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nani

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Everything posted by nani

  1. Special doesn't mean it can't be categorized, so I concur with @Nescio. Organising structures by functionality seems the most sane option, for these special/unique characteristics these structures could have then an appropriate special type tag to categorize.
  2. http://support.ecisolutions.com/doc-ddms/help/reportsmenu/ascii_sort_order_chart.htm @elexis order matters
  3. I think that in the reflections objects don't have shadows rendered on them, could contribute to the weird feeling on the render
  4. The hero we need but don't deserve Nice work!
  5. That's part of the solution, the other part is to have the ability to add/remove <objects> from js
  6. I like it! One thing I don't (not your fault, this is the canonical 0ad style sprite) is the excessive number of horizontal lines. By the way, does this layout (lines of icons) fit in the minimun screen width resolution ?
  7. Deep in the stack trace will you find the answer.
  8. u wann fight nub 2xNub combo
  9. ffffffff why  u do this

  10. @coworotel The same for me if that's true (GPL) (those maps are also in 0ad phabricator)
  11. Mute time is incremental, each mute increases from the last one (meaning you got muted more times than him )
  12. That would lead to discrimination
  13. Yeah that one was still in progress (and still is)
  14. For these cases a shadow mute is the best option, makes the troll believe people are reading it and because he can't really know if he is being shadow muted he finally gets tired himself.
  15. Your new map would make a great addition pity we only have images of it
  16. This is map is from @Hannibal_Barca and @(-_-) Those are tests ...
  17. @Itms How about making a 0ad community mod entry for 0ad in mod.io (0adcommunitymaps.mod.io)? Instead of mods would be a zip with all the map data, the problem would be security concerns and review time (or none if is made as unofficial supported). All maps would go to the same 0ad_communit_mods folder mod, of course would need some support from 0ad for compatibility reasons.
  18. The procedure I described would only apply the attacks make automatically (like what happens when you press halt hotkey in the middle of a battle with your units selected), you can still focus on a specific unit by selecting your units and sending an order to attack that specific enemy unit. Your suggesting would work too and maybe would even be more realistic of real battle situations :D
  19. darn u beat me to it! Nice idea too but you can still patrol
  20. I have a better idea. Much fair and more easy to implement too. Set a default maximum number units that will automatically attack at the same enemy unit. It would go as follows: Default_max: 5 1. Search closest enemy unit to attack 2. Attack that enemy unit if currently is being attacked by less than Default_max of your own units 3. Othewise and if there are more enemy units repeat steps 1 and 2 for the next closest enemy unit. 4 if all enemy units have Default_max of your own units attacking them then turn to the current standard proximity attack. This should apply to only ranged units. Another option would be to make an "area" attack, much as the current free hand possition works currently. The points where the units would go in with the free hand option would serve as the proximity points to attack units (again only for ranged units)
  21. Just do what the error says. Try clean up, if it doesn't work, checkup.
  22. I'm the one with two accounts he mentions nani and nani0 (for dev purposes) and recently using nani0 bc user1 sometimes automutes me for non-offensive words so ...
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