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  2. I have basically only played against bots. And then I've know discovered the diplomacy. But when i tried to become nutral or at peace with the ai, it just allways replies like this: "I'm not intrested in an allience". Am i doing something wrong? Or is the issue that I'm playing against ai?
  3. The conical hulmet needs to be more accurate.
  4. Today
  5. I did it( the ai) based on several references.
  6. Yesterday
  7. That's for own ships? What about enemy ships? Used to be you could see the (arrow) stats and know what's up, but that has been changed.
  8. Antesignani as stated in this post. Obviously, until we have more evidence, we must be cautious.
  9. You are welcome to post where you think is best. Codewise, a good improvement @ffm2 would be packing your mod as an extension of localratings. In practice, include (only) your additions in a mod, and add localratings as a dependency. It will simplify maintaining and distributing the code. It will also ensure compatibility with the base mod across versions. Up to you - but I think your work will benefit!
  10. It would look good with some Iberian pattern.
  11. Hi and welcome to the forum! Unfortunately, the only way I am aware is to actually select the ship and see the garrisoned number of people. There has been multiple suggestions to modify that so it will be addressed.
  12. Could I possibly do it here: // get a starting rallyPoint ... will be improved later let rallyPoint; let rallyAccess; const allAccesses = {}; for (const base of gameState.ai.HQ.baseManagers()) { if (!base.anchor || !base.anchor.position()) continue; const access = getLandAccess(gameState, base.anchor); if (!rallyPoint) { rallyPoint = base.anchor.position(); rallyAccess = access; } if (!allAccesses[access]) allAccesses[access] = base.anchor.position(); } (It is in attackPlan.js starting at line 40) I am not really familiar with ai scripting, is there a way you can get the classes, like: if (this.target.hasclass == "scout") { // Ignore target/pick new target }
  13. Update on the LR_Teambalancer: Removed the game setup page .xml including the buttons to balance the teams and evaluate the current teams. The new popular mod extraplayers overrides it. Commands in the game setup: /balance /evaluate /rate playername 2000 Also to clarify a common confusion: The teams are paired by the conservative rating e.g. 1800 - 400 = 1400 The winning estimation is calculated by the raw rating e.g. 1800 Might be confusing, but my attempt to simplify it wasn't better (e.g. using only conservative). Also if @Mentula doesn't like me to hijack the thread, just say if I should detach or so. IMO it belongs here best. LocalRatings_Teambalancer.zip
  14. It belongs to the Hyrule Revival mod, or the original Hyrule Conquets mod, I'm not sure.
  15. Updated for R28. Most notable change: Game decided announcement.
  16. Is there a way to tell if a ship has garrisoned units? TIA
  17. Group placement eventually loaded. But it was stuck at 6% for a long time. With that said, it only loaded after host ended game
  18. Hello, I was wondering who is managing r/0ad ? Would it be possible to pin a post about the game coming out of Alpha and about 0.28 Boirix update. The forum is active at times.
  19. Last week
  20. The problem is how all those details distract from playing.
  21. This is some legit R&D for better 0ad bot. Hopefully it will be atleast as good as a 1500 player or even more. I cant really wait for 1 hour before I get chance to play (Tight time constraints these days). Will be really cool if I can get into high quality match, anytime, on demand. Something not possible with a 700 bot like petra
  22. Nice water fall and bridge ! did you use a custom texture ?
  23. The starting position and the lakes are similar to "Pyrenean Sierra". Maybe you can base your map on that.
  24. ??? "Councils of modders" literally. By official I mean mods made by the community itself ( WFG members and contributors) and that even follow WFG guidelines. Check Terra Magna aka "Rise of the East". It has 0 A D development rules.
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