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Refugee's Mod - A mod that gives you control of a defeated allies units
Grautvornix replied to tdust's topic in General
Oh - and one question regarding how "nearest ally" is determined: Any arbitration who will receive the refugees if e.g. two allies are positioned at the same distance (I guess it is the distance to their CC or is it distance to the next soldier?) Sorry for the questions! -
Refugee's Mod - A mod that gives you control of a defeated allies units
Grautvornix replied to tdust's topic in General
Great idea! It also adds a bit of uncertainty to the game: Training of new units for the receiving ally might be delayed or blocked if population cap is exceed by the arriving newcomers, and also their mix might be not as expected/planned by the ally. On the other hand, these units might be proven and levelled-up due to experience, so definitely valuable. I am looking forward to testing your mod - will work in SP as well, I guess. - Today
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Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
Cimbri/Teutones/Ambrones raiders could work. Marauders too. Otherwise, axemen, clubmen... It is possible for some of them to have a bear skin as a cloak, just avoid the bear head. -
Civ: Germans (Cimbri, Suebians, Goths)
Deicide4u replied to wowgetoffyourcellphone's topic in Delenda Est
@real_tabasco_sauce An bare-chested Axeman that deals hack and crush damage? You couldn't be more generic than that, but they are barbarians, after all. -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Ok @Genava55 do you have a possible idea for a raiding type unit? The gameplay design is somewhat focused on infantry mobility, so a faster, lightly armored, infantry unit is needed to replace the wolf warrior. i suppose we could go fairly generic and call it Crimbri raider or something. -
tdust started following Refugee's Mod - A mod that gives you control of a defeated allies units
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Hello everyone, This is my first time posting, and this is also my first mod for 0 A.D. This mod changes how units are reassigned when a player is defeated. Instead of transferring to Gaia, the units now go to the next undefeated ally. I think this is a really interesting mechanic, especially when playing the Regicide game mode—where all of a player's units get reassigned when their hero dies. Let me know what you think, and feel free to suggest anything I should add! Check it out here: https://github.com/TobyDustin/0ad-refugees-mod I'm also trying to get it on Mod.io. If anyone knows how to do that, I'd really appreciate your help. Here's the preview link: https://mod.io/g/0ad/m/refugees-mod?preview=f5ab66257bcb802a72f07e11b3139287 Some screenshots:
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Mythos_Ruler's Playlist
Deicide4u replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Eluveitie - A Rose for Epona -
Civ: Germans (Cimbri, Suebians, Goths)
Obskiuras replied to wowgetoffyourcellphone's topic in Delenda Est
I agree. -
I can answer, even if I'm not nani. Very important questions - which eventually can be rephrased as "why use proxies?". I hope the rest of this post will clarify. There are various reasons, I'll just state the two I find most important. One reason is compatibility with other mods. Imagine two mods overwriting the same init function: then, only the last loaded mod will work, whereas the first loaded mod will not work - not nice for users. Additionally: if you develop a mod, you expect to develop your code based on options.js from the public mod, right? But if this file is replaced by some arbitrary custom file, you can never know if your code will work properly. In other words, if you want your mod to be compatible with other mods, then you should let the other files exist, and not overwrite them. Another reason is compatibility with 0 A.D. itself. When a new patch or version of the public mod is released, it may happen that options.js gets changed too, as part of the update. If so, you (the mod developer) must take care of replacing that file too, and release a new version of your mod with the new file. And you have to do the same will all other files that have changed... dirty job indeed! Instead, if you build your mod around existing files, your code will (most likely) work straightforward - without having to check for all files that have changed and replace them one by one. So, what does it mean to build around existing files? And what should modders do? Answer is: use PROXIES! Javascript Proxies (similar to Python decorators - I seem to remember you like Python) ensure that modded objects wrap existing objects without overwriting them. An example: by using a proxy, you can run your custom init function after, before or around the original init function. And this is exactly what happens inside options~autociv.js! patchApplyN is a brilliant example of a proxy: it executes custom code around the original init function in options.js. You can find another concrete example of a proxy for the init function in options.js here. Most likely, it is caused by another mod which replaces existing objects/functions/variables/etc. - and if this is the case, you can gently ask the author to get acquainted with proxies.
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petition to remove MarcAurelius from mod team
Dunedan replied to Barcodes's topic in General Discussion
If you believe a moderator is abusing his privileges, please report that in a private message to me instead of accusing somebody publicly.- 1 reply
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MarcAurelius is a prime example of how power corrupts people, thinking he is above everyone else because he can mute/ban people as he pleases. Please remove this guy from the team, his continued presence in this role endangers the very principles they were meant to uphold. He must be held accountable and removed effective immediately!
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Done for you https://gitea.wildfiregames.com/0ad/0ad/pulls/7929
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There's an old patch for it: https://code.wildfiregames.com/D4246
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bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
mod_3d replied to mod_3d's topic in Game Modification
UPDATE: Version 0.7.1 Disabled debugging. Fixed a bug when recruiting a large number of support units. The number would be around 60. -
bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
mod_3d replied to mod_3d's topic in Game Modification
This bug is fixed in version 0.7.1 -
Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
I don't think there was a specific troop wearing wolf skin and wolf head. Tacitus, Cassius Dio and Caesar don't mention it. The only place with a depiction of a sort of warriors wearing such items is on the Trajan column, but it is unclear if those are Germans or not. Those men are Roman auxiliaries in full armor, while the actual Germans fighting in front of them with their native weapons are bareheaded. Furthermore the current design is focusing on the Cimbri and pre-roman period. The berserkir/ulfhednar is mostly attested during the viking and post-viking period, in the Norse mythology and Norse laws. And nothing suggest they were a specific battle unit. So for the moment, leave them aside. -
Alexcip joined the community
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It's like AoE and empire earth.
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It would be interesting if formations could sort troops from basic to elite and reverse. And wounded to healthy.
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How does that work? I want to understand your idea.
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Someone needs to make a PR. Meanwhile: standalone mod to get this tooltip : garrisonedInfoTooltip.zip Already in Moderngui too.
- Yesterday
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Great. Add it then. I don’t think anyone will oppose it.
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Civ: Germans (Cimbri, Suebians, Goths)
Obskiuras replied to wowgetoffyourcellphone's topic in Delenda Est
Historical accuracy is important, so i'll leave up to you. -
Thank you for the invitation, but I barely have enough time to play SP as much as I want to.
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