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Posts posted by maroder
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@fatherbushidoyour post is restricted "Sorry, we can't show this content because you do not have permission to see it. "
On 26/02/2021 at 4:14 PM, Thorfinn the Shallow Minded said:The one other area I could see changing a lot would be giving them a massively reduced training time.
I like the idea. Because why is there a training time for mercenaries in the first place? You hire them and they should be ready. So from a logical standpoint, the don't need any training time.
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I voted for on/off, because of ease of use during a game and the mentioned inconsistency of corpses disappearing at different intervals. But that is really just my personal preference and it was a close call. So from my point of view a slider option is also good, as long as there is the option to set it to 0.
And i do feel like most people who voted for on/off could live with the slider option when you can set it to 0. I dont think the opinion is on/off or don't implement the feature, it more like on/off is preferred, but as long as it is included it is a step forward.
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works without problems for me. Even the translation into german is correct.
The only thing i am noticing is that in the pictures of the units, the color of their faces not always match the rest of their skin tone. The face of the Athenian women (first picture) looks very pale for example or the face of the Iberian? man (third picture) is very dark, compared to the rest of the model.
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Option 3: 1 game. All vs all. Last man standing.
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5 minutes ago, BoredRusher said:
The most effective way to show those opinion variations is to do a vote on all the newly implemented features to see how effective is each one from the perspective of the community.
That was done:
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16 minutes ago, seeh said:
look like my errors if i have autoCiv intalled in my last ubuntu ( i will try again today. but dont know how to get autoCiv anymore? )
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autociv is not yet compatible with a24, therefore there are no building hotkeys at the moment.
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yes it does indeed
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From what i know, it should create this subfolder:
"Each mod is contained within its own folder, which should have the same name as the mod. Thus, a mod named
my_awesome_mod
would be placed in the folder./0ad/mods/my_awesome_mod/
."
https://trac.wildfiregames.com/wiki/Modding_Guide#Wherearethemods -
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No problem. But that should demonstrate why not more people test your shader
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Windows doesn't let you change files in compressed folders, therefore you have to decompress it beforehand. And something along that process broke the game for me. So in theory it should work but its not really "drag and drop".
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13 minutes ago, Nescio said:
However, I sincerely believe A24 as a whole will be considered to be a better product than A23 by the vast majority of players in a month or two.
As someone who cannot play multiplayer, due to bad internet connection, i can confirm that. Normally i play vs one or two AIs and i am very happy with a24. The graphics looks much better, there is building snapping and the balance feels more balanced (I can now win with the Kushites). And i don't experience much lag, since there are only three player.
19 minutes ago, Nescio said:That's possible and that was actually done in the past. If I recall correctly, @Grugnas and @Hannibal_Barca both wrote balance mods for A22 and @borg-, @Feldfeld, and @ValihrAnt each did for A23; there might be a few others too.
Good to hear. But i think it should be kind of an "official" mod to get many people to try it / find out about it.
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Thanks for the tip Stan. Nevertheless, i tried as you suggested, but now i cant start the game anymore. It takes me directly to the mod selection, and if i click on "start mods" (public is the only one in there), it closes for a moment and then reopens the mod selection again.
I probably did something wrong during the process, but i wont bother fixing it and i will just reinstall the game.
Take home message: It easier if you provide screenshots and videos instead of investing the time to tell people how to incooperate your patch.
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Very true. If you want many people to use it, it needs to possible to do it in the game (as with the mod downloader)
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Then you probably need to try third party software.
As for testing your shader: I tried to replace the files that you provided in the other thread, but the binaries are zip compressed and windows wont let me replace it without unpacking first. Which means i have to decompress and recompress the complete binaries (several GB), which is something i'd rather not do.
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for Ubuntu 18.04 and higher with the default Gnome desktop you can press Ctrl+Alt+Shift+R to capture a 30 sec video to youre video folder.
https://ubuntuhandbook.org/index.php/2020/01/record-ubuntu-desktop-built-in-screen-recorder/
Otherwise you need to use an extra screen capture software.
And good to know, i will try it when i have some free time. -
2 hours ago, DanW58 said:
So far, as far as I know, NOBODY has ever even looked at this shader; nobody has tried it.
The problem is that most people in this forum dont use svn (me included) and the people that do are busy working on it and have not so much time for testing. So i can only say: I followed the progress of your shader development and i quite like it judging from the screenshots . And as you can see from this thread :
People like to look at pictures. I would even suggest putting in a little screen capture video, if the effects of the shader are best seen in movement.
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1 hour ago, badosu said:
The only thing we should have instead is some way of pushing balance updates more often (as I mentioned with weekly builds).
If it is really only about balance tweaks, wouldn't it be possible to do this via mods ? Like an weekly (or monthly) official multiplayer mod that takes care of those concerns and is used to test the balance. This mod could either be supervised by the wfg staff members, or what may be more sensible, by the top multiplayer.
All that would need is the willingness of these players to communicate and someone who knows how to handle the technical side. Then every week, you could just get the newest version of the multiplayer mod and be up to date.
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I think the building hotkeys were property of @naniautociv mod.
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I found no major bugs. Minor things are:
* Windows is offended that "publisher is unknown" and treats it as a security risk /wants to block the installation* Some strings are cut off in the summary page, because they are too long (language: German, afaik there is already a ticket for this)
* The orientation of the starting CC seems to be different from a23? I had in mind that is was previously always facing toward the starting camera position. This is no longer the case (not sure if this is intentional, or if it just depends on the map)
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ok, i just misinterpreted the manual. And i already thought that having to know the filenames is quite complicated for a fun cheat.
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Well, that is surprising.
i tried some random songs from https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/audio/music- retro me Celtica.ogg
- retro me In_the_Shadow_of_Olympus.ogg
- retro me Land_between_the_two_Seas.ogg
- retro me Harvest_Festival.ogg
dont work. i.e when i type them in it switches to this song on repeat without any 8 bit sound.
retro me off takes me back to the normal soundtrack.And retro me 0_8Bit_Bonus_Track.ogg plays an 8 bit song, but now that i think abut it probably only because it is 8 bit in the first place.
So retro me just switches to the named song (in a23b)
which seems to be the expected behavior form this ticket https://trac.wildfiregames.com/ticket/4677
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Im not sure if this has already been fixed for svn, but i have not found a ticket on trac after a quick search, and it would be funny to have
Wonders seem unfocused and unnecessary
in Gameplay Discussion
Posted
From the name "wonder" one normally expects more than just a little pop bonus. So some extra technologies that really boost your game once you have the resources to build a them seem like a good idea to me.