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This is the first time I've read this story; I didn't know it existed. https://docs.wildfiregames.com/design/gameplay/main/war-story.html From what I understand, there are many ideas that were never implemented.I imagine it's just a roadmap of where take ideas. It strikes me as odd that the nomadic mode is present by default. Units receive bonuses if they fight on their own territory...
- Today
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First look at https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/components/UnitAI.js I think the first thing you will need is some tools that allow you to quickly search for a certain keyword in ALL files in 0AD. For example, inside UnitAI.js you would see cmpAttack.IsTargetInRange, then you need to search for where is it defined. You will be keep moving between many files, and up and down within a 5000 lines file. You will easily get lost if you don't have a convenient tool. I personally use Emacs, but I don't think you will want that. Perhaps ask ChatGPT if they have better tools suggestion for you.
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Why is there no hero Arminius for the Germanic civilization?
Barade replied to Barade's topic in General Discussion
Thx for the clarification. I was already suspecting something like this. It's a bit sad for me that they are not part of the Germanic civilization since they are probably the most famous tribe for the average player. -
ThomasKam joined the community
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campaign empty(help, how do i get campaign mode)
Nicolaus_von_Kues replied to zaza's topic in General Discussion
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they ALSO have a massive damage multiplier on top of all that. also,all ranged cav has one extra pierce resistance than their infantry counterparts. combine this with the extra hp and mobility and you have the best unit for survivability
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Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
- Yesterday
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Frankycligo joined the community
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Asher started following AI Scripting Help for Scouting Mod
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So I am trying to make certain structures "invisible" to bot players. My idea is to change the code in the file that checks for the nearest structure, and make it so it only sets that as attack point if the structure is not a certain class. I don't know if that would be easy, I think it would be somewhat easy. If someone could point me to where the file is and where in the file that would be, that would be helpful. I may also need help with the coding, if anybody would want to help. Thanks!
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It can be implemented progressively, starting with a non-editable version generated by a script.
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played multiple 5v5, one 6v6 with others here, and I can say its pretty darn smooth than expected! quite good compared to what everyone would assume it to be... and @kheeva I had the mod installed and I also could not join his 1v1.. it seems to be problem of him.. I am currently in the game you are playing haha even though its without the mod
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There is a way to make mods not required on for everyone, like bigger mini map, or what you were saying. It changes how the mini map looks for me, but not everyone needs it, I wonder if that could work for this. I'm just not sure how to do it Sorry, I think I took out a word or 2. What I was saying was, you are right. More teams is kinda useless, maybe except for 5-6 teams, in some specific situations
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image u joined as a new player. u should install feldmap, extraplayers, otherverycoolmodfromnowhere. cool if mods dont break ability to play without them, otherwise this mods considered harmful
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I don't understand the argument. The difficulty of AIs is independent of teams.
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the more mods the less new players. i couldnt spec Appa02's 1v1 coz of unknown network error. He had this mod installed. I think mods should not break back compatibility, otherwise they kill this game.
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Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
Playing around with some ideas. It contains a well. 3 main buildings: perhaps dwellings/houses. A chicken coop or corral. And perhaps a basic watchtower similar to an outpost. -
You mean the overlap of fields you see in game? They actually are not overlapping. The "core" part of a field is smaller, and I'm computing based on that core part only. In game, they render a bit more field outside of that core part. That part cannot be farmed, and is for aesthetic effect only.
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You are not considering Field overlapping?
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