Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. I'll get started on that (probably start by editing Petra, neve made a whole bot before) sometime soon, and see what I can come up with.
  3. Well you could make a more friendly one and a more hostile one, then there would be three bots. A bot that better scales with difficulty settings might be another path. Petra has design limitations, you better create a new one with Petra as a guide only. Writing bots isn't easy but if you want to give it a try and it's fruitful then a lot of value can be added to 0ad.
  4. If I were to make a more friendly bot and post it here, could it be packaged in the game? And then we can start improving Petra to be more challenging and realistic?
  5. Petra is in maintenance mode, unlikely to get new features or at least not anytime soon. A bot can be created as a mod, such a bot could be bundled with the main game alongside Petra if it is mature. Keep in mind, Petra is generally considered to strong for new players, a newbie friendly bot could help getting more people into the game.
  6. Today
  7. So, after both playing against and editing Petra, I have found several features that Petra needs to really stand a chance against a competent player. #1: Petra doesn't build walls. This is a real problem, since it leaves it open to anyone with some siege rams and a catapult or two. It also means that Petra never really acts like a real player, especially when set to defensive (when it should essentially just turtle). #2: Petra doesn't upgrade buildings or units. I know this is more minor, but it is important, as it means that the closer you get to the center, the weaker Petra is, since it built Sentry Towers in Village Phase (with little territory), then started building Defense Towers in Town Phase (as it spreads out). It would make Petra more challenging if it upgraded Sentry Towers to Defense Towers. This also has another problem: Petra never upgrades units, so it has to wait till City Phase to get the Centurions, when it could upgrade them as soon as they reach Elite Rank. Also, the Mauryan Maidens never switch from their melee version to their ranged version, which is a problem. #3: Petra doesn't turret on walls. While this requires walls (see #1), it is another thing that would be useful to add. I know it is too late to put these into A28, but maybe we should try to implement them for A29?
  8. In this case, AI behavior during the game and replay viewing should NOT be linked in any way. I don't know the technical details, but for the user, replay viewing isn't a real game; they can't change anything; they simply follow the actions and analyze what was done during the match (and when exactly), for which the replay is saved. However, AI behavior in the match must be fair. That's all. When Shroud of Darkness and Fog of War aren't used by bots, but are used by real players, it's a completely unfair situation.
  9. if something is considered a balance "emergency" it can be changed still, provided that it doesn't touch strings. There were some of these before the Han were introduced. I wouldn't put it that way, but that is what I typically work on. @Arup care to elaborate?
  10. @LienRag, @Grautvornix, only my opinion.... It would be nice if ship garrison information wasn't displayed in the interface. It would add an element of surprise... You attack a ship and want to board it, thinking it's "empty," but it's garrisoned (even more than yours), and everything goes wrong... The garrison is hidden below deck. It's invisible. And suddenly, during a boarding battle, it turns out it's there... Isn't that wonderful? And it's quite historical. But if they do decide to add information about the ship's troops, they could at least add a flag above the vessel (a simple small flag or something larger with civilization symbols) indicating the presence of a garrison. But in my opinion, that's not as interesting. The element of surprise would be lost.
  11. They will be no balance changes anymore for R28. But if you want to whine, you should stay respectful to those who worked on the release. For balancing, currently @real_tabasco_sauce is the code owner of the templates (unit and tech stats) and he is often open to suggestions.
  12. OH DIOS MÍO SI AGREGAS KALINGA SERÉ TAN FELIZ Kalinga fue la mayor potencia de la India después de la caída de los Maurya, en manos de Mahameghavahana Kharavela, y luego después de caer en manos de otras potencias.
  13. so are the boxes in purple supposed to show the matchups for phase 2?
  14. before I start yapping about r28, clarify me this: Is this a finished version? you all thought this balance and design is "decent" enough? or is there chance for revival of balance?
