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  2. I already use a git repo: https://github.com/JustusAvramenko/delenda_est I accept Pull Requests there, for sure. But to test the .pyromod mod file, I'll need to host it somewhere.
  3. Congratulations, @wowgetoffyourcellphone! Eles are happy @Arup, look! Couldn't you use a Git repository? That way you could even receive contributions.
  4. Yes sorry for the confusion I did somewhat maintain through the thread. The path check (removed in by the mod) is using the path where the mod.json is located, so content doesn't really impact it. But this alone causes frequent issues, there isn't any reasons why it should be a concern of @Emacz/the modder IMO, and again, unless it has a use case, why bother.
  5. I though you meant files could be different not only path. If not I misunderstood and that would explain why we keep discussing this matter. My initial point was that this seems like a solution tailored to modders who do not meet this basic condition: And judging by that response, I think I might be a bit right, .
  6. For this release: I've completed bundling the mod into a .pyrogenesis file for distribution. I'm looking for suggestions about where to host the file (it's 598 MB, too large to host on the forum) for everyone to try it out and test. I'd like to test for a few things: Bugs. Bad text. Error or Warning messages. Crashes. Please test out via multiplayer with a buddy and see if anything causes an out of sync or crash. Specifically, try to place a Catapult with your soldiers. This caused a very hard crash in multiplayer in past releases. Let's see if the problem persists. If it does, I'll have to remove Catapult building for now and move them back to the Arsenal like in the base game until a fix can be found (and then re-bundle the mod for mod.io). Bad balancing. I'm not in the nitty gritty detail balancing mode quite yet, but if there is something grossly out of balance, post it here. For release 29 (the future): Suggestions for new heroes (I'd like at least 4 heroes per civ. Several civs currently only have 3), and hero auras/bouses, etc. (several heroes have incomplete stats and auras). Requests for new civs. Balancing. Maybe can get into nitty gritty balancing for r29. Requests/ideas for more main menu backgrounds. Would be nice to have 1 per civ. New features? ?
  7. 3 years since the last release (0.26.0) New for R28 Civs: Galatians A mix between Britons, Gauls, and Germans. The only Celtic civ with Resource Wagons. Cimbri Similar to the base game's version of the civ, but with standard DE features. Heroes Several more heroes of various civs rounded out and given their features (auras, etc.). This is an ongoing process, which is mostly complete, but there is still work to do. Hope to complete for r29. Visual: New and Updated technology, unit, and structure portraits. This is an ongoing process, incomplete for r28, but quite far along. The mod uses AI to create new images, utilizing in-game screenshots as base reference for most portraits, with historical research and references to round out the process. This disclaimer is for full transparency. Sample of Unit portraits: Sample of Technology portraits: Sample Structure portraits: The mod includes 8 new main menu backgrounds as well. Sample: This is all in addition to the other DE civs, like Syracusans, Scythians, Xiongnu, Yamatai (Yayoi), Epirotes, and Imperial Romans. Over 2 years of tweaks, changes, and improvements to every aspect of the mod. Sample in-game Screenshots (with some great model work by @nifa):
  8. Today
  9. I don't see it as a mistake from @Emacz if ever the reason was even because of something he did. The folder name, or anything of the path, as long as it's supported by the game and doesn't change any of the content, should be interpreted the same for compatibility. It's not even uncommon that when I use his mod and work on it, I make raw copies of the folder instead of using git functionalities. In that case, I'm likely to end up with a renamed folder name. You get the point, if it's useless (I think it is but maybe there is actually a valid reason) why make life of modders harder? ( @Emacz also being expert at being excessively bothered by this kind of stuff) Maybe I even pointed this out myself but i would never say that would make the feature "sterile". I'm not interested in waging a war against a made up threat that even if it existed, would be guaranteed to not care too much about measure taken against it. I understand you disagree but you see my point. If it's also at the cost of UX of normal players, then maybe we should also reconsider priorities. The above reasoning is also agnostic of your opinion on any existing mod, as it's just about intent to not disclose a modification.
  10. @DesertRose, they have better base gather rates for their workers, which makes them faster. Maybe they also amass larger armies, but I'm not sure if that is true with this release. Medium AI is the only "fair" difficulty where the AI gets no resource advantages or disadvantages. Otherwise, it's not smarter.
  11. Nah, I just did what @real_tabasco_sauce said above, I added a damage type called True, and nothing has resistance to it.
  12. My reply was only meant as an example in response to your question. I didn’t mean to imply that the goals of a mod like this could lead to cheating. Perhaps it was a poor example. I only wanted to suggest that this kind of change could potentially introduce compatibility issues. But as I clarified immediately after, I don’t have the knowledge to categorically say whether it would or wouldn’t prevent that. Rather, my impression was that this change seems designed mainly to spare modders from a small inconvenience that, in my opinion, they should probably handle themselves. Afterall they should kinda know what they are doing or keep learning and improving their product. We’re not talking about anything very complex here. Just learning how to properly create a .zip and distribute it correctly. You yourself mentioned that this was something like: Of course I see mitigating the risk of cheating as a good thing. But it’s not my intention to revive any unproductive debate around that topic here. Those weren't my motivations when I ask about this mod. Yes. I still think that would be a good thing to do. Even if I remember someone arguing that this might be a sterile solution, since hiding a mod can be as simple as renaming one or two files. Anyways, I think we’ve interacted enough over the years for you to know that I’m not against mods or modders.
