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I can answer, even if I'm not nani. Very important questions - which eventually can be rephrased as "why use proxies?". I hope the rest of this post will clarify. There are various reasons, I'll just state the two I find most important. One reason is compatibility with other mods. Imagine two mods overwriting the same init function: then, only the last loaded mod will work, whereas the first loaded mod will not work - not nice for users. Additionally: if you develop a mod, you expect to develop your code based on options.js from the public mod, right? But if this file is replaced by some arbitrary custom file, you can never know if your code will work properly. In other words, if you want your mod to be compatible with other mods, then you should let the other files exist, and not overwrite them. Another reason is compatibility with 0 A.D. itself. When a new patch or version of the public mod is released, it may happen that options.js gets changed too, as part of the update. If so, you (the mod developer) must take care of replacing that file too, and release a new version of your mod with the new file. And you have to do the same will all other files that have changed... dirty job indeed! Instead, if you build your mod around existing files, your code will (most likely) work straightforward - without having to check for all files that have changed and replace them one by one. So, what does it mean to build around existing files? And what should modders do? Answer is: use PROXIES! Javascript Proxies (similar to Python decorators - I seem to remember you like Python) ensure that modded objects wrap existing objects without overwriting them. An example: by using a proxy, you can run your custom init function after, before or around the original init function. And this is exactly what happens inside options~autociv.js! patchApplyN is a brilliant example of a proxy: it executes custom code around the original init function in options.js. You can find another concrete example of a proxy for the init function in options.js here. Most likely, it is caused by another mod which replaces existing objects/functions/variables/etc. - and if this is the case, you can gently ask the author to get acquainted with proxies.
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- Today
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petition to remove MarcAurelius from mod team
Dunedan replied to Barcodes's topic in General Discussion
If you believe a moderator is abusing his privileges, please report that in a private message to me instead of accusing somebody publicly. -
MarcAurelius is a prime example of how power corrupts people, thinking he is above everyone else because he can mute/ban people as he pleases. Please remove this guy from the team, his continued presence in this role endangers the very principles they were meant to uphold. He must be held accountable and removed effective immediately!
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Why are people simply quitting? I play with someone (1475 rating), and sure I have bad internet. But I wasn't losing the match. And finally when my internet is on its last legs, and my opponent has 10 population I can't join back their game. And then they close the game. Opponents IGN is King_Okocha. He gives me a stupid reason such as he was going to destroy my CC (with 2 elephants pathetically slipped away). Mind you, I had full pop and champ army. If anything I was making his rating more accurate, 900 would be fine. And I don't have a replay because I got disconnected so many times? And there is an entire conversation in the lobby but no mod will do anything about it. I really hate this. I don't ever leave games or if I do I continue them, but other people can just do this? I have a replay with djj, but nothing's been done.
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Done for you https://gitea.wildfiregames.com/0ad/0ad/pulls/7929
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There's an old patch for it: https://code.wildfiregames.com/D4246
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bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
mod_3d replied to mod_3d's topic in Game Modification
UPDATE: Version 0.7.1 Disabled debugging. Fixed a bug when recruiting a large number of support units. The number would be around 60. -
bot PETRA_Expert (0.7.1).More active bot, compatible with A27.
mod_3d replied to mod_3d's topic in Game Modification
This bug is fixed in version 0.7.1 -
Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
I don't think there was a specific troop wearing wolf skin and wolf head. Tacitus, Cassius Dio and Caesar don't mention it. The only place with a depiction of a sort of warriors wearing such items is on the Trajan column, but it is unclear if those are Germans or not. Those men are Roman auxiliaries in full armor, while the actual Germans fighting in front of them with their native weapons are bareheaded. Furthermore the current design is focusing on the Cimbri and pre-roman period. The berserkir/ulfhednar is mostly attested during the viking and post-viking period, in the Norse mythology and Norse laws. And nothing suggest they were a specific battle unit. So for the moment, leave them aside. -
Alexcip joined the community
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It's like AoE and empire earth.
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It would be interesting if formations could sort troops from basic to elite and reverse. And wounded to healthy.
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How does that work? I want to understand your idea.
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Someone needs to make a PR. Meanwhile: standalone mod to get this tooltip : garrisonedInfoTooltip.zip Already in Moderngui too.
- Yesterday
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Great. Add it then. I don’t think anyone will oppose it.
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Civ: Germans (Cimbri, Suebians, Goths)
Obskiuras replied to wowgetoffyourcellphone's topic in Delenda Est
Historical accuracy is important, so i'll leave up to you. -
Thank you for the invitation, but I barely have enough time to play SP as much as I want to.
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This is an arbitrary distinction. A unit that is 99 XP vs a unit that is 100 XP is functionally the same thing a second after entering battle. Knowing that I have 10 units that are basically promoted but not quite is much more informative than knowing I have 10 units of various XP at base rank. Yeah, you might want to know rank and XP for every unit. But that view doesn’t exist right now and this is frankly a low priority item that no one will want to spend time making. There can be bad game design. And eliminating a very basic distinction between good and bad play is without a doubt bad game design. ——- Anyways, you seem to be a SP reaching the end of basic play with AI. I invite you to join the MP lobby where you’ll learn and enjoy much more complex gameplay.
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Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
So what's the plan about it? -
Again, I don't think I care if my basic units needs 1 more XP to become advanced. I need to know if it's already ranked up or not. There can never be "one true way" to play the game. "Idle" units wouldn't be idle, they are training.
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Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
Ok. I don't think a ramming ship is mandatory -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
fish and scout ships can be rowed only. Merchant and maybe arrow ships get a sail. -
Adding an experience meter that looks similar to the health meter of garrisoned units seems desirable. As for other suggestions, a quicker experience trickle for garrison units seems reasonable as its current form is useless. I would put this behind a tech, so it would be a choice between p3 eco techs and this experience tech. That would give a quick single push real strength but would sacrifice the ability to carry out a long term fight. But giving experience points to idle units seems to reward bad play and I don’t like that idea at all.
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Civ: Germans (Cimbri, Suebians, Goths)
Obskiuras replied to wowgetoffyourcellphone's topic in Delenda Est
We can do both, one without sails and one with sails. The one with sails it would be arrow ship and the other would be ramming ship.
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