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  2. For capitalization in the dropdowns, I think we can simply capitalize the words in the civ jsons: "Albion" is the ancient word for Britain. Sounds nicer to use.
  3. I was afraid I was mistaking the language. My apologies. But great! I'll be happy to see what you come up with! I'm glad you agree with all the fixes and improvements.
  4. Excellent observations, I agree with them, and yes, Spanish and Portuguese are definitely very close to each other . I'll see what I can do here later this afternoon.
  5. This is currently being worked on here #8989. I hope we can have it ready for the next release =)
  6. Agreed, like something along the lines of Rome TW selection screen: Yes, that's the positioning I had in mind. Also (related but more in general), in Learn to Play, Catafalque Overview is stated, but the window has as title Catafalque Bonuses, which is a better name to avoid repetition with Civilisation Overview, but I think it would be even better to put Catafalque Bonuses inside Civilisation Overview. This would streamline the menu better, and for this Civ Browser, only two buttons would be needed above "Pick Random Civ".
  7. Today
  8. @Lopess I had to translate a few things from Spanish (edit" Portuguese!), but I added it to Delenda Est and this is what I've come up with: So, here're some fixes I've made an some requested improvements: Green (verde), is the CivGrid section. gui\civs\civbrowser\grid\CivGridBrowser.js Line 154: Fixed the emblem's "squished" ratio from 4/3 to 1/1. This makes them perfectly round. Lines 156, 158, and 160: Values changed to make the emblem sizes more aesthetic for my 1080p screen. Desired Changes in this section: Remove civ name from under the emblems. The civ names clutter everything up. Change the tooltip from their history description to their civ name instead. The history information will show up in the CivDescription area anyway. I wish there was a selection sound when clicking on the emblems. Civs which are non-playable should either not be shown in the grid, or grayed out (still selectable so their history can be read, but not selectable to play) (this line is in the civ json file) Red (rojo), is the CivDescription section. gui\civs\civbrowser\controls\CivDescription.js Line 5: Fixed the emblem ratio from 4/2 to 1/1. Desired Changes in this section: That the large emblem shown here pull a larger sized emblem in a an emblems\512\ folder. So, whatever the civ xml says (athenians.png, for ex), but 512\civemblem.png (512\athenians.png) That there be a bigger gap between the bottom of the emblem in this section and the civilization name. The civilization name in this section should be bigger (more dramatic). "Civ Type" should be called "Civ Region." "Civ Region" dropdown should capitalize the regions and list them discretely. So: Asia Europe India Iran Mediterranean etc. Let's make "Civ Filter" into "Culture." We can extend "culture" in each civ json with more options: As others have suggested, adding buttons for the selected civ's Structree and Overview windows would be nice to have (but not 100% necessary). Perhaps right above the 'Pick Random civ' button. Speaking of this button, another 'nice to have' button would be 'Pick Random Civ (Hidden)', so that it picks a random civ for you, but you don't know which one until the match is started. It would highlight in red all of the civ emblems. This will work nicely, because you can choose a Region or Culture, and then click the Random (Hidden) button and it'll randomly choose a civ from the selected categories. In the Match Setup screen, it would show you as Random (All) or Random (Asia) or Random (Hindu). General changes: All Spanish in the code should be translated to English so it can be properly translated on Transifex. Summary If these changes and fixes happened, I think this feature would go nicely into the base game.
  9. Thalatta

    Mod request.

    Of course not, but I was having in mind some marginal use like using that wood to set some small fires and such, so they should give very little wood. It just seemed more realistic than leaving them with 1 food (what if one wants that food?), with the available resource change being a cleaner "completion" of the food gathering process, and the wood gathering presented as a new option.
  10. Perzival12

    Mod request.