  13. You've very well summarized my thoughts on the matter.
  14. @Atrik helped me so it should be easier for the mod to work. I'm definitely looking for people who want to test it out. One of the biggest things I think we've done so far (besides add more units) is increase resource gathering thus hopefully allowing for more early attacks/skirmishes and strats. women gather rates 1.0 .75 3.0 .5 .25 .25 (Now only cost 40 food, 40 health) Gender rather rates 1.0 .5 3.0 .8 .43 .43 (50 food 50 health) CS gather rates .75 .25 3.0 .75 .4 .4 and then Serfs.... I think the game misrepresents the role of slingers in Classical Antiquity. Talking to some of the historians who have helped on the game, a lot of the civs didnt have slingers per say.... they were more like low class citizens who were the laborers, but sometimes would need to skrimish throwing rocks or other small objects at the invaders. So the civs that have women only all have a serf unit. For slingers its 50% less dmg, 25% less range but only cost 40F 10S and 10W their gather rates are: .75 .25 3.45 .86 .46 .46 (Berries, farms, meat, wood, stone, metal)
  15. Did you need a readme for when you first start playing 0ad? The whole point now is to not "sell" it as a mod, but as a completely different game. But I was working on updating all the changes, and will continue to do so as i fix things up.
  16. it will take me atleast a whole day just going through all the changes you made. you should make a readme or smth on your github to graphically show the changes maybe... your mod is really fun tho. P.S: you don't preach your mod when I ask for it but you do when I don't smh does everyone hate me or smth
  17. Does Hard and Very Hard AI only have more resources, or do they actually act smarter, too?
  18. Perverting compatibility check into a political tool has been discussed for a while from the time I was here in 0AD. Yesterday, while searching the git to see if I could make a useful contribution with this path thing, I found something very cringe on git on this topic. I don't know if it's something that's worth discussing at this point. Maybe we should just let people fulfilling the urge to do something about "cheating", even if I'm unsure if theses people ever log in to the lobby. Sorry if any reader find this offensive because they did believe in the initiative but it's just very very poorly though out, by people actually smart. A while ago, we also discussed with you @guerringuerrin and @Norse_Harold that we should be able to see all player mods from the gamesetup room. This would be a good nice to have feature to add. It will help mitigate a lot of issues with mods, like the one with feldmap versions you are giving as example above. Most importantly, it doesn't engage a war against mods and modders pretexting they could be malicious, therefore nuking the UX for everybody is totally justified.
  19. If someone can tell me how to
  20. I know that some multiplayer platforms and games implement file integrity checks to prevent malicious code or cheats disguised as mods. I’m not saying that would necessarily solve anything here (we know how easy it is to hide mods in 0 A.D.), but I also don’t have enough knowledge to take a strong position on it. I was mostly wondering whether removing it could introduce other problems. Your explanation helps clarify the situation. My original comment was more about the idea that this feels like a solution that lets modders skip some basic precautions, rather than addressing a real engine issue. I understand that this can be somewhat subjective. I see. The point I was trying to illustrate is that, regardless of where the mod is downloaded from, its correct functioning depends on it being distributed properly: the same file structure across all download sources, and the correct download link in the case of git. Not through Code -> Download ZIP, but by creating a release that appears on the right side of the repository page. Also, if I remember correctly, this caused issues with Feldmap in the past when different versions were used, resulting in OOS. Not trying to make a big issue out of this. Thanks for the explanation!
  21. And for completeness sake here is the announcement post the banner links to (for everybody who stumbles over this thread after the banner is gone):
  22. I was the one who improved the AI's eco and the army size hehe I hope it's not too hard for new players
  23. There is always a solution to still make it work, despite the path checking. But good UX is generally about making things simple, resilient (can adapt to a variety of users with a variety of technical level), and not add unnecessary complexity. Why do you think we should keep the path checking? What is it useful for? Note that in the examples I give, I pretend like files after the folder where is the mod.json matters but actually it doesn't, yet anyways.. Community mod was downloaded probably exclusively on mod.io I think. As for Feldmap, it is marked "compatible" for convenience although it's obviously technically incompatible. Can't agree more.
  24. Hello, as mentionned in the banner on these forums, you need to reenable TLS in the game options in order to join the lobby
  25. I have played normally just yesterday. Today i was trying to login into my account but instead of logging in i got this error: Error (The authentication mechanisms the server offered are not supported or no authentication mechanisms were available). My friend joins normally.
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