-
Posts
1.265 -
Joined
-
Days Won
9
Everything posted by Silier
-
hi, default entities are placeholders for the the script when player chooses civ in skirmish map, it does not matter what actor they use in atlas
-
https://trac.wildfiregames.com/wiki/Translation_IT/Strategy_Guide
-
yes
-
ok, I was not aware of that, thanks nwtour. (actually I never tried until now ) so @Angelica_B let me know which pages do you want for translation and I ll copy them for you
-
for that you need to be logged in and basicly you type url where you want the new page to be for example https://trac.wildfiregames.com/wiki/Translation_IT/somepage and it should give you option to create one @feneur can you unlock post limit for Angelica_B? thank you
-
after creating account on the wiki, you should be able to create the language variations of the pages by yourself. The way it works, you try to enter page which currently does not exist and it will give you option to create one, for that I would advise open original page, go to edit mode, copy content, close, open new wanted page, click create since does not exist, paste copied content, save, and then you can translate and dont worry about style (or just ping me, I ll copy it) For startes I have created initial one https://trac.wildfiregames.com/wiki/Translation_IT/wiki for you, when you will be translating subpages, you would need to edit the links to them on this one manually. about transifex, you should be able to edit any string that have not been checked by controllers, if you want to become controller for the language so you can review and lock translated strings (or edit already reviewed strings), let us know explicitly, because I am not sure which action you want to perform.
-
hello @Angelica_B, thank you for the interest, for the main page, I dont think it has multilingual options or how it is build even to allow one easily ( @wraitii who has access there?) but if you want some texts which would be easily accessible, you can find something here https://trac.wildfiregames.com/wiki/0adManual I think someone would need to make copy of the pages for the separate language so please let us know if you choose something (then you would need just to create account there) however if you don't plan to publish your work on our servers as contribution, main page content is released under https://creativecommons.org/licenses/by-sa/3.0/ so as long as you follow the license, it is ok. Regards, Angen
-
Proposal: Make a tech "peltast tradition" for helenic civs
Silier replied to Alar1k's topic in Gameplay Discussion
that's because they dealt mostly crush damage and you could take down strucutres with them pretty easily so their damage have been shifted towards units (pierce) -
Proposal: Make a tech "peltast tradition" for helenic civs
Silier replied to Alar1k's topic in Gameplay Discussion
@submariner sadly artistic representation of unit does not reflect its stats, so you can see naked fanatics having defensive stats like armoured champions -
Good idea, but why 5 shield and 6 sword ? I can see 5 body armour as different parts but I would say seeing unit that costs 5 swords or 5 spears would be odd (ok. he could carry 5 spears but you know ) Also it will create new micro.
-
thank you, the reason is, gate is unlocked so it is not seen as obstruction until units get to it, at that point they should try to go around but looks like they are failing to do that. now I am not sure what was the case in a23b but until gate is unlocked units will try to move trhough it because there cant be separate grid for every player (or can but with huge memory overhead) and closed gates cant block pathding because own untis would never use them. probably @wraitii would have more ideas since he rewrote unitmotion in a24
-
aren't Phase advances notifications already in game?
-
file_system.cpp(122): Function call failed: return value was -1
Silier replied to JPRuehmann's topic in Bug reports
can you try to unzip it and run the game then? just make sure there is only one /public and not /public/public also may wanna do backup of public.zip -
Ratings Disputes and Offence Reporting (Discussion)
Silier replied to gator303's topic in General Discussion
@user1 -
well if they don't like the historical aspect of the game, they just need to find another game to play. there are different types of games and different things players enjoy, it just may not be the correct one 0 A.D. (pronounced “zero-ey-dee”) is a free, open-source, historical Real Time Strategy (RTS) game currently under development by Wildfire Games, a global group of volunteer game developers. As the leader of an ancient civilization, you must gather the resources you need to raise a military force and dominate your enemies.
