All Activity
- Today
-
profileroofingmarlborough joined the community
-
Andreycip joined the community
-
Easy Fixcy joined the community
-
I cannot check all zips you distribute. If you clone (or download) your repo, you'll have the correct file structure. On a side note this situation is NOT an isolated instance of troubles caused by compatibility check doing things that seems outside of its scope. The folder name, or the file structure shouldn't be taken into account for compatibility check. The mod.json should contain the only data used to determine compatibility, any other additional rule is likely just going to create pain for modders.
-
vanguy joined the community
-
phosit started following Help with migrating maps to 0.28.0
-
You need to import the functions you are using something like import { addAnimals, addBerries, addBluffs, addDecoration, addForests, addHills, addLayeredPatches, addMetal, addStone, addStragglerTrees, createBluffsPassages, markPlayerAvoidanceArea } from "maps/random/rmgen2/gaia.js";
-
-
I want to do something like this: <Melee> <AttackName>Mace</AttackName> <Damage> <Crush>10</Crush> </Damage> <IgnoreArmor> <Multiplier>0.5</Multiplier> <Classes>Infantry Cavalry</Classes> </IgnoreArmor> <MaxRange>4</MaxRange> <PrepareTime>500</PrepareTime> <RepeatTime>1000</RepeatTime> <PreferredClasses datatype="tokens">Unit+!Ship</PreferredClasses> </Melee> So in this example 5 damage would be affected by the opponent's armor value, 5 damage goes straight through. This functionality is then used for e.g. maces as they were often used against heavily armored foes because even though they could not penetrate the armor they could stop the wearer by brute kinetic force.
-
Help with migrating maps to 0.28.0
hyperion replied to andy5995's topic in Scenario Design/Map making
Would be nice if you actually copied the error message as text (the image doesn't load for me) so a blind guess is you use SetProgress instead of yield. -
I imagine there is nothing in the porting guide ? Cc @phosit
-
To remove the extra folder your need to create the wip from that last screenshot. E.g ctrl+a to select all and then right click to compress via the context menu Then people will be able to install it.
-
AlexHerbert started following Dunedan
-
Paltonix joined the community
-
Spares-Direct-2015-Ltd joined the community
-
Setup in Bahrain joined the community
-
Its in .var/app/com.play0ad.zeroad/.local/state/0ad/log, removing it then entering 0ad will create new log.
-
@FrankI've played and checked, working for me, I think you click: Learn To Play > Tutorial Happened to me too. instead of; Single Player > New Campaign > Tutorial > Start Campaign > Introductory Campaign. Upon completing just do Single-player > Continue Campaign/Load Campaign. Since you've complete the tutorial, you can redo it but 2x speed in case you haven't known that feature top right.
-
Ill keep looking into this! Thanks. Originally I created the mod on my desktop and then used github desktop to upload it to git. So I'm still trying to figure all this out. @Atrik wasnt able to figure it out This is what I have on my desktop, but I dont have to download from git
-
Can't complete Introductory Tutorial, just says 'Available' after Victory and see the next one (Economy Walkthrough) but nothing else
- 1 reply
-
- 1
-
-
Hi everyone! I am a newbie on 0ad and GNU-Linux but like it very much. I am having the same issue but with the Introductory Tutorial, y complete it but cannot play the next one Economy Walkthrough. After i complete it just appears 'available' and nothing on Economy Walkthrough. Tried a lot of things, installed it via Flatpak, appimage, sudo pacman... Also changing the tutorial json with 'complete': true etc and nothing. I am thinking if having an Nvidia GPU could be a problem... I would really appreciate some help, really stuck with these, Thanks everyone! Awesome work!
-
Ok, I found the problem. Your .zip file have inside an extra folder. This is wrong, you need to have only the folder and files of the mod without this extra folder. I should look like this: Also I have experienced that same error when trying to install a mod when I already have a previous version installed, because the directory and its files already exist and the installer cannot overwrite them. So, to install it successfully, I had to first delete the folder and the files from the previous version of the mod. Yeah this is not a good idea. Youll probably will get OOS
- Yesterday
-
andy5995 started following Help with migrating maps to 0.28.0
-
I thought I made the necessary change to a couple maps from the community-maps-2 mod But when I try starting a game with one of the maps I've changed, I get this:
-
I am experiencing a critical script error in the "Visite guidée de l'économie" (Learning the Ropes - Economy) mission in the latest Alpha 28 (Bolorix) version. I tried in english and in french and got the same error The log indicates that the function colorizeHotkey is failing to parse a string, likely because of a malformed placeholder in the tutorial text that defines a keyboard shortcut (e.g., [Shift]). the log is attached interestinglog.html
- 1 reply
-
- 2
-
-
I meant if the name is the same i'm not sure what happens. Like if you did <BonusCavMelee> on template_unit, but then also on did <BonusCavMelee> on template_unit_infantry. Probably the template_unit_infantry will just "win"- as in those values will be used for that specific bonus- but yeah you need to test. Other than that i don't think theres a limit you need to worry about when applying different bonuses to the same unit.
-
Elephants - Do they take bonus damage from Spearman and Pikeman?
Arup replied to DesertRose's topic in Gameplay Discussion
oh baby strong they are... but they are super gimmicky, they require too much economic focus on them (rigidity of economy) and they are slow as hell... as one of the few players who uses eles widely in multiplayer, I would say it is underrated... and it shall remain so, for quite good reasons. again: DO. NOT. TOUCH. MY. ELEPHANTS. <3 -
So far the only way to get someone to join has been by changing the mod.json; "ignoreInCompatibilityChecks": true, but now anyone will be able to join and it will throw a lot of peopel off
-
Oh, you mean duplications as in using multiple bonuses for the same unit? Will have to test if e.g. giving a units a 100x multiplier against buildings but a 0.01x multiplier against heroes breaks anything.
-
Pretty sure you can write whatever there, but may cause unexpected behavior with duplications (probably the last loaded template just wins). There is, but it isn't a "VisibleClass" so i understand your confusion.
-
when you say drag and drop the mod, how do they get the mod? Do they still need to download/extract? I downloaded the zip, and then drageed to 0ad but I got a "failed to install mod" alert. <p class="error">ERROR: Failed to install mod C:\Users\emacz\Downloads\classical-warefare-aea-main.zip</p>\
-
How exactly do I add bonus damage? These are the two examples I found: <Bonuses> <BonusCavMelee> <Classes>Cavalry</Classes> <Multiplier>2.5</Multiplier> </BonusCavMelee> </Bonuses> <Bonuses> <Herocide> <Classes>Hero</Classes> <Multiplier>1.2</Multiplier> </Herocide> </Bonuses> What do "BonusCavMelee" and "Herocide" refer to? Can I write here whatever? My plan is to add an attack multiplier against Ships, Siege and Structures. x And I am seeing above, there is not "structure" class?
-
Latest Topics
