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Deicide4u

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Deicide4u last won the day on December 8 2025

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  1. I can see only a small flame, but maybe there's a bigger arson on a different frame.
  2. A German and an Italian enter a bar. Perfectly normal conversation ensues.
  3. Some things to think about for release 29 or 30. 1) Only buildings that can be captured are production buildings and Civic Centers. Any other building cannot be captured, including Houses that have "Fertility Festival" researched and Fortresses. 2) To compensate, introduce three levels of building armor classes. "Civic" or "Civilian" structures will have ~30% hack resistance. "Military" structures (Barracks, Stables, Arsenals, Elephant Stables) will have ~60% hack resistance. "Fortification" structures (Walls, Towers and Fortresses) will have a highest ~80% hack resistance. Pierce and siege resistance doesn't have to be changed, except for structures belonging to the "Civic" class. This should massively simplify game balance and solve the Capture and Delete meta once and for all.
  4. @wowgetoffyourcellphone Careful, you might actually make me like AI.
  5. Cavalry was always at the fore-front in every major historical battle. So, cavalry first, then infantry. Champions are tougher, so they maybe should be in front of CS in a formation. Another logic would be that CS are a good fodder, so we should place CS in front of champions. This is also more historically accurate, as many armies reserved their elite troops for later engagements, when the enemy was exhausted by "fodder".
  6. Hippocrates is in a league of his own.
  7. Big population cap = macro eco boom fest. You shouldn't do tactics with an abundance of available resources and population space. It's a trade-off that's not worth the extra APM. In short, this isn't Warcraft 3. It's beyond even the StarCraft's level of macro.
  8. Hey, I wanted to create a new topic, but it seems like someone already mentioned utilizing branches. So, the question is, why don't you use Git branches for development?
  9. Now, this is why I still think that someone needs to 'modernize' Slackware. In my opinion, what you're just described would be a daily routine for someone using that behemoth of a distro. Which is both its main strength and weakness. We need a distro with strong base for all userspace programs. Slackware (and maybe RHEL) fit this use case perfectly. You almost can't break it because almost all applications would be compiled manually or by some automated script, inside your userspace. The distro is designed to be used like that. Anyway, I just wanted to thank you for dispelling the FUD around Franken-distros, at least for people who know what they are doing.
  10. Ah, yes, Rust. Such a wonderful and safe language, I'm sure. Too bad it's just an unreadable mess to me. Why would the game need a Rust library for C bindings?
  11. I didn't really forget that. I've just assumed that those library versions were backwards-compatible (as they should be) and that he would need fewer libraries anyway since it's an older alpha release. But yes, that is one issue you inevitably hit while learning to compile. And this knowledge ia quite valuable in today's world.
  12. Hello, you mentioned that you don't know how to compile, but that may be the only option if you want Linux native older 0 A. D. And it's not too hard to do. First, get the a23b tar source and data archives from this link: https://releases.wildfiregames.com/ Then, follow the build instructions for Linux on this page: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions Obviously, instead of the latest source and data archives, you would use the a23b ones. Good backup practices apply before compiling any large software from source.
  13. Yes, and this is a major problem. Some games have AIs that just group units some distance away from the targeted base and commence the attack from there. I know for certain Brood War does this, but it's buggy. Units will still sometimes ignore the player's units while going to their grouping spot. Other times, the grouping spot will be inside the enemy base, so the units will be in a single line anyway. It's not easy to code good grouping without the AI actively using formations. In the older alphas, AI would have grouped his units properly because formations were hard-coded.
  14. This is one of the worst bugs in the game: https://gitea.wildfiregames.com/0ad/0ad/issues/8577 I can't tell you how many times I've been hit by this, at the most inconvenient times, and lost a good chunk of my army as a result.
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