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  2. Dear community, many thanks for the opportunity to ask for support here. On the 1st of march, my updates of Fedora 43 also contained an update of 0ad. Since the execution of these updates, 0ad is not executable anymore. After approximately one minute the game crashes and quits, no matter which faction or map I am playing. Can anybody tell me what an update of 0ad had been released two days ago and who is responsible for this? Can anybody tell me how I can share code of the terminal here? This is being consequently blocked. I am admittedly shocked. I get nothing than the message "The value entered includes a character that is not allowed such as an Emoji." when I am trying to share code from the terminal here. Thanks in advance. With kind regards.
  3. Dear community, many thanks for the opportunity to ask for support here. On the 1st of march, my updates of Fedora 43 also contained an update of 0ad. Since the execution of these updates, 0ad is not executable anymore. After approximately one minute the game crashes and quits, no matter which faction or map I am playing. Can anybody tell me what an update of 0ad had been released two days ago and who is responsible for this? Can anybody derive any information from the following lines? Many thanks in advance. With kind regards.
  4. btw what font are you using? Im seeing some baseline issue (im working on it also)
  5. how and where can I get the delenda est mod for R28?
  6. Today
  7. Those units deal 1.75x / 2.5x damage against Cavalry. Do they also have this damage multiplier against elephant units? Cause elephant units are missing the "Cavalry" class
  8. Seeing what a roundabout method they took I fear a dumb a approach such as "-phase_city" is not possible. edit: I stand corrected, my dumb idea actually works.
  9. you should be able to do -phase_city <Requirements> <Techs datatype="tokens"> -phase_city phase_town </Techs> </Requirements>
  10. @real_tabasco_saucecorrect me if i'm wrong but You can try specify same way is done on that template and it should override parent's requirements: <Identity> <Civ>germ</Civ> <GenericName>Cimbrian Clubman</GenericName> <SpecificName>Kulbawigô</SpecificName> <VisibleClasses datatype="tokens">Champion</VisibleClasses> <Requirements> <Techs datatype="tokens">phase_village</Techs> </Requirements> <Icon>units/germ/infantry_clubman.png</Icon> </Identity>
  11. So, my-mod is the top folder name for the mod, correct? EDIT: Correct. This works. But will take a tooooon of GUI editing to make look good, because the current GUI code uses one font style for almost everything.
  12. In the wiki page have some comment how to replace the font from default if you want this.
  13. Current code only load the file "config/[yourmodname].cfg"
  14. Take a look at this template. Is the Cimbrian Clubman (German Champion), available from the start. ( phase_village) https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates/units/germ/champion_infantry_maceman.xml
  15. Is it possible to remove a requirement of a parent template? I want to create a champion unit that does not have the requirement of "phase_city".
  16. Isn't the problem that default.cfg is not a file we can include in a mod?
  17. IM not sure if you already read this page https://gitea.wildfiregames.com/0ad/0ad/wiki/Adding_font_support Let us know if that help
  18. Cough* I tried to but its not available for me, since its my first contribution, and I don't know github works other then sending report issues. I'm not a coder.... compiling is too difficult for my brain... commit guideline, I'll be sure to understand it later. Understandable, thank you for giving me a reality check, I must weep near the ocean. Oh sea swept me away~!
  19. Map: Mainland Players Involved: ffm (Germans), JulioC23 (Macedonian) Description: After capturing an enemy cc (belonging to JulioC23), I trained units and attempted to set the CC waypoint first to ground, then to the cc, so newly trained units would garrison. Despite multiple attempts changing the waypoint to different spots on the ground in front of the CC, on the CC’s corner, and beside it, units spawned outside, did not garrison, and were killed by a nearby enemy tower (still owned by JulioC23). Attempts to reproduce: Replicated the situation in a new game with unassigned players on Mainland, but the issue did not occur. The original game was saved and rehosted, so no working replay is available. Note: If someone is interested, it might be possible to combine the two replays by adjusting turn numbers to investigate further. This is at least a report for awareness; perhaps others can upload if they encounter the same issue commands1.txt commands2.txt
  20. Playing around with the Scenario Editor. Read the Manual here: https://gitea.wildfiregames.com/0ad/0ad/wiki/Atlas_Manual What I am not finding are triggers. Like Research Tech.
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