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Arisha49El started following Great reading too 49 !
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Hello men Hi. A 49 cool website 1 that I found on the Internet. Check out this website. There's a great article there. https://www.todays-woman.net/2022/sports/the-best-sporting-manager-in-the-world/| There is sure to be a lot of useful and interesting information for you here. You'll find everything you need and more. Feel free to follow the link below.
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Arisha49El joined the community
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mod LocalRatings mod - evaluate players' skills based on previous games
Mentula replied to Mentula's topic in Game Modification
You are welcome to post where you think is best. Codewise, a good improvement @ffm2 would be packing your mod as an extension of localratings. In practice, include (only) your additions in a mod, and add localratings as a dependency. It will simplify maintaining and distributing the code. It will also ensure compatibility with the base mod across versions. Up to you - but I think your work will benefit! -
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How to know ship has garrisoned units
Grautvornix replied to WordenKalita's topic in Gameplay Discussion
Hi and welcome to the forum! Unfortunately, the only way I am aware is to actually select the ship and see the garrisoned number of people. There has been multiple suggestions to modify that so it will be addressed.- 1 reply
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Could I possibly do it here: // get a starting rallyPoint ... will be improved later let rallyPoint; let rallyAccess; const allAccesses = {}; for (const base of gameState.ai.HQ.baseManagers()) { if (!base.anchor || !base.anchor.position()) continue; const access = getLandAccess(gameState, base.anchor); if (!rallyPoint) { rallyPoint = base.anchor.position(); rallyAccess = access; } if (!allAccesses[access]) allAccesses[access] = base.anchor.position(); } (It is in attackPlan.js starting at line 40) I am not really familiar with ai scripting, is there a way you can get the classes, like: if (this.target.hasclass == "scout") { // Ignore target/pick new target }
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0 A.D. Social Media Accounts (We need you!)
Stan` replied to Sundiata's topic in Announcements / News
Done. -
mod LocalRatings mod - evaluate players' skills based on previous games
ffm2 replied to Mentula's topic in Game Modification
Update on the LR_Teambalancer: Removed the game setup page .xml including the buttons to balance the teams and evaluate the current teams. The new popular mod extraplayers overrides it. Commands in the game setup: /balance /evaluate /rate playername 2000 Also to clarify a common confusion: The teams are paired by the conservative rating e.g. 1800 - 400 = 1400 The winning estimation is calculated by the raw rating e.g. 1800 Might be confusing, but my attempt to simplify it wasn't better (e.g. using only conservative). Also if @Mentula doesn't like me to hijack the thread, just say if I should detach or so. IMO it belongs here best. LocalRatings_Teambalancer.zip -
It belongs to the Hyrule Revival mod, or the original Hyrule Conquets mod, I'm not sure.
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Updated for R28. Most notable change: Game decided announcement.
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Michaelreore joined the community
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Is there a way to tell if a ship has garrisoned units? TIA
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0 A.D. Social Media Accounts (We need you!)
LeJardindEpicure replied to Sundiata's topic in Announcements / News
Hello, I was wondering who is managing r/0ad ? Would it be possible to pin a post about the game coming out of Alpha and about 0.28 Boirix update. The forum is active at times. - Yesterday
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Others RTS - Discuss / Analysis
Nicolaus_von_Kues replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
The problem is how all those details distract from playing. -
CringeMauryan started following stevenlau
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stevenlauBot game start teleportation
CringeMauryan replied to stevenlau's topic in General Discussion
This is some legit R&D for better 0ad bot. Hopefully it will be atleast as good as a 1500 player or even more. I cant really wait for 1 hour before I get chance to play (Tight time constraints these days). Will be really cool if I can get into high quality match, anytime, on demand. Something not possible with a 700 bot like petra -
King of the Hill map
LeJardindEpicure replied to LeJardindEpicure's topic in Scenario Design/Map making
Nice water fall and bridge ! did you use a custom texture ? -
phosit started following King of the Hill map
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The starting position and the lakes are similar to "Pyrenean Sierra". Maybe you can base your map on that.
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-Y con esta ya son 21 facciones africanas(20 nuevas). Son bocetos por lo que el resultado final podría variar un poco ya que también dependen del equipo creativo ( @Lopess @Alisson Fabrini) -El siguiente continente que pienso tocar es Europa. Terminaré con facciones como los Suevo y Dacios. @Obskiuras @Seleucids ¿Tienen alguna referencia, crítica ,sugerencias, dudas etc... para estas dos facciones? -¿ @Genava55 Tiene usted referencias sobre unidades de Epiro, Siracusa y Reino del Bósforo? Disculpen las molestias*
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Más facciones africanas: Garamantes (Libia/Argelia/Níger/Chad) Edificios Unidades ¿Qué opinan? Disculpen las molestias*
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Más facciones africanas: Soninké (Mauritania/SÁHARA OCCIDENTAL/Malí) Edificios Unidades ¿Qué opinan? Disculpen las molestias*
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Making a 0 A.D. Mod's Website
Perzival12 replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
“Official mods?” Is such a thing even possible? DE, the community rebalance, and even community maps are all mods made by the devs, but that doesn’t make them any more official than the next mod. The fact that they’re mods and not part of the base game makes them unofficial. -
Apologies on not having made any progress on this, I’ve been focused on stuff (navies, hero abilities, balancing, etc.) for Hyrule Conquest. I’ll see if I can’t get around to this soon.
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