    Auto explore isn't really needed, just turn on Explored or Revealed map in the settings, it really amounts to the same thing. The minimal definintly would be easier to use if you could click on it to enlarge it, or even hover over an area of it to zoom in. (I personally would like an option to turn the minimap off, I noticed it can cause performance issues.) Berry bushes would be nice if they could regrow, since not everyone has the room to build tons of farms, especially on some maps. Thalatta's wood idea makes sense in theory, but from my knowledge of bushes, you can't really build anything from them, due to the branches being too small. And, before people begin about balance problems, a tiny change to adding regeneration rates to the berries isn't really going to break the game, and thinking so will eventually make the game static.
  11. Would it be possible to make the emblems their full size? They're a bit squished height wise, though the width seems right.
  12. Maybe buttons to also view Structure Tree, Civilisation Overview and Catafalque Bonuses from there would be useful.
  13. @wowgetoffyourcellphone@Stan` Or any of our active 0ad developer friends, I'd like you to test this mod and, if possible, add it to the base game. I welcome feedback for code/logic improvement; I created it with the intention of it being easy to use with any mod. The only detail is that the region filter only works with the civ.json file if the "Region" key is filled in.
  14. Hey everyone! I made a simple mod for 0 A.D. that changes the civilization selection screen into a grid layout. No more scrolling through a single row – now you can see all civs at once and pick your favorite faster. Features: Clean grid display Works with vanilla and most modded civs Lightweight and easy to install Installation: Download the folder. Place it in ~...../mods/ (or your mods folder). Enable it in the mod manager. Launch and enjoy! Download: https://github.com/0ADMods/civ_grid Feedback is welcome! Let me know if you run into any issues.
  15. Atrik

    Mod request.

    So much quality content about this topic
  16. Thalatta

    Mod request.

    @wzyas I think there are mods that already handle your first two points. As usual, it would be nice for some, but not for others. I think this is an example of letting the game play for you, as discussed in: I agree it would be nice to have this in the base game. You didn't say what for, exactly. If, as @Grautvornix says, it's to let them regenerate, I'm always for adding little details that enhance realism and complexity, as long as micro and bloatedness is not unacceptably increased. The way I'd implement it is that after fruits are depleted, the fruitless bush/tree remains, and one can then gather its wood (which is otherwise ignored by those already gathering wood, thus, you'd need to manually order their cutting down), or choose to leave it and wait for fruit to appear again after some time. I'd do something similar with all renewable resources, but, again, these things have already been discussed, and there's some people that usually push back against these changes (see below, and read around, just use the search tool). I find "balance" considerations unconvincing since some general regeneration rate could be set as an option, and none to low values shouldn't affect present gameplay in any noticeable way (and high values shouldn't be that high, I see it more as a way to say "yes, this game takes this into account, unlike most RTS!").
  17. Grautvornix

    Mod request.

    Thanks wzyas! I particularly like your proposal #2 and #3: #2: temporarily enlarge the minimap, e.g. double click on the minimap could open a window showing exclusively the map (enlarged), doule clicking again closes the sparate map windwo. #3: workes do not deplete berry bushes completely but leave a bit so they can re-generate. The same would apply to fishing boats.
  18. wzyas

    Mod request.

    It don't know if the rules allows it but here my request: Back in Empire Earth you could command units to auto-explore. It would be nice if we could do that. In Age of Mythology you can make the mini map bigger for a moment. It helps a lot. It would be cool if the workers don't deplete a fruit bush. They leave it with 1 hp and move to the next. Or become idle. Thanks for reading.
  19. Yesterday
  20. Title screen -> Learn to Play -> Tips and Tricks or binaries/data/mods/public/maps/tutorials/ The chevrons above the units' heads signify (from single to triple) basic, advanced and elite rank; they go along with increasing attack and HP values and decreasing gathering speeds. (Since this site's search function is phenomenally terrible I don't know if there's a good overview somewhere.)
  21. Here on Medium AI (on Very Hard I don't outcompete economy early game, but I play quite intuitively, no videos or tips to know optimal build order, for now at least).
  22. This game loads near instantly on an SSD which is great, but I can't read the loading screen tips in time. When units get arrows over their heads, are they "leveling up" (earning stat boosts) or is it just a cost:effectiveness indicator like in Zero-K?
  23. Last week
  24. @Emaczare you LiefTheLucky in the MP lobby?
  25. Can you control just gaining resistance from ranged attacks, for example? Sorta, but not 100%. Are you referring specifically to Testudo? in Testudo they get +3 pierce, +1 H/C resistance but move 40% slower.... The main issue right now is pierce is both a ranged and melee attack. I'm not sure if you can do pierce from ranged only, would need to talk to Steven about that. We also have a charge attack, raider and shock They do what the github says they do Charge - Charge the enemy and do intiial +10 Crush and 2.5 Hack/Pierce dmg but lose 1 of each resistance while charging Shock - Gain 15% walk speed and 20% accleration Raiders - Raiders 20% faster walk speed and +0.5 capture attack but 5% slower run speed
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