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  1. Today
  2. For the next version you should package it with the game's archive builder. Since you're on github you can automate by adapting this action https://github.com/0ADMods/ponies-ascendant/blob/master/.github/workflows/ponies-ascendant.yml
  3. Uh oh... I closed my account and plan to delete the mod since its outdated and I'm quite tired. I guess archive then but ye I need to dissasoiate first so I can delete my mod.io account which I don't know how.... edit: its reactivated, I'm not sure what would happen if the mod archives and me deleting my account though... Actually I can see how to archive it on my own, but... I'll wait your input.
  4. Hi, @onghyr. This video (made by maybe the best player) is from an old version but it's still useful to learn the very basics of the economy in 0ad. I recommend you to watch a few times bc it has a lot of data to process
  5. @Tapothei I'm slowly going down the mod review queue (there are more than 30 in the list) should I archive your mod then ?
  6. Updated the steps as well as the file on how to contribute to 0AD git in case you ever want to pull request. I'm cancelling to publish the mod to mod.io since I don't like managing another account and my mod hadn't been signed since I last DMed him from 7 weeks ago(I don't want to disturb him) but feel free to orphan it that final version there. In the file of the content, everything is set to height 1.0 and code is clean, as always my preference, have a great day. Thanks to @Vanthaand @guerringuerrin for the help
  7. Hi @fudini, welcome to the forums. As you can see, the Temple of Vesta IS a town phase structure, so it doesn't make sense to build one to get to phase2. Do you happen to have a screenshot where it says that? Generally, if you select workers the structures they can build are shown in the bottom right of the screen.
  8. Eco matters a lot more than it looks at first. You need a steady flow of resources before even thinking about big fights, otherwise you just stall out. The whole game loop is basically economy - army - timing your push, not just constant fighting.
  9. Hello. I just started yesterday. For the Romans it says to build a Temple of Vesta to advance to the town phase but I don't see an option to do so. Can you advise?
  10. The phab diff says changes planned, so I assume nothing was fixed. If it's still an issue please create a ticket on gitea and feel free to assign me, so I can look into it once I have time.
  11. Yesterday
  12. I tested that, while units stay in formation as they walk, they still break formation when they attack. It would be nice if they rigidly kept at least the Phalanx, as that’s more historically accurate than walking in the phalanx and then breaking formation.
  13. I used chrome browser (instead of brave) to download the version 28 executable. I installed version 28 over version 27.1, without uninstalling version 27.1, now version 28 works. I don't understand why, but now it works. LOOOL Thank you very much ALL. Let's play !!
  14. It's buggy but there is a setting for this to happen. Options > Game Session > Formation control > No override
  15. Agree - but with the additional question (option to keep existing configs etc.) this would be just perfect.
  16. My biggest satisfaction will be to see at least one of these maps in MP lobby. There is no problem to maintain them, I'll do it with pleasure. I only ask to admins to accept the mod on mod.io, so it can reach more players. Thanks in advance. I really really appreciate that. And now an update on the latest project: Asia 1024x1024. All textures are done. Now I'll add entities and resources.
  17. Anything that can prevent an update from running needs to go; if there's a question along the way that's fine, but the dialog should point out the potential downsides. Right now I don't think the game is very good at that. If a user agrees to keep the settings/config that's nice, but I believe our default approach at uninstalling should be "Thanks for trying us out, we will now delete anything without a trace". Wouldn't want all kinds of apps leaving dead files behind.
  18. Thanks, I knew it! And sorry for the change in topic..... There was a lot of discussion in the past if walls protect at all except against direct access, i.e. they block movement but nothing else.As a consequence, you should ideally build your walls around your buidings/troops at a distance that exceeds enemy firing range (might cost a lot of stone). Would it be possible to provide walls with an aura that reduces firing range by some margin? (from any side, except if positioned on that wall)
  19. The last sentence is very funny! It's implemented as what's the easiest to do currently. When the unit is on a wall, he has a state of being "turreted", this is what boost his defenses. When not, it doesn't have any bonuses, regardless of if he is behind a wall or whatever. The projectiles make their lives without ever acknowledging walls. For sure would be nice to have this enhanced. You are right that bridges might have similarities with potential bridges (entities, not terrain as currently is) about how we could build them. But there aren't anything supporting walking across them currently. Units don't walk on fields, they just don't get any obstruction from them, so they actually walk on the ground. So yes, not really a simple task to get this into the game.
  20. @OutisWalking on top of walls along their extent while being a bit protected could indeed be an interesting side-effect. Which brings me to a (most likely stupid) question: A soldier positioned on a wall has some protection against enemy fire. I the same soldier is behin that wall, does he have the same level of pretection, more protection, or less protection? From my simple mind I would guess being behind a wall shoudl provide more protection. Most likely implemented as expected. Can anyone confirm, please?
  21. Yeah I've updated the scripts and ported that mod to test. I need to publish 28.1 on mod.io
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