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you playing with the mod? You shouldn't be able to get "civilian" helots... that is interesting.
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I don't know. But, you could check how is done in this mods: https://github.com/JustusAvramenko/delenda_est Or maybe @Emacz can help you with that =)
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@wowgetoffyourcellphone I think the information is much better structured now. I also like that you added the large image. It’s a detail that, to me, adds a lot of “personality” (after all, it’s the only visual element representing the “object”). I understand that the bullet point follows a consistent logic, listing in an orderly way the elements the technology unlocks. However, personally, I would still prefer to remove at least the bold formatting from “Unlocks Scale Body Armor.” This way, what stands out more immediately would be the most important aspect of the technology: the military bonuses it provides. I also think placing the cost at the top is a good choice. And the increased line spacing greatly improves readability. Good job!
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Tooltips layout
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
- Today
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In Spartan, if I raise the alarm These don't go into my civic center. But when I train one, they go in; it looks like a different unit, that may have something to do with it: Also, is there a specific civ that needs to be tested more than others?
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I can’t really tell you. I’ve never modded unit/civ templates. But if I were to do it, I think I’d start by looking at how a civ’s files are structured here: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates Do you know if there is a guide to making a new civ?
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I can’t really tell you. I’ve never modded unit/civ templates. But if I were to do it, I think I’d start by looking at how a civ’s files are structured here: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates
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That's cool stuff to add to my bookmarks I'm not really into modding units, but maybe this web can be useful for you too: https://docs.wildfiregames.com/templatesanalyzer/ Are there templates for the units and structures and other civ data for a new civ?
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On the download manager I get this error "Invalid mod: Failed to get metadata_blob from modFile", but I don't know why. Can you help me, please?
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Share your channels to watch it and suscribe!
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For sure, I usually make new videos at weekends . Oh, understood. I was reading about it at the forums.
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Anything to make these tooltips more readable, I enjoy. I'd like to see how those resistances on buildings get more readable. I agree with removing "level", and anything unnecessary for that matter. Unrelated: what is that star? Glory from Delenda Est? Why does it take that resource? I would have loved to see textiles as a fifth resource though, when thinking about all kinds of historical resources, the usual 4 and textiles seem the ones needed to cover most things. It seems to me it’s ignored because that’s what most RTS have done (and could have many sources, both animal and vegetal).
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Man, I love open-source. We've touched on this, but I've just enabled Citizen-Soldier upgrade techs on Alpha 18. Thanks to the developers for leaving them in there. All I had to do is to edit several templates and put them in. Since there are no standard rank upgrades through fighting in A18, this is the perfect compromise for me. I've also removed the useless Stamina bar on multiple selection. EDIT: The CS rank stats are all messed up, and basic units are often stronger than Advanced units. It seems like the game was balanced around Basic CS only at the time. Such a shame.
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I did update. It works fine. Thanks.
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For Forge techs, the information that it unlocks the next tier is so unimportant that you can even leave it out. It certainly does not need a bullet point or being bold. Also, somehow showing if it unlocks another tech, unit or building would be nice. Either color coded, or something l like Unlocks "Tier 2 Hack Armor" [Tech] Unlocks "Champion Swordsman" [Unit] "Hack armor level" sounds strange. Why not simply "Infantry +1 Hack Armor"?
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It might be somewhat arbitrary, but I’ll share my suggestions with you: I like having bullet points at the beginning of each upgrade description and I’d try increasing the font size of the bonuses granted. I wouldn’t use bullet points for “Unlocks…” nor bold text—I don’t think that’s information that needs to be emphasized. And I'd try leaving an empty line between the bonuses and "Unlocks".... Is there any reason to separate Cavalry from Infantry?
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That's already the case but you might have it disabled, check option or it's also a hotkey still "Atl+C". Thanks to @guerringuerrin this hotkey will be unassigned next release as it tends to troll people. Also in the PR i made all range overlay are forced enabled for the placement previews.
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Is there a way to also show ranges of buildings that shoot arrows? To know where to place buildings. Ideally showing all these ranges when pressing something, while not cancelling the placement process.
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thanks, ill see if i can figure this out, but its probably above my paygrade
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Works for all buildings Will do for the PR. Sure, I've just added to ModernGUI so you can pull if you want. If you want to add it to CWA because it helps understand some of your buildings mechanics you can just copy past this file : https://gitlab.com/4trik/ModernGUI/-/blob/master/simulation/components/GuiInterface~auraInBuildingPlacement.js Conveniently holding in a single isolated mod file for you to do so, but of course, unrelated to your request
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Now do it for every building with aura and PR
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