Perzival12
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Everything posted by Perzival12
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About formations, I almost never use them because when you order your soldiers to attack the formation automatically disbands, no matter how far away the enemy is. It would be nice to either: A: make it so that formations must be manually disbanded, otherwise they fight in formation (at least some formations should work like this, like the Phalanx) B: units stay in formation until an enemy is in sight, then they disband (not historically accurate for most formations, like the Phalanx).
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Wait, was this updated to R28?!
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New campaign: advanced battle skills
Perzival12 replied to Seleucids's topic in Scenario Design/Map making
@Seleucids, would you mind if I include this campaign in a larger basic tutorial campaign I'm making? I'll credit you of course. -
You just don’t get it do you? Anyone and everyone is a developer, and despite all of your long theoretical and rhetorical rants, you have yet to except that you yourself can add the code. If you’re not on Gitea (we dont use GitHub), then make an account and do something. No one has asked you to fill out a bug report, and if you were actually as skilled and experienced as you say, then you Wouk know there is a big difference between reporting a bug and actually contributing.
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You refuse to accept that everyone has influence, since everyone can make a Pull Request.
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Yeah, sure buddy. A: Yeah, if you actually take the time to read some of the other topics that are similar to this, the devs who know about code are on the forums, such as @ShadowOfHassen and @Vantha B: Literally most people who advise to make a mod make mods bro, and many features from mods are then incorporated into the vanilla game. I'm not saying you shouldn't add this to the game, I'm saying that you should test it out with a mod first, and then make a Pull Request to incorporate it into the main game. You probably do, but who gives a @#$%? I'm probably a much better modeler and animator then you are, but again, why does that matter? Again, why does this matter? You're turning this thread into an argument, in which you completely ignore everyone else's opinions and thoughts because they disagree with your own. Yeah, so take your code and do something with it, instead of just posting it here and hoping someone else uses it. In addition to several mods I have made and posted, I have also started several topics asking for opinions about features that could be added to the game and things that could be changed. And, the majority of the devs also have their own mods or have worked on mods, such as @wowgetoffyourcellphone and @Stan`. Okay, then, if you insist on not making a mod, then open an issue in the repository, make a branch, add your code, and make a Pull Request. Maybe you've forgotten that this is a Free and Open Source project, in your rush to criticize and insult. PS: Constantly insulting everyone who tries to help you or who even slightly disagrees with you won't get you very far in life bro, and especially not here.
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what games do you play besides 0ad?
Perzival12 replied to grepmaster's topic in Introductions & Off-Topic Discussion
Call of Duty Mobile. Zelda. Mario. Mortal Kombat Basically anything retro tbh. -
I’m just going to ignore all of those insults, though you better hope we never meet face to face… Literally, if you have such a problem, take the first piece of advice I have: make a mod. Clearly no one else wants this idea, and by insulting everyone who disagrees with you, not only have you failed to convince us, you have alienated most of us with poor insults and petty slights. @#$% off mate.
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@seregadushka, it’s nice of you to come and suggest an idea for the game, and I do agree with you that it would be nice to not have to turn auto queue on everytime you run out of resources. However, the others are right, why does it need to be more automated? The point of playing a game is to actually play it, not just sit back and let the game play for you. If you really want this feature, make a mod for it. Otherwise: A: Deal with it. B: Learn how to get enough resources that it doesn’t disable. Pretty simple bro.
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The resistance is only shown if the number is above 0. So since no units are resistant to fire or poison damage, it doesn't show the resistance. At least, I think that's the problem, I could be wrong. You can test it by giving a unit resistance to one of those damages, and then seeing if it shows up in the UI.
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Balance Discussion - Hack and Pierce
Perzival12 replied to DesertRose's topic in Gameplay Discussion
@ThePoshBarbarian, your classification makes sense, except for resistance needs to be reversed. In all actuality, leather armor is designed to block arrows and other pointed weapons, an axe blade or a good blow with a sword would cut through it like butter. As for sling implementation, slingerss could just deal small amounts of pierce and crush damage. -
I know how to do that, it’s actually pretty simple. i also know how to make random maps a little more varying and random, if your interested in that, and how to make them look better.
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More scenario builder tools
Perzival12 replied to Adeimantos's topic in Game Development & Technical Discussion
The best way to learn Triggers (and the way I learned) is simply to download as many mods with trigger maps and or campaigns as possible, and start reverse engineering and copying them.- 1 reply
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Once I figure out how to use git, I might consider adding some of Hyrule’s features to the main game, like spawning and stun.
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I’m not sure about this one, since someone’s idea of trolling varies wildly (you could consider anything from worker harassment to deleting captured buildings trolling, and both are commonly used tactics.)
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Balance Discussion - Hack and Pierce
Perzival12 replied to DesertRose's topic in Gameplay Discussion
I guess your right, I read that message wrong. -
Balance Discussion - Hack and Pierce
Perzival12 replied to DesertRose's topic in Gameplay Discussion
Agreed How it should be: Units with swords, axes, or other edged weapons (arrow edges don’t count) deal Hack damage. Units with spears, arrows, pikes, and other tipped weapons (maybe some swords can count, but probably not given no thrusting animations) deal Pierce damage. Units with maces, staffs, or blunt weapons of any type deal Crush damage. Resistance balance should be redesigned, with Pierce and Crush resistance being about equal, while Hack remains slightly lower than them. -
Gameplay Feature: Battalions and Formations
Perzival12 replied to wowgetoffyourcellphone's topic in Delenda Est
From what I understand, the Battalions were built around the older system, before formations had battalion-style selection, so I’m not sure how well they’ll work now. Still, if you’re interested, we can try to get Battalions into Delenda Est using the old HC code. -
ModDB is a good place, I know you already have a page on there.
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Gameplay Feature: Battalions and Formations
Perzival12 replied to wowgetoffyourcellphone's topic in Delenda Est
@wowgetoffyourcellphone, is this still something your interested in adding to DE? Because Hyrule Conquest had Battalions, and I think the code could be updated and added to DE. I also know the guy who wrote the battalions code (and a custom GUI to go with it), so we could always ask him for help. -
Does anyone know where the interestinglog.html file was moved to for the R28 FlatPak? It's not in .var/app/com.play0ad.zeroad/config/0ad/logs anymore. Where was it moved to?
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Bolgios: was a Gaulish leader during the Gallic invasion of the Balkans who led an invasion of Macedon and Illyria in 279 BC, killing the Macedonian king Ptolemy Keraunos.
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You’re saying they should be affected by their own auras. I’m saying they should have the bonus built in.