  15. Looks great, except I think the grass texture was better on the original.
  16. Phase 1 Complete – Phase 2 Coming Soon Phase 1 of the TS Tournament is officially complete. All scheduled matches have been reviewed and the results are now final. As expected, Phase 1 came with a few unexpected situations along the way — some scheduling hiccups, a couple of no-shows, and a few games that turned out to be… slightly OP Overall, things moved forward and the phase has been successfully closed. Here The Sacred Spreadsheet I used to register scores: https://docs.google.com/spreadsheets/d/18n6_XIWoD5I0y_k-IXdF2mdfZp4IuRUrLQkkxkHs53I/edit?usp=share_link Phase 2 will start soon! Thanks to everyone who participated, adapted when needed, and helped keep the tournament moving despite the chaos. Looking forward to Phase 2 a meme by SaidRdz
  17. If they can integrate them to the mod that would be great, however I don't use that mod currently since I want to experience mostly vanilla. Will do that, but if I ever leave and the mod is still needed, then will give the author to someone. Looking forward to it. oof, I would cry like the fox if I was there. Edit: In case you didn't notice I've updated the file(Forgot to remove in the Han CC name Zhu and WONDERMAN text), be sure to grab the better version. I'm waiting for the appeal of mod.io will be sending the link once accepted, from there the info is detailed. But in simpleton Barebone is the code inputed without changing height, Default makes all height to 8, Better set all height to 1.
  18. Yesterday
  19. The Han CC is particularly egregious because of its sloped design. BTW @Tapothei it used to be that the garrison flags would make the height even taller, so what you see in a27 is better than it used to be. It would be great if we could make some changes to accept multiple rectangular prisms as selection volumes, but until then, I could go through particularly problematic buildings and trim some height.
  20. Well you touched serialized components, so my guess would be that you will go out of sync, sorry. So few options - Get the community mod people onboard with this @real_tabasco_sauce - Submit your own mod to mod.io - Get it merged for R29 next year.
  21. Hmm... now this is a problem, how do I play multiplayer with this... Please this is a QOL type of mod... I don't like the way Han's CC blocks my right click... xd. I'm so tired, anyways single player rejoice! Have a good day/night.
  22. No es incorrecto, pero en este caso, toda la isla se llama Marajó y el sistema del delta del río Amazonas. Algo que sería interesante mostrar de alguna manera sería la famosa marea alta y la estacionalidad de las inundaciones y sequías, algo que definiría a la civilización Marajoara (se formó alrededor del año 400 d.C. ).
  23. Ah right, forgot about that feature. Maybe we should warn when setting the height that it will be ignored. I suppose I could write another Python script using the RL interface to find the templates that do it. https://code.wildfiregames.com/P277
  24. Noice, I'll be sharing the files later. I'll be including all CC. Since I notice also some are not clickable. It seems the height will be applied only after the code: <VisualActor> <SelectionShape> <Footprint/> </SelectionShape> </VisualActor> This was supposed to happen with the <Height>8.0</Height> if the code was applied. This is <Height>1.0</Height> which is my preference. Thank you @phosityou are such a bro. Edit: - Done with the default, more info; Some of them don't state the height, Persians stays the same...(you can edit the height to 8) - Next my preference. now its proper with similar height of 1, every CC. Extra info: Mod.js is inside the zip, if need to, just copy it outside together with the zip. Removed cached.xmb, since no error occur in the better version, if it does there is a copy in the default version. I'll come back and tweak the files at some point, by editing this thread. If error occurs, I don't know bro, just ask this thread. Good luck have fun amigos. @Stan`request to also move this thread to Game Modification, thank you. barebone-civil-centre-boundary.zip default-civil-centre-boundary-fix.zip better-civil-centre-boundary.zip
  25. Maybe this helps: https://gitea.wildfiregames.com/0ad/0ad/pulls/8181
  26. Mmmh then it would seem I was wrong and it's using the 3D model ... Not sure what the height is for then...
  27. I'm on linux using flatpak, tried various things: - Searched for the file, in which I needed permission to enter to the /var/ - Found the 3.6gb file in a /flatpak/, Decompress the zip file, edit the file, compress it 1.8gb = Missmatch compress = Error won't load - Made my own mod, following community mod = It doesn't register. - Dismantle community mod, removing what I don't need and edit the zip file inside by overwriting without decompressing it = Works So uh... it seems the height is not editable, its locked somewhat. Tried editing the house height too but it also doesn't work. Other stuffs I can change like the name, resource, description even the border. Here's the normal file, the height is set to 1, yet in game it doesn't register. The name registers, Guan Zhu instead of Guan Shu. city-councel-boundary-fix.zip mod.json
  1. Load more activity
×
×
  • Create New...