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So my goal is. Create a compact UnitAI~convert.js that only modifies or adds functions for the "Convert" command, integrating with Convert.js I need to modify the healer XML for testing. <Convert> <MaxFaith>100</MaxFaith> <CurrentFaith>100</CurrentFaith> <FaithRegenRate>1</FaithRegenRate> <ConversionCost>50</ConversionCost> <CooldownTime>5000</CooldownTime> <ChancePerSecond>0.05</ChancePerSecond> <Range>20</Range> <ConvertibleClasses>Infantry Cavalry Support</ConvertibleClasses> </Convert>
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TheDestroyer123 joined the community
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The skirmish map Gallic Fields has a similar feature.
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I have to make a list of corrections, I only corrected the first line of convert.js I'm not sure if UnitAi.js is correct, if I'm not missing anything it's a very complex file. I'm lost with the commands.js suggestion but I need to look into it in depth. I don't know if I should see what's in input.js I don't know the structure yet, I'm following the heal.js trail/path. I don't know if I should clear the cache.
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Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
Ah, if you want to make it into a patch thats a bit different for sure and folk at IRC dev or here on the forums can probably help you better. I haven't done patches in a long time and tbh didn't have the patience for it compared to modding. I am curious if your errors are gone with the suggested changes though. -
0 A. D. is not a game about World War II. Ancient battles were fought in the open, or in and around stone fortresses.
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You have to investigate the templates, I guess.
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Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
Couple of pointers - Why do you have the tests folder? I suggest deleting it or properly using it to only test new functions. - You can compact UnitAI like this and only include functions you change/add. Note the ReRegister on the last line. After doing this you can delete the interface file for UnitAI aswell. - I think Stan has a valid point about optional elements, you forgot 2 unless they are intentionally not optional. -
It would be nice if you could move earth with workers. That way you could build earth mounds or dig trenches in your defense line. (After all, this game is supposed to be historically accurate, and that was a common tactic at the time).
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Yeah, I tried that already, and added a Roam distance to the soldiers, but it just gave me errors. Still trying to figure out why.
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Hey, i was wondering if anyone knows how to make Gaia soldiers wander around the map, similar to how the wolves and cattle wander around.
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Fleetoise started following Hyrule Conquest
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Fleetoise joined the community
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Thanks for replying
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This was a symptom of A27.0, check if you downloaded the latest version of the game that address this bug : A27.1
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The former. Egypt map is especially detailed and full of various entities. The AI bases are also fully built up. But, that isn't the primary cause. AI scripts and pathfinding are still the biggest issues. I recommend playing 2vs2 games with "Normal" size maps, at most.
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I worked for me when I added the screenshots last time. Maybe it depends on the size?
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vixis joined the community
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One quick fix is to disable persistent match settings. This might be more annoying than installing the mod above.
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The descriptions of Persian trader and Carthage merchant ship says that they gain 25% more trade income than normal and in files it is <GainMultiplier op="mul">1.25</GainMultiplier> , but both template_unit_support_trader.xml and template_unit_ship_merchant.xml has <GainMultiplier>0.75</GainMultiplier> So normal trade income is 0.75 not 1. Build: Jul 14, 2025 (release-a27.1, 6a576)
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