter egg that does not affect gameplay.
hyperion replied to Delfador's topic in Gameplay Discussion
The main game has airplanes! There is also a dragon. -
That's the UnitAI, not the AI player, still unquestionably worth fixing, maybe file a bug if there isn't one already.
-
The system Print Screen does not capture the screen.
hyperion replied to Delfador's topic in Bug reports
System print screen is all about your system, if it's broken fix your system (compositor). About screen shooting error messages, you can do that but never show them to others, they much prefer them as plain text. Any error message you see in game is also logged to stdout and the logfiles and allows for easy copy paste.- 1 reply
-
- 1
-
Quick experiment with shorter turn lengths
hyperion replied to wraitii's topic in Game Development & Technical Discussion
Dynamic input delay probably feels much worse than static somewhat lengthy one. At least for competitive play this seems a no go. That's a good idea anyway, nothing to do with turn lengths. -
Quick experiment with shorter turn lengths
hyperion replied to wraitii's topic in Game Development & Technical Discussion
100ms isn't humanly noticeable anymore I'd wager, so is there a need for 50ms? As for networked games, where the issue is most prominent wrt input lag, we aren't bound by turn length but RTT. Looking at your graphs, given your fast machine sim update is always well within turn length, so no issue. But the gain isn't proportional to the reduction in turn length, so on slow machines sim update might no longer fit into shorter turns lengths when it did before which would lead to variable turn lengths much easier I'd guess which probably isn't that nice. Maybe your proposed tweaks can make up for it. -
10. Gathering resources under enemy tower.
-
No need to apologize. Maybe one needs to first run into an issue to appreciate another solution. I just suggest to try early to create a mod and patch against vanilla 0ad to see what it entails before spending lots of time on other details. Good luck.