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maroder

WFG Programming Team
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Posts posted by maroder

  1. On 10/11/2022 at 2:09 AM, wowgetoffyourcellphone said:

    We just have to make an executive decision and choose a number of levels. I think lowlands/midlands/highlands is more than enough abstraction levels. 

    Yeah true. But even then the framework should allow for an easy expansion/ addition of more data if a map needs it, so I think the best route would be to make the biome a class and give it methods to allow updating / mix n match between biomes. Just need to find the time to do it ...

     

    On 11/11/2022 at 3:26 AM, andy5995 said:

    Gotta figure out the heights yet for each of those levels though.

    I would not define heights within the biomes as it is extremely different between all the maps.

    • Like 2
  2. imo: info about adding mods & maps manually belongs in the FAQ (including a warning about potential security risks when doing so).

    36 minutes ago, Ceres said:

    And would we plan to have both (information in-game and in the wiki) synchronised (if possible)?

    yeah, that's why duplication sounds bad.

    ________________________________

    Generally, I tend to believe that more text is not equal to a better understanding and that a good design should be rather self explanatory: So instead of adding more text, I would rather like some general UI improvements that make that extra text unnecessary (which I know is a lot harder to do - just giving my opinion here).

    E.g. having a mod selection that is not just a wall of text, would drastically improve the user experience.

    ________________________________

    And yes, having the option to open the game path quickly would be nice. That does sound like it would need some c++/engine work tho.

     

  3. 14 hours ago, andy5995 said:

    It would add little more code, but I don't see it as being complicated. @maroderdoes that sound about right to you?

    does sound about right, but the question is just what is the right abstraction level for the biomes that fit for most maps?

    Would most maps only use these three terrains? Do we want to have more abstraction levels and how do we handle them? How do we want / how do we handle the inheritance of data between different biomes that share most of their code ect...

    So yes it sounds straight forward we just need to think about and code all these details.

  4. 1 hour ago, Stan` said:

    Also explains the name issue on YouTube.

    It does indeed. wtf.

    According to https://partner.steamgames.com/doc/sdk you have to use the SDK to upload the game, but https://partner.steamgames.com/doc/sdk/uploading/distributing_opensource says if you use GPL you can decide that that's not actually part of the software and therefore ok?

    But I think (hope) steam will not be ok with people releasing games that someone else develops.

     

    • Like 3
  5. 1 hour ago, Gurken Khan said:

    There's a "." missing in your exact spelling. ;)

    lol you're right. The problem is that I copied it from the youtube channel (which is auto-generated).

    So not sure if it's better to use this wrong spelling or the actually correct one.

  6. To be honest I'm not sure how exactly youtube decides what they feature on that topic page but I guess you can increase your chances by using the exact spelling "0 A.D Empires Ascendant" either in the title or as a tag or in the description, include a link to https://play0ad.com in the description and choose the correct game within the Gaming category.

    • Like 1
  7. 0 A.D. has it's own YouTube gaming topic! (Again)

    https://www.youtube.com/channel/UCnyOwrZI72pKKroCtKYQHjg

    If you just want to watch some videos about 0 A.D. you can subscribe to that page.

    If you create videos featuring 0 A.D. and you want them to show up on that page, be sure to:

    include "0 A.D Empires Ascendant" in the title, the description or the tags and choose the correct game in the Gaming category of your video details. And yes, the spelling does presumably matter.

    See these links for help on how to do it: Edit video settingsHow does my video show up on that page

    • Like 3
  8. That would be me who had the `genius` idea to do that, so all complaints can be directed to me.

    32 minutes ago, LetswaveaBook said:

    Originally the tree might be placed there because it was a source of food.

    So just some explanation: @wowgetoffyourcellphone revamped the biomes for A25, see this thread:

    Before that (so in a23/ a24 and prior) the meditarenean biome did in fact not have the olive tree at all. See:

    https://github.com/0ad/0ad/commit/73ccac3aba3a07e17b02bb3fd522008d56abf6b1#diff-304046c1440c554963d518154c3f99f2184ebdbc4fc97a8cc08480347f2e9db6

    And as you can see on the diff the intention when introducing the olive tree in the new aegean biome was not to introduce more food.

    See: https://code.wildfiregames.com/D4561#194526

    But we can ofc have a discussion about having more food in this biome when everybody thinks that would be preferable.

  9. 10 hours ago, thankforpieOfficial said:

    isnt that Archery Tradition, other upgrades, and base unit values? i dont see level up data for units

    Do you mean that spread is getting better on unit rank up?

    Archery tradition increases the range by 10: link

    Advanced rank does not increase the range, but gives -20% spread: link

    Elite rank does not increase the range, but also gives (additional) -20% spread: link

    • Like 2
  10. On 26/09/2022 at 6:22 PM, Stan` said:
    On 26/09/2022 at 4:50 PM, thankforpieOfficial said:

    seems level ups are not done for hans correctly? or is it all civs now?

     

    usually ranged units gained a bit of range on level up

     

    theres no difference for crossbowmen though.

    as for HAN archers, their range changes from (60) to (60 - 1) whatever it means

     

    looks bugged to me

    @wowgetoffyourcellphone @maroder

    The rank upgrades for all civs don't give range increase anymore. @thankforpieOfficial See:

    https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/data/technologies/unit_advanced.json

    for what it does.

    This has already been the cse since A24:

    https://github.com/0ad/0ad/commit/1147cf5305cf417695d88e27caef625776c8bf37

  11. 1 hour ago, Carltonus said:

    I get this game-breaking bug when giving orders to both the late-era Spartan pikemen and pike hero Philip II (also Atlas-only units) at the end; this persists at every restart of the editor. You can still continue playing, but the screen appears to be "freezing" at this point. Same happens when playing a normal game at random times.

    Do you maybe have a replay of this ? Never happened to me.

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