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  1. Today
  2. Strong second to OP's post: I went looking for the 0 AD forum just to post about this topic! This AI behavior makes the bot mode unplayable, because the game never gets past a couple minutes. It's just like OP said: the AI will send an attack including their hero. The hero retreats when they get lower health, but somehow their aggro keeps getting triggered so they keep walking back toward your troops then walking away. The AI enemy hero always ends up dying. Interestingly, I only remember this happening within the last couple months (sorry for vague time range). This summer, the AI enemy hero used to retreat properly.
  3. Yeah is strange, I also have Tahoe and have no problem.
  4. Yesterday
  5. I have installed to try.
  6. I would say @Vantha's PR for campaign UI would have to be merged so we could have some form of narrative, then if the mod author is willing this may be a good first campaign to work on polishing.
  7. Hi, benmorzi quit against HebrewHammercommands.txt Thx
  8. I didn't say it wasn't, but it seems that the concept can be adapted.
  9. Snapping walls are nothing new. These things are called gates.
  10. It's a mod. There is no update for more than a year. It hasn't been included in the base game yet.
  11. This mod allow snapping walls to any buildings (or entities like mineral deposits), increasing drastically their potential utility by making sure to leave no gaps, and/or speed at which you can place them. Walls.. That snaps... I did my best for the behavior to be simple and intuitive, but there are still a couple compromises that were done. Also there are vanilla flaws with wall placements that I couldn't address. Compatible mod (can be enabled in MP) Works with other mods I tested that modify inputs (autociv, customtrainer, moderngui) SnappingWalls.zip
  12. Last week
  13. does it solve your problem if you do it?
  14. I lile very hard, 2 Vs 2. If the AI attacks your ally first, it may become challenging indeed.
  15. No, I just selected the mesh and armature, rotated it, and then exported it.
  16. Yeah, in DE, capturing has been modified quite a bit. So, the more Civic Centers you build or capture, the less loyalty they have. It's called the 'Public Order Penalty.' As the empire grows, your Civic Centers are less loyal, essentially. It's part of self-balancing I'm trying out, to see if I can reducing snowballing. Building Temples and capturing Shrines reduces this effect with the 'Public Order" bonus. This is all crucial, because most other buildings have their capturability removed, except the Civic Center. Capturing the Civic Center is the primary focus.
  17. Oh, so they appear in DE (though quite differently than I suggested) and in normal maps they are the "temples with their own roots" that I mentioned in my first post. Thanks for the explanation !
  18. Ok. I will start from mod guide and Millennium A.D. first. Thanks for the info!
  19. Did you use Ctrl - A -> Apply all transforms before exporting?
  20. Where is the origin of the models ? https://www.youtube.com/watch?v=SH1ZpxL5_gA
  21. special map (some RTS have mod map like that, where you have some goals on map, it pop some units or a income of unit.) mod editor mod or also save a game and host it later
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