Jump to content

hyperion

WFG Programming Team
  • Posts

    991
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by hyperion

  1. For the sake of it I tried, it took me 2 minutes (5 if including compiling and testing) to change the engine to always reveal the map without it being reported to peers. It's ridiculous to claim no one else has done it before.
  2. Indeed, a service meant to play cat and mouse with spam bots can greatly reduce the amount of automated spam. Against humans and the odd spam bot which still makes it through, simply requiring moderator approval for publishing anything will work wonders. Once a moderator is convinced it's a genuine account would be when to removing the needs moderation status. New users often have an issue they can't solve. All those suggested limitations make it hard to get help. Imagine you have to create a dozen post with random requirements before you can actually properly describe your issue.
  3. binaries/data/mods/public/maps/scenarios/_default.xml is the map loaded at startup, which has 8 players and player 1 being assigned Han.
  4. You seem to qualify as a power user and have a clear idea as to what the manual should be like. This makes you more qualified than most. You already found discrepancies, fixing those would be a great start. Adding answers to questions you had as you go might help others in future, doesn't matter if you found the solution yourself or if someone pointed it out to you. The goal doesn't have to be a complete guide like a book by Microsoft for Word. Ofc it's just a suggestion, just that I think you might be a good candidate for this task with your background and interest in atlas. For example for me the canonical documentation is source/tools/atlas
  5. https://trac.wildfiregames.com/wiki/Atlas_Manual If you notice something is missing, please add it yourself, this is a community driven project.
  6. A24 was the only release with that feature and was just reverted right back. There are more, grep for Root in simulation templates.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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
  13. 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.
  14. 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.
  15. 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...
  16. 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.
  17. 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.
  18. You can configure them under options -> hotkeys
  19. @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
  20. 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.
×
×
  • Create New...