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Messages - andy_5995

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26
Mods / Re: The Greeks
« on: 21 March 2020, 03:49:08 »
A9 will be the next release.

This is what things look like now: demo video

One new feature is that chickens can morph into larger chickens, and therefore provide more food (which means having to make fewer chickens).

The wild sow from the Norse faction has been added.

Atlas can be produced by priests.

Most units can heal faster when standing near a priest. A single priest provides +5 regen, and 5 priests gives +25. You can "radius-heal" allied units as well, by manually healing a unit that's near allied units.

Units standing near a temple get +3 regen points.

27
Feature requests / Re: Minimum range for weapon
« on: 18 March 2020, 05:47:44 »
lol, pushing this up after 9 years ? seriously andy ?  :O :D

Yes, seriously, titi! It's still relevant and needed a bump, imo. :)

28
Mods / Re: The Greeks
« on: 11 March 2020, 20:32:40 »
A8 released (Remember to ignore the zip and tar.gz  and only get the 7z file)

For this version, we've imported and adapted a few models from 0 A.D.

29
Mods / Re: The Greeks
« on: 25 February 2020, 19:41:17 »
A7 released (Remember to ignore the zip and tar.gz  and only get the 7z file)

30
Maps, tilesets and scenarios / Re: chess network scenario
« on: 12 February 2020, 20:24:40 »
Version A2 released. This fixes the OOS bug.

31
Mods / Re: The Greeks
« on: 29 January 2020, 19:02:01 »
A6 released (Remember to ignore the zip and tar.gz  and only get the 7z file)

32
Thanks Kagu

Error if no module name is defined, so I added this to the top:

Code: [Select]
__module_name__ = "MG_Alert"
And also told it to play a sound:

Code: [Select]
subprocess.call(['play', '/home/andy/Music/Local/chat_alert.ogg'])
When I load it, it works, but doesn't show up in the addons list. Guess that's a Hexchat bug or I am just frickin' off my nut again.

33
Feature requests / Re: Minimum range for weapon
« on: 13 January 2020, 20:20:47 »
Only serious problem with this is that immobile units such as a defense tower could end up becoming helpless to any melee unit, so that one swordman with half health can solo kill a defense tower...

It's a good point, but I don't see it as a serious problem. If a single swordman is attacking my defense tower and I can't have any units to kill the swordman, than I have a bigger problem than losing a defense tower.

Though one way around that is to allow an upgrade "remove minimum range" (0 A.D. has that implemented).

It really makes no sense for catapults to destroy themselves though, to fire at itself. Setting a min range for catapults would make them more fun to use, and make playing against the AI just a little more challenging and less predictable.

34
Bug reports / Re: muted sound comes back on when player joins
« on: 6 November 2019, 18:07:03 »
A switch would be good. I'd be happy to do a PR, but it would take me too long at the computer to figure out how.

35
Feature requests / Re: save game setups
« on: 6 November 2019, 18:06:01 »
this was made in git version now. Currently I am a bit undecided if I should have saved setups seperated for each techtree or not. What do you think?

Maybe better to use as-is for now, and then think about it more after the next release. Saves you a little time and you get more user feedback in the meantime.

36
Bug reports / Re: muted sound comes back on when player joins
« on: 4 November 2019, 20:58:01 »
Hi kagu,

Yeah, titi mentioned to me in IRC yesterday that it was intentional.

But there's already a "cavalry charge" sound when someone joins the lobby or a server becomes available. I'm not sure what the point is in having an option to mute the background music if it auto-disables itself randomly.

I sometimes am not at my computer, but nearby it and don't want the music on all the time.

I usually have my MG music level volume to 0 to work around it.

37
Bug reports / muted sound comes back on when player joins
« on: 2 November 2019, 15:51:46 »
At the game set-up menu, when I use "K" to mute the music, it comes back on automatically when someone joins.

38
Closed bug reports / Re: crash while playing scenario
« on: 28 October 2019, 17:21:32 »
I tried 3 times but can't reproduce it anymore.

39
Maps, tilesets and scenarios / Re: chess network scenario
« on: 27 October 2019, 16:35:44 »
Jammy fixed this up real nice. The link is https://github.com/zetaglest/chess

The first release is A1

40
It does not reproduce anymore now that I have a new ISP and wifi modem/router

41
Closed bug reports / Re: possible bug in storming scenario
« on: 24 October 2019, 02:50:46 »
I just played through this scenario and had no problems.

I've played that scenario a few times and never had any problems either. That report from IRC is the only time I ever heard of a problem.

42
Feature requests / Re: User Profiles
« on: 22 October 2019, 16:28:58 »
Although I don't recall if anyone's requested this or if it's in demand, it's a good idea to allow for different profiles.

There should definitely be a global directory for techs, tilesets and maps. So any profile has access to content that's already been downloaded. Probably should go into ~/.local/share or $XDG_DATA_HOME, as mentioned in this GitHub ticket

43
Maps, tilesets and scenarios / Re: Call for 5vs3 player maps
« on: 20 August 2019, 17:44:53 »
It seems like we hardly ever play the ones that exist.  Almost always with you, these 3 are chosen:

Desanction
5 on 3
Eight Gradient

Ones that I made:

Pizza Pie Island
Devil's Paradise
Caution Landscape

44
Hi @HonzaCZ

As far as I know. If they seem abandoned. Sometimes it's good to make an attempt at contacting the original author first, if possible.

45
What do you think about having an option where a player could change the background color of the mini-map, to white, for example? It would make it easier to see the darker colors of players in-game. If there was some option to toggle "white"/default.

46
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 14 August 2019, 02:03:28 »
Thanks @Archmage :)

47
MegaGlest / Re: Hungarian Translation
« on: 8 July 2019, 17:42:39 »
Then you better not tell your boy that there's a pirate faction in the vbros_pack_1 mod, which can be downloaded from the "game mods" submenu, and then accessed by changing the "techtree" from the game setup menu! xD

48
MegaGlest / Re: Hungarian Translation
« on: 2 July 2019, 23:17:26 »
HI

@andy_5995: thanks! I appreciate that you have tried, even though you said I should forget what you have said :-)

You're welcome, and have fun playing! :)

Quote
What do you think, @andy_5995, is it possible to create a pull request now for the Hungarian language?
hmm.. I don't know the answer to that.

49
MegaGlest / Re: Hungarian Translation
« on: 1 July 2019, 17:58:15 »
Actually I think I'm in error. you couldn't submit these through a pull request because there's already a Hungarian translation in the transifex system (26% translated). Best to wait until one of the MG maintainers answers your question, and forget everything I said. Good luck!

50
MegaGlest / Re: Hungarian Translation
« on: 1 July 2019, 17:46:28 »
Hi bzt. I'm a contributor too, not one of the maintainers, but I think I can answer your question.

Using git, you could make a pull request on the MegaGlest data repo at https://github.com/megaglest/megaglest-data

The existing docs for contributing seem to focus on development, but.. I can see why you are having a problem finding info about submitting translations.

I don't really think people should have to clone an entire repo though when they are being generous enough to contribute translations. I guess Transifex is or was the normal way but you mentioned it's inaccessible to you.

I could try submitting your files through Transifex myself if that's ok with you?

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