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  3. ./config/0ad/logs Or gather the errors from terminal if you open 0ad from there. I don't see any reasons why editing the population bonus of structures in template would break anything so probably you are right to try to look into how you packaged your mod. A random guess would be that you extracted the mod you're playing with creating a extra folder like 0ad/mods/yourmod/yourmod/simulation/templates/..., and should be 0ad/mods/yourmod/simulation/templates/.... Besides this, mods downloaded from the downloader should create the correct folder structure.
  4. I've been enjoying playing 0AD recently, so I thought I'd try my hand at modding. I thought I'd start simple, and because I always find that I've not built enough houses, I thought I'd tweak the population bonus of the civic centre template. I've created a mod with the required mod.json and ./simulation/templates/template_structure_civic_civil_centre.xml. It works, in the sense that the population bonus is higher when I run the game with the mod. But it seems to break all the unit/structure right click info windows. Loads of error messages pop up in the game console when I right click on a unit icon in a build menu. I've seen some mention in the modding guide of having to save/reload, but that wasn't 100% clear. In any case I've opened/closed 0AD several times. Game version is 0.27.1, running on Linux Mint. How do I get the error messages outside of 0AD? I hoped there'd be some logs in ./local/share/0ad, but can't see anything in there. Grateful for any help. Also, on newbies starting modding, the user experience / guidance could probably do with some tweaking. My route into modding was to use the in-game mod.io downloader. I then tested the mod to see if it was working in the game. Then went into ./local/share/0ad/mods to edit it. I extracted the zip file and started playing around. No effect. I figured the game engine reads from the zip rather than folders by default, so I deleted the zip. And then the mod doesn't do anything any more. I finally realised that extracting the zip downloaded via mod.io doesn't generate the right folder structure. I think the below line from the tutorial is trying to get at this point, but it's not the clearest, particularly given the common definition of zip bomb: https://en.wikipedia.org/wiki/Zip_bomb. If you extract the mod so you can further work on it beware a properly packaged mod is a zip-bomb.
  5. Despite the danger of revealing my preferred civilizations, my favorite tracks: Eastern Dreams: all time favorite, even my wife plays it in the car Sands of Time: so fun to listen to Forging a City State: i just want to grab a hammer and build something... The Road Ahead: same as above, the start of a magnificent city Harvest Festival: such a happy feeling In the Shadow of Olympus: takes me on an Aegean island The Hellespont: same as above Water's Edge: just the calm feeling of being near water From the new ones: Bandit Country: unleash the power of Africa!
  6. Those are looking really good, @lukamas! I especially liked this one, the head looks very realistic: Do you have any updates on when the hyenas will be added to Atlas? I'd love to see them in the game, their presence would really enhance the biodiversity and add a nice touch of realism.
  7. There is a hypothesis that Porus was a title rendered in Greek and that the original title was more like 'Puru'. Anyway Porus was the king of a regional kingdom with a moderate size. It is difficult to categorize his kingdom. Taxila seems to be related to the Gandhara people but nothing suggests Porus was from Gandhara. His association to the Puru tribe is purely based on the name, as the Purus were mostly known from an area further in the East, since they lost a considerable chunk of their territory according to the Rig Veda. They did controlled the area at some point but it was at the peak of their hegemony. The Pauravas are from the same area as the Purus after their loss. They are mentioned in later poems and myths. So they have mostly the same issues than the Puru tribe.
  8. Introducing the Thracians in Age of Empires II: DE - Chronicles: Alexander the Great! Turn carnage into coin as Thracian raids become both brutal and lucrative. • HP regeneration for Skirmishers in early ages • Techs that grant gold from damaging buildings or defeating enemies • Rhomphaia Warriors: new anti-cavalry infantry Launch devastating raids with your swift Rhomphaia Warriors, and profit from them with unique technologies that generate gold from combat. A variety of bonuses and technologies turn Thracian skirmishers from neglected trash units to deadly fighters!
  9. A map showing the different hypotheses about the origin of the Cimbri and the routes taken during their migration or wandering:
  10. I suppose your best best would be to dig up the code for the autociv mod, or one of its successors. However because the code is gonna be running on all the players, you gotta be careful with not creating a loop.
  11. Merged https://gitea.wildfiregames.com/0ad/0ad/pulls/8329, which fixes a probable cause of what we see here, at least this bug should result in pretty much what is described in here. @elexis spent some considerable time trying to debug this.
  12. It's safer to go for the Scythians, and let them settle in the late phase. That is, a CC that doesn't move, in compensation, a stronger CC. Herding should be included as the main activity and hunting. https://ageofempires.fandom.com/wiki/Pasture_(Age_of_Empires_II) This, however, can be built outside the territory perhaps. I haven't played Delenda Est in a long time.
  13. These people make things up, maybe another DLC is needed to correct the name. Ai answer: In the context of the game, the name Puru was chosen to reflect the historical identity of the Pauravas, highlighting their role in Alexander's campaign. The term is linked to the Indian tradition, as "Puru" also appears in ancient texts such as the Rigveda, where a tribe or lineage related to the Bharatas is mentioned. The developers chose this name to accurately represent the culture and historical context of the Kingdom of Porus, Hadn't they done that in AoE3 where they changed the name of a pre-Columbian civilization to its name in its original language(?)
  14. yeah I think some simplification is needed for the nomadic part.
  15. I think moving barracks and civic centers around the map will be too much for regular players. Can still include them with other features (like the Ox Cart transforming into yurts, maybe allowing the player to build outside their territory, etc.).
  16. Yesterday
  17. I heard that from weirdjokes too and I also use it
  18. Ok, then for simplicity sake one would have to just add the bolt to the regular attack, I think its about a 3s interval and we do have the Ptolemaic bolters that are roughly that, so it shouldn't be that game breaking, also towers are 3 pop anyway and suitably expensive
  19. Yes that’s right @Atrik. Although both those cataphracts also access the tech I nerfed by about 50%. so through that tech they get another nerf. i think it will be interesting to see how speed vs hp nerfs play out. But ultimately we just need to get some nerf out there.
  20. The problem with that is technical. There are no units that make two separate attacks.
  21. I had an idea for siege tower enhancement A technology that adds a small bolt thrower to it, or conversely a small stone thrower, not sure if it would be possible to have two separate attacks on the same unit at different intervals, but it would add some more flavour to them,. Then the ram team bonus that foot soldiers have could be expanded to include siege towers since not all of the 20 man crew are going to be shooting arrows from the tower And lastly I was wondering why kushites have siege towers and Rome does not?
  22. Cool @Vantha, I was missing the Chineses song. And about the Carth's song, Peaks of Atlas, I love it!
  23. https://en.m.wikipedia.org/wiki/Banking_in_ancient_Rome
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