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  2. Thanks , but it's a sketch/invitation to make a complete map of all unit relationship. As said, primarily to give some kind of framework to unit balancing but it could also be useful for curious people learning the game.
  3. Today
  4. It also boosts the gather rates by 20%? I remember seeing higher gather rates for economic citizens on the Structure Tree when I tried to "glue" it on A27. An icon next to the Female Citizen? But, that will just confuse people. We can just reuse the mod and lower the CS gather rates for food and wood. Maybe even for all resources if the testing phase allows it.
  5. Maybe I am wrong, but basically the "two-gendered citizen" mod (in A26) was getting quite close (women and men as standard citizens able to gather resources, but had poor fighting abilities). The only change instead of just depicting male and female citizen with the same gather rates (high for food, low for everything else), would be to determine a gather rate for male citizen and a different one for female, right? The only difficulty is now to allow creating intentionally a number of males citizen with a certain gather efficiency and female citizen with a different rate. IIRC the "two-gendered citizen" mod just arbitrarily added two different avatars with the same properties.
  6. Thank you all for your input. The thread was opened to discuss the current meta and find a way to add more choice in the early-mid game. I propose just two changes for now, so you can ignore the drastic changes mentioned in the OP post. 1) Add a new male economic unit (Male Citizen). Give him the same gather rates as the current ones for CS. 2) Lower CS gather rates for food and wood by half but keep the stone and metal gather rates for now. We can discuss further changes once these get tested. AI should also be adjusted to train this new male citizen and avoid using CS for food and wood (use CS only for mining).
  7. Thanks! ONLY issue with it right now is we are still discussing/rebalancing/retweaking things as they come up, so you have to "update" aka redownload a lot. BUT the more people who try it and provide feedback, the sooner we can get a polished version on mod.io!
  8. Acredito que o tradutor mudou o nome dos parâmetros, se não for o caso é importante lembrar que os parâmetros devem ser em inglês, exatamente iguais ao padrão do jogo.
  9. @Adriano0ad, fiz o teste localmente e funcionou bem, verifique se os paramentos estão com os nomes corretos, se aparece algum erro mande o print aqui no fórum.
  10. I see that delenda est is incompatible, but I learned how to install other mods, thank you all
  11. Guys, I'm creating a technology whose objective is to unlock a field, but it gives an error. I need help. Here are the scripts. tec: { "genericName": "Agricultura Rudimentar", "specificName": { "english": "Agricultura Básica", "portuguese": "Agricultura Rudimentar" }, "description": "Permite o cultivo de grãos básicos, desbloqueando a construção de campos agrícolas.", "icon": "grain.png", "researchTime": 100, "cost": { "wood": 100 }, "requisitos": { "todos": [ { "class": "Vila", "número": 1 } ] }, "efeitos": [ { "tipo": "entidade de desbloqueio", "entidade": "estruturas/jomon/field_grain" } ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } field: <?xml version="1.0" encoding="utf-8"?> <Entidade pai="campo_de_recurso_de_estrutura_de_modelo"> <Identidade> <Civ>jomon</Civ> <NomeEspecífico>Tián</NomeEspecífico> </Identidade> <Requisitos> <Tecnologias datatype="tokens">agricultura_rudimentar</Tecnologias> </Requisitos> <VisualActor> <Actor>estruturas/plot_field_chin.xml</Actor> </VisualActