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  1. Past hour
  2. I've done a mod that change 0AD icon and I'm trying to distribute it. On my machine ModImWorkingOn/ ├─ mod.json ├─ fileIgnoredByGitIgnore.@#$% └─ art/ └─ 0ADIcon A user cloning my git New0ADIcon/ ├─ mod.json └─ art/ └─ 0ADIcon A user downloading from my git New0ADIcon-master/ ├─ mod.json └─ art/ └─ 0ADIcon A user downloading from mod.io New0ADIcon/ ├─ mod.json └─ New0ADIcon.zip Yes, 1000x harder for the modder to fck up and generate false positive then generating false negative thoughts. Being on the responsibility of the modder rather then the user is also obviously desirable. I think that also invalidate your remarks about this being a solution for a problem that doesn't exist. Which you would have a high chance of being wrong about since I don't think you ever use incompatible mods (yes you use and distribute compatible ones but they don't have this problem. For now, anyways). I don't know the original cause of the problem I faced with @Emacz, and others using his mod. But this isn't the first time I'm facing troubles with mods trying to use compatibility check, and this fix would have probably solved past cases.
  3. Today
  4. You could attach a README to your repository providing instructions, and (even better) create a release in your repository with the properly packaged .zip/.pyromod. That would make things much easier for both you and the users of your mod in the long run.
  5. Isn't it unusual to allow the same mod to have a different file structure for two different users? Couldn't that generate false positives? Aside from my question, this seems like a rather forced solution aimed at solving a problem that doesn't really exist. Modders should provide a simple way for users to obtain their mods. Besides, it doesn’t seem like a serious issue. It’s just a matter of learning how to properly create a .zip/.pyromod and providing clear instructions to the end user.
  6. Buenos días tardes o noches: Aquí le dejo una previa sobre el Boceto de la facción Asmonea @p3p : Desculpen las molestias*
  7. Buenos días ,tardes o noches; -En el mod "Endovelico" , tenemos la facción "Asmoneos",(no es lo mismo que el reino de Judá)pero por si le interesa temas relacionados , puede descargarlo en el tópico del mismo nombre en este mismo forum.Está el "Segundo templo de Jerusalem" como Maravilla de facción, unidades auxiliares como los Macabeos y trabajamos en bonificaciones culturales como el Shofar. -Sería de gran ayuda para el equipo que jugara el mod Endovelico y nos comunicara críticas, sugerencias, dudas etc... Disculpen las molestias*
  8. Yesterday
  9. Thanks, but I don't make mod zips I just give them the git hub link.... there was an issue downloading from git and extracting that caused computability problems. @Atrikhas provided a fix that seems to work.
  10. Well I suppose before a poll we need a list of options
  11. I say let it be hectic. I think its fine for the "perfect" start to be an asymptote: never reached but only approached.
  12. Just downloaded and activated. Have speced some matches in 0.28 and it works at least at first glance. Hovihovi getting +125.6 points for one game getting ranked best of 78 players.
  13. @Emacz when I make mod .zips, i always select the files within the mod folder (art,simulation,mod.json, etc.) and compress those to a zip file. Then i'll just rename it to whatever the directory name should be. That makes the right file structure. my bad, didn't see @Stan` already said this!
  14. Random idea: To lessen the impact on QuickStart mod, make the beginning of a match more similar to Age of Mythology. So you start only with your Civil Center, after 2 seconds your 4 Civilians and any eco units such as Worker Elephant spam, 2 seconds later your 4 infantry, another 2 second later your cavalry. That makes the start less hectic for everyone. It also makes maps slightly more balanced as your Civilians no longer spam at the other side as your berries.
  15. The overall Terms of Use forbid harmful and threatening behavior. This of course applies to game names as well. We've taken care about that specific case in the meantime.
  16. i know you think they are strong enough econimicall but we definitely tweaked things in Classical Warfare AEA, you should check it out Some civs still have the "women" and cs soldiers, as well as a serf unit. "gendered" civilians are a little stronger than "women" Goal was to somewhat speed up the "boom" so you could focus more on the fighting aspects.
  17. right, sorry I was reading that as civilians, was thinking you somehow meant there "women" were stronger than other civs.
  18. 64bit, so download this and it should work?
  19. I've found this today when I just wanted to play "Bomb Iran" and apparently the guy is sincere, it is not even a bad joke. I guess you have seen this type of behaviour now and then as a response to what is happening in the world, but I was wondering if there is a policy about game names.
  20. @Stan` when are you planning to do the release 29 poll !! (I don't mean to rush things btw i just curious when it will be done)
  21. Add an attack bonus instead (say... "Javelineers 1.05x attack vs. Cavalry, Peltasts 1.15x attack vs. Cavalry") This would prevent any unintended knock on effects of giving your units multiple attack types. DE makes extensive use of attack bonuses for this purpose: (Tooltip) Spearman Strong Against: Cavalry (2.0x) Weak Against: Ranged Units, Swordsmen (Tooltip) Javelineer Strong Against: Ranged Cavalry (1.10x), Elephants (1.5x) Weak Against: Melee Cavalry (Tooltip) Civilian Citizen Strong Against: Resources, Chickens (100x) Weak Against: Everything Else Just kidding about the last one.
  22. civilians are already strong enough economically, I (and @Atrik) don't think it's necessary to buff their metal gather rate too
  23. Civilians gather food better and wood somewhat slower than CS. My tech idea doesn't affect food and wood gather rates. It allows players to rely on civilians in the late game to gather stone and metal at equal or greater rates than using soldiers. While you already can use civilians to gather metal (and send all your CS to fight), it is not as efficient as leaving ~24 CS in your base to gather metal while you fight. You would typically try to maximize metal gathering for champions or upgrades, that's why I left stone out.
  24. In my suggestion melee cavalry has less Hack Resistance than Pierce Resistance. Thus Javelineers dealing 25% Hack is a "hidden" 2.8% / 5.1% bonus damage against cavalry.
  25. Marian Reforms replaces many of your Roman units with versions with superior combat stats, but a little less than half as much gather speed iirc. You then have a Spearman with generic stats in your Civic Center that you have to use if you want to have a citizen with the default gather speed.
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