Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Thalatta

    Mod request.

    Of course not, but I was having in mind some marginal use like using that wood to set some small fires and such, so they should give very little wood. It just seemed more realistic than leaving them with 1 food (what if one wants that food?), with the available resource change being a cleaner "completion" of the food gathering process, and the wood gathering presented as a new option.
  3. Perzival12

    Mod request.

    Auto explore isn't really needed, just turn on Explored or Revealed map in the settings, it really amounts to the same thing. The minimal definintly would be easier to use if you could click on it to enlarge it, or even hover over an area of it to zoom in. (I personally would like an option to turn the minimap off, I noticed it can cause performance issues.) Berry bushes would be nice if they could regrow, since not everyone has the room to build tons of farms, especially on some maps. Thalatta's wood idea makes sense in theory, but from my knowledge of bushes, you can't really build anything from them, due to the branches being too small. And, before people begin about balance problems, a tiny change to adding regeneration rates to the berries isn't really going to break the game, and thinking so will eventually make the game static.
  4. Would it be possible to make the emblems their full size? They're a bit squished height wise, though the width seems right.
  5. Today
  6. Maybe buttons to also view Structure Tree, Civilisation Overview and Catafalque Bonuses from there would be useful.
  7. @wowgetoffyourcellphone@Stan` Or any of our active 0ad developer friends, I'd like you to test this mod and, if possible, add it to the base game. I welcome feedback for code/logic improvement; I created it with the intention of it being easy to use with any mod. The only detail is that the region filter only works with the civ.json file if the "Region" key is filled in.
  8. Hey everyone! I made a simple mod for 0 A.D. that changes the civilization selection screen into a grid layout. No more scrolling through a single row – now you can see all civs at once and pick your favorite faster. Features: Clean grid display Works with vanilla and most modded civs Lightweight and easy to install Installation: Download the folder. Place it in ~...../mods/ (or your mods folder). Enable it in the mod manager. Launch and enjoy! Download: https://github.com/0ADMods/civ_grid Feedback is welcome! Let me know if you run into any issues.
  9. Atrik

    Mod request.

    So much quality content about this topic
  10. Thalatta

    Mod request.

    @wzyas I think there are mods that already handle your first two points. As usual, it would be nice for some, but not for others. I think this is an example of letting the game play for you, as discussed in: I agree it would be nice to have this in the base game. You didn't say what for, exactly. If, as @Grautvornix says, it's to let them regenerate, I'm always for adding little details that enhance realism and complexity, as long as micro and bloatedness is not unacceptably increased. The way I'd implement it is that after fruits are depleted, the fruitless bush/tree remains, and one can then gather its wood (which is otherwise ignored by those already gathering wood, thus, you'd need to manually order their cutting down), or choose to leave it and wait for fruit to appear again after some time. I'd do something similar with all renewable resources, but, again, these things have already been discussed, and there's some people that usually push back against these changes (see below, and read around, just use the search tool). I find "balance" considerations unconvincing since some general regeneration rate could be set as an option, and none to low values shouldn't affect present gameplay in any noticeable way (and high values shouldn't be that high, I see it more as a way to say "yes, this game takes this into account, unlike most RTS!").
  11. Grautvornix

    Mod request.

    Thanks wzyas! I particularly like your proposal #2 and #3: #2: temporarily enlarge the minimap, e.g. double click on the minimap could open a window showing exclusively the map (enlarged), doule clicking again closes the sparate map windwo. #3: workes do not deplete berry bushes completely but leave a bit so they can re-generate. The same would apply to fishing boats.
  12. wzyas

    Mod request.

    It don't know if the rules allows it but here my request: Back in Empire Earth you could command units to auto-explore. It would be nice if we could do that. In Age of Mythology you can make the mini map bigger for a moment. It helps a lot. It would be cool if the workers don't deplete a fruit bush. They leave it with 1 hp and move to the next. Or become idle. Thanks for reading.
  13. Yesterday
  14. Title screen -> Learn to Play -> Tips and Tricks or binaries/data/mods/public/maps/tutorials/ The chevrons above the units' heads signify (from single to triple) basic, advanced and elite rank; they go along with increasing attack and HP values and decreasing gathering speeds. (Since this site's search function is phenomenally terrible I don't know if there's a good overview somewhere.)
  15. Here on Medium AI (on Very Hard I don't outcompete economy early game, but I play quite intuitively, no videos or tips to know optimal build order, for now at least).
  16. This game loads near instantly on an SSD which is great, but I can't read the loading screen tips in time. When units get arrows over their heads, are they "leveling up" (earning stat boosts) or is it just a cost:effectiveness indicator like in Zero-K?
  17. Last week
  18. @Emaczare you LiefTheLucky in the MP lobby?
  19. Can you control just gaining resistance from ranged attacks, for example? Sorta, but not 100%. Are you referring specifically to Testudo? in Testudo they get +3 pierce, +1 H/C resistance but move 40% slower.... The main issue right now is pierce is both a ranged and melee attack. I'm not sure if you can do pierce from ranged only, would need to talk to Steven about that. We also have a charge attack, raider and shock They do what the github says they do Charge - Charge the enemy and do intiial +10 Crush and 2.5 Hack/Pierce dmg but lose 1 of each resistance while charging Shock - Gain 15% walk speed and 20% accleration Raiders - Raiders 20% faster walk speed and +0.5 capture attack but 5% slower run speed
  20. Can you control just gaining resistance from ranged attacks, for example? What would that be, exactly?
  21. Haha yeah, obviously he had to do something there. Cause I think I tried playing around with it in the past and never got it to show up.
  22. Adding resistance to the formation templates is the easy part. I'm just wondering what the changes to formation.js were.
  23. I don’t know if he had to do anything in the background. But check out the formation templates. I was able to do it there. It took a while to figure out speed. I can explain more later But @stevenlauis the real hero.
  24. Does this actually work? I've tried adding resistance to formation files in DE but I only get errors when selecting the units. EDIT: I just tested it in AEA and it works as expected. How did you do this?
  25. Thanks to @stevenlau we now have formation bonus working for testudo/phalanx. You gain resistance but lose speed while in formation. You still cant attack in formation. We also have a charge attack, raider and shock mixins that set units apart. I can't promise everything is balanced and error free... which is why I am always looking for people to test with!
  26. @Seleucids If you stick to raiding the formerly Roman parts we should have no problem. Here's one I thought you might like:
  1. Load more activity
×
×
  • Create New...