All Activity
- Past hour
-
Killing kids, bombing a place to rubble, starving an entire population, even cutting off their water—apparently that’s not terrorism if it’s done by “the most moral army in the world,” full of garbage like this DaddyCool.
-
They should be able to automatically block and mute it. There should be more social implementations.
-
thomasandreson joined the community
- Today
-
daviddickson joined the community
-
FriedTurkey started following manowar
-
This kind of content by DaddyCooL in the spec chat is unacceptable. His insults towards Reza are also serious violations of TOS / EULA. Here comes the climax of the propaganda: using racism and discrimination as excuses to justify war crimes Then DaddyCooL admits working for the IDF: This report is public because this is a sensitive topic around the lobby and results in huge chaos when someone brings it up. It is also a warning: the stuff you write in 0ad lobby could be made public and used as evidence against you.
-
alexsmith joined the community
-
tengo joined the community
-
Look at the animal templates and see if they have a tag. template_unit_fauna https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
-
Hey, I’m making a random map where you get attacked by bandits after a few minutes, but I am having trouble. I took the Survival Of The Fittest map and edited it to work, but I can’t seem to select a specific civ or unit type. Also, on a similar topic, I am trying to figure out how to get Gaia soldiers to wander like animals do, to make them more realistic. Does anyone have any ideas how to do that? Adding the animal Roam info doesn’t seem to work.
-
I’m working on something similar, with spy’s. Basically, you just make anyone with a gun be an archer and any explosive be caused by a siege weapon with splash damage. Try it.
-
Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
Would be easier if you uploaded your project on github or something. You also need function Convert() {} on line 1, which is likely to solve alot of issues. I meant you can improve your code by using the tools available -
I'm not there yet. Clean my code from another file, how? The interesting log. ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: RelaxNGValidator: Failed to compile schema ERROR: JavaScript error: simulation/helpers/Player.js line 36 cmpPlayerManager is null LoadPlayerSettings@simulation/helpers/Player.js:36:19 Stan said: Your template is expecting a choice tag And not finding it <optional> </optional> <optional>{youroptionalelement}</optional> Basically it's useful if you want to add non default behaviours e.g for instance you might say that conversion rate is always 1, and someone might want to override it, but you don''t want to write ConversionRate in all templates. You probably don't need NonConvertibleClasses if you have a whitelist with ConvertibleClasses. That's what Stan said. <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> <NonConvertibleClasses>Hero Mechanical Siege Structure Ship</NonConvertibleClasses> </Convert> Healer XML. Convert tag. I will upload the files when I can.
-
mod New Training System (Proposed for A28)
guerringuerrin replied to guerringuerrin's topic in Game Modification
New Update. v0.2 -GUI now shows the correct number of units that can be trained according to the available barracks -
Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
What are the issues? What does the log say? Also you are defining cmpPlayer twice in CanConvert. At the bottom half of Helpers/Player.js there are some functions that might help clean up your code a bit. -
Denisheawn joined the community
-
instaproapkdownload joined the community
-
BUG - Game incredibly slow/freeze at start because because of 1 player.
ffm2 replied to Atrik's topic in Help & Feedback
could you upload this (replay) file please? Edit: I meant the save game -
Ritanal joined the community
- Yesterday
-
For now it is like this, not all factions will be like this.
-
The new Civilian unit is just one unit with two actors randomly assigned at creation, male and female. It makes no sense and it's impossible to apply different gather rates to different actors that are sharing one unit template. You need two templates for that.
-
For now it will be cosmetic.
-
The genders are purely cosmetic, there will be no difference in gameplay. Only difference is that you will no longer have 5 dudes and 50 gals while booming
-
It's going to be fun. Now we have to specialize both.
-
The capture system needs to be improved first, as it hasn't received many changes since A16. There should be a cooldown and an assimilation process. The Dacians learned a little about making siege machinery from the Romans.
-
Yes, mountains and rivers are the best natural obstacles for walling.
-
FYI: 3592814aa8 has been committed yesterday at 08:23 UTC.
-
I usually (if possible) use mountain ranges as walls, and just wall of the gaps. Same goes for plateaus and oceans. With a bunch of sentry towers behind the walls. I can shoot attackers to pieces while they try to break through. Then, by the time they do, I’ve moved all available soldiers to where they are.