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- Past hour
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That's cool stuff to add to my bookmarks I'm not really into modding units, but maybe this web can be useful for you too: https://docs.wildfiregames.com/templatesanalyzer/ Are there templates for the units and structures and other civ data for a new civ?
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On the download manager I get this error "Invalid mod: Failed to get metadata_blob from modFile", but I don't know why. Can you help me, please?
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Share your channels to watch it and suscribe!
- Today
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For sure, I usually make new videos at weekends . Oh, understood. I was reading about it at the forums.
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Anything to make these tooltips more readable, I enjoy. I'd like to see how those resistances on buildings get more readable. I agree with removing "level", and anything unnecessary for that matter. Unrelated: what is that star? Glory from Delenda Est? Why does it take that resource? I would have loved to see textiles as a fifth resource though, when thinking about all kinds of historical resources, the usual 4 and textiles seem the ones needed to cover most things. It seems to me it’s ignored because that’s what most RTS have done (and could have many sources, both animal and vegetal).
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Man, I love open-source. We've touched on this, but I've just enabled Citizen-Soldier upgrade techs on Alpha 18. Thanks to the developers for leaving them in there. All I had to do is to edit several templates and put them in. Since there are no standard rank upgrades through fighting in A18, this is the perfect compromise for me. I've also removed the useless Stamina bar on multiple selection. EDIT: The CS rank stats are all messed up, and basic units are often stronger than Advanced units. It seems like the game was balanced around Basic CS only at the time. Such a shame.
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Kristoffer Grundström joined the community
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I did update. It works fine. Thanks.
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For Forge techs, the information that it unlocks the next tier is so unimportant that you can even leave it out. It certainly does not need a bullet point or being bold. Also, somehow showing if it unlocks another tech, unit or building would be nice. Either color coded, or something l like Unlocks "Tier 2 Hack Armor" [Tech] Unlocks "Champion Swordsman" [Unit] "Hack armor level" sounds strange. Why not simply "Infantry +1 Hack Armor"?
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It might be somewhat arbitrary, but I’ll share my suggestions with you: I like having bullet points at the beginning of each upgrade description and I’d try increasing the font size of the bonuses granted. I wouldn’t use bullet points for “Unlocks…” nor bold text—I don’t think that’s information that needs to be emphasized. And I'd try leaving an empty line between the bonuses and "Unlocks".... Is there any reason to separate Cavalry from Infantry?
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That's already the case but you might have it disabled, check option or it's also a hotkey still "Atl+C". Thanks to @guerringuerrin this hotkey will be unassigned next release as it tends to troll people. Also in the PR i made all range overlay are forced enabled for the placement previews.
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Is there a way to also show ranges of buildings that shoot arrows? To know where to place buildings. Ideally showing all these ranges when pressing something, while not cancelling the placement process.
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thanks, ill see if i can figure this out, but its probably above my paygrade
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Works for all buildings Will do for the PR. Sure, I've just added to ModernGUI so you can pull if you want. If you want to add it to CWA because it helps understand some of your buildings mechanics you can just copy past this file : https://gitlab.com/4trik/ModernGUI/-/blob/master/simulation/components/GuiInterface~auraInBuildingPlacement.js Conveniently holding in a single isolated mod file for you to do so, but of course, unrelated to your request
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Now do it for every building with aura and PR
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what you do? May we use in CWA?
- Yesterday
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Screencast from 2026-04-05 01-44-43.webm Yey!
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I still think it would be just great if the building preview of a pyramid showed its aura. @wowgetoffyourcellphone If I remember correctly you agreed with this? https://gitea.wildfiregames.com/0ad/0ad/issues/8868
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Did you update ? If you did you could try running with -mod=mod -mod=public. This kind of crash is usually caused by a mod pretending to be forward compatible.
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Hello, since today, the game does'nt launch anymore. I tried to re install but it changes nothing. When launched on terminal I get : Any ideas of what to do ? Thanks. My system
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Added slingers and javelineers to my (very preliminar) proof of concept with no bonuses (tweaked a couple of numbers from before). Following what I said before (Javelineers: high pierce attack, low crush defense, high dodging, Slingers: high crush attack, low defenses, added very high dodging), I get what you want: archers are more all-around (deal decent damage and have average resistance), slingers are strong against ranged units (and very weak, as I wanted), and javelineers are quite strong against cavalry (from a distance). Maybe there's something not quite right becase I didn't verify everything, it's a matter of fine-tuning.
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Emacz started following Thoughts on the Spartans
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Ok yeah i was under the impression that they were free, but not same full rights as citizens.... Finding easy to read academic sources is challenging. Sent you another PM. Would love to work with you more on this!
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