Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. @Atrik Congratulations on this new feature. I think it’s a huge improvement to your mod since it allows players to quickly get familiar with the fundamental settings and, most importantly, it lets them see the changes immediately, which makes it much easier to explore different configurations that better suit each player’s preferences. I’ve noticed two things that might be useful to you: 1. When using this minimap style resizing is no more available. if thats intended maybe it will worht to mention on the Wizard dialog. 2. When using Queue in idle buildings first on Batch sizes doesnt show correct amount of units to be trained (similar behavior of my customtrainer old version) Also, it only allows 3 queue items per buildings but I couldn't find an option to set this number Btw, this is a very nice feature I'd like to port to CustomTrainer, right now my mod only prioritizes idle barracks but adds units to every building selected.
  3. Thanks for your answer, @Atrik Yeah i've just checked and it doesnt make tech available for other civs when farmstead is captured. Only if that play didnt research Wicker Baskets already. So it looks like it's working good. Doesn't look like the correct way to accomplish this, tho
  4. Today
  5. Yeah, what if when a horseman (any) dies, there is a chance that the rider survives, and only the horse dies. Then, the rider could get up and keep fighting. It would be a smaller chance, to deal with the fact that being thrown from a horse while wearing armor and in a battle would probably kill the rider anyways, but it would still be cool
  6. I'm guessing you hate Champion cavalry, too? Spearmen poke horse. Horse dies. Rider dies from broken neck. Use the boys with pointy sticks.
  7. Over the weekend, I had this idea: what if horsemen were more realistic cost-wise. In ancient times, horses cost money to buy, and there was limited space for them. So, I propose these ideas: - All horsemen should cost 25 metal, to reflect their cost. - Their should be limited space for horses, with barracks adding 10 horse room and stables adding 25. - A technology should be researchable at the corral: Horse Breeding. This would remove the metal cost, reflecting that horses are being bred, not bought. These are just some ideas. If anyone likes them, maybe I'll post some small mod adding these to the game.
  8. It might make the tech available to other civs, maybe for example if you capture a maury farmstead Should be checked..
  9. @Stan` @wowgetoffyourcellphone By removing "{ "civ": "maur" }" from "simulation\data\technologies\gather_wicker_baskets_maur.json", I was able to eliminate Wicker Baskets as a civilization-specific technology from the Civilization Overview section without breaking its functionality in the game (it still appears as a pair tech of Ahimsa and produces the desired effects). However, I’m not sure if this is the proper way to fix it. Could you confirm? Thanks Original file { "pair": "pair_gather_food_maur", "genericName": "Wicker Baskets", "description": "Equip your foragers with wicker baskets for foraging.", "cost": { "wood": 100 }, "requirements": { "all": [ { "tech": "phase_village" }, { "civ": "maur" } ] }, "icon": "gather_basket.png", "researchTime": 40, "tooltip": "Workers +50% fruit gather rate.", "modifications": [ { "value": "ResourceGatherer/Rates/food.fruit", "multiply": 1.5 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Edited file: { "pair": "pair_gather_food_maur", "genericName": "Wicker Baskets", "description": "Equip your foragers with wicker baskets for foraging.", "cost": { "wood": 100 }, "requirements": { "all": [ { "tech": "phase_village" } ] }, "icon": "gather_basket.png", "researchTime": 40, "tooltip": "Workers +50% fruit gather rate.", "modifications": [ { "value": "ResourceGatherer/Rates/food.fruit", "multiply": 1.5 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" }
  10. Thanks for the quick fix. Works great! Though I had to uncomment headquarters.js:925: let maxCitizenSoldiersMelee = 40; Otherwise 'undeclared variable' warning was popping up all the time
  11. And, if anyone cares, here is the Github link: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/0ad
  12. Hello! I am pleased to announce that the Deku Kingdom is finished! Here are some pictures of the gameplay and art: As you can see, there are a lot of monsters and plant life in the Deku Scrub army. A few units are missing, including Dekupults, Scrubrams, and other siege machines, as well as two more heroes. Also, I havn't touched the techs, so some may not be compatible with the Deku Scrubs. However, here is a quick breakdown of the Deku: - They don't cost any food, replacing food cost with wood. To add to this, their farmsteads are dropoffs for wood, and their farms generate a trickle of wood and farm wood. - They are weaker than average troops, but their monsters and champions tend to be equal to or stronger than vanilla units. - They have a cool feature: Deku Babas an be carried (turret) on top of Scrubs, allowing you to add extra attacks to every scrub. However, this breaks formations, as the Deku Babas have no movement rate of their own. Formations will stand there, trying to move but reduced to the speed of the carried Babas. This does not affect individual carrying however. - The beetles can carry Scrubs and Babas by turreting, though only the archers are carryable currently. - The Deku Crawler can carry Deku Babas and Scrubs. - Scrubs can carry other scrubs, allowing for some hilarious Scrub Towers. - The Scrub Thopters can fly above the enemy and drop bombs on them. - The Scrubs have a new type of hero: Titan. Every planned race will have a Titan, and the Scrubs have Stagnox, a massive beetle nigh invulnerable to pierce damage and resistant to hack damage. He can be trained at their wonder. Also, I have included my own, slightly more historically acurate bot, Hyrule Bot, and a new map (Deku Forest) featuring my Wandering Gaia Soldiers, as discussed in another of my threads. Well here it is for download: Hyrule-Conquest-0.2.0.zip
  13. No, I disliked that there were mesh variants for quality, just makes the coding to complex, maybe add them in the future, though that isn’t a priority. The textures are able to be simplified though.