-
Hello @Skyleung, did you just create new account in game lobby or do you have one from earlier? (note: forum and game lobby accounts are not connected) so far you could try these two options: 1. type your name in lowercase 2. open options in game and in lobby tab disable tls
-
can you be please more concrete and give examples maybe point out time in the replay when you experienced unit state machine being broken? as I sad earlier unit state machine or UnitAI is complex thing and it's code is even more complex because its result depends on many factors, like unitmotion, pathfinding, prefered classes to attack, if command was given by user or not. therefore it is not so trivial just to watch a replay and debug every potential action by units which looks a bit odd. for example I noticed enemy was using archers in formation and had few healers that basically nullified any damage you did to archers in the first place. their attack in formation looked faster than should but that could be by animation canceling when player ordered whole formation to attack one target. there have been opened ticket about rams ignoring houses and targeting tower which cant reach and the cause is probably slight change in prefered attack target to not bother by houses when towers are around with goal to improve behaviour while this went overlooked when testing. no one is perfect and please take in mind game was tested by several people many times, yes the reviewer should have account for that possibility and test it, but ptobbaly forgot and relied on testing to reveal possible issue, which didnt because probably of playstyle which was used during testing phase. worse pathfidnig is probably result of efforts to prevent longstanding issue players have been complaining that is to prevent dancing or to make it almost impossible, that makes units rotates and as result of that, they more often bump to each other trying to find way out of the Collison they fail too many times and therefore go idle. it is not somehitng what can be solved by blink of an eye. to minimize the impact of this, there is proposal in work to allow units to push each other and go around more easily. yes snapping feature introduced more perfect walls of buildings around which now pathfinder has to work. so what would be your suggestion (I am not joking) do you suugest to remove this changes which prevented dancing (one of the most complained thing on the forum during last releases) and snapping feature which allows to layout your city better or are willing to accept the fact there might be non trivial ways how to fix issues they could have cause?
-
@axi, you cant just enter the hash from config file into the logging screen. You need to copy paste it from old config file to the new one
-
Honestly I don't see the point here. It was decided at some point to start release and stop adding new features so game can be tested. That period took almost month and no one noted such a problems that would imply the process needs to be longer. Sorry but I just said that adding new unit to faction is balance from my perspective (what adding rams to all faction is adding new unit) also you say you don't complain about stat changes (attack and so on) but you do as you say archers are op now what could only be done but changing their attack stats. that are 3 points mentioing balance I dont intend to corrupt your words, I just want to understand your point of view because it seems to be different from mine to what do you refer as balancing.
-
ok, so you count as changing attack values for units and introducing units to factions as gameplay and not balance, I see it as balance because it changes which faction is stronger or weaker
-
I am confused, you say balance is good but posts above say something else.
-
could you please be specific what period do you refer to as last days? there have been almost month not introducing new things, just fixing crtical bugs and fixing balance based on players feedback from playing svn, which mostly was introduced by players requests in the first place. unit state machine is very complex, which part of it is broken?
-
cheats are not allowed in rated games, but keep in mind rated games are only 1v1. also there is clear red text that cheats are enabled, also every player needs to press I am ready button before host can start the match so host cannot enable cheats without other players knowing, so I suggest don't use I am always ready button so you will be unset as ready when host changes any settings
-
Hello @dmouse and welcome, For the start you could check this article https://trac.wildfiregames.com/wiki/GettingStarted and visit irc https://webchat.quakenet.org/?channels=0ad-dev (most of devs active on irc are from europe time zones). For the area from web: Pages on https://trac.wildfiregames.com/wiki are editable by anyone with account. Main 0ad page to my knowledge is build by wordpress but I dont know who you would need to talk to if you want to contribute there ( @implodedok, @wraitii ?)
- 1 reply
-
- 1
-
-
@seeh There were enabled cheats, so they used them. "teamsLocked":true, "cheatsEnabled":true, <--- "disabledTemplates":{}, turn 79 500 cmd 1 {"type":"cheat","action":"addresource","text":"food","player":1,"parameter":50000,"selected":[155,156,157,158]}