  14. If you really want to see details, press Alt+D to see the developer panel, then disable restrict camera in the panel at the right. This allows you to zoom in as close as you want, and rotate to any angle.
  15. Thanks, Stan already gave me a link to download the files, but now I know why I didn’t have them
  16. @ffm2 I dont think it's about the usage of my ram bc I have 64gb and I usually play with everything closed. I'll start playing with the system monitor to check if the crashes occurs when the game reaches it's maximum supported ram for my system (which is 4gb, on win32 build)
  17. If I replay it I go OOS (to the hash in the replay). My Ram usage is in fast forward: minute | RAM in GB 7 | 1 18 | 1.5 26 | 1.74 30 | 1.82 But there's no chat or network stuff going on with the replay. If this is because you run out of RAM you could add a swap to your system (close everything else etc.). Or open a system monitor parallel and if it happens again have a glance at your total RAM usage at that time.
  18. Yesterday
  19. @ffm2 I think this is the one we talked today commands.txt
  20. Hi! I've got a following error after some time playing: ERROR: JavaScript error: simulation/ai/petra_expert/attackManager.js line 1132 army is not defined PETRA_EXPERT.AttackManager.prototype.switchDefenseToAttack@simulation/ai/petra_expert/attackManager.js:1132:20 PETRA_EXPERT.DefenseManager.prototype.checkEvents@simulation/ai/petra_expert/defenseManager.js:563:35 PETRA_EXPERT.DefenseManager.prototype.update@simulation/ai/petra_expert/defenseManager.js:23:7 PETRA_EXPERT.HQ.prototype.update@simulation/ai/petra_expert/headquarters.js:3508:22 PETRA_EXPERT.PetraExpertBot.prototype.OnUpdate@simulation/ai/petra_expert/_petraexpertbot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7 The error repeats every game tick. Also, there is a bunch of warnings like these: WARNING: PlayerID 6 | Petra Expert error in incrementBuilderCounters for structures/iber/civil_centre with count < 0 WARNING: PlayerID 6 | Petra Expert error in incrementBuilderCounters for structures/iber/crannog with count < 0 WARNING: PlayerID 6 | Petra Expert error in incrementBuilderCounters for structures/iber/military_colony with count < 0 WARNING: PlayerID 6 | Petra Expert error in incrementBuilderCounters for structures/iber/house with count < 0 WARNING: PlayerID 6 | Petra Expert error in incrementBuilderCounters for structures/iber/ice_house with count < 0 <... much more like this ...>
  21. To reach an intermediate level, I think the game is one of the easiest, but it's still an RTS, so if you're not used to it, it's still a bit difficult, but you'll be very satisfied when you succeed. What you should prioritize is economy! So follow the advice and why not watch the first 8 minutes of a game played by good players.
  22. The file is still present. In the vanilla game, it was moved from the "public" mod (the 0 A.D. game files) to the "mod" mod (files needed by the engine). But in your mod, you shall keep defining new passability classes in your_mod/simulation/data/pathfinder.xml.
  23. Cool, a question on that though, do we have to wait till the next release for that fix to take effect or how does it work?
  24. Hi, @bulbeni. Welcome to the game! 0 A.D. has a pretty steep learning curve (though I wouldn’t say it’s much harder than AoE2’s). Still, some basic tips can really boost your level. I’d recommend checking out this basic economy guide video — it teaches you the fundamentals you can use with any civ for a standard eco build. Even though the video was made for a25, it still works perfectly in the current version. Throughout the video he gives a lot of useful tips, so I recommend paying very close attention to what he says. Once you’ve got the basics of early eco down, you can focus on improving your mid/late game economy and the military side of the game in a much more consistent way.
  1. Load more activity
×
×
  • Create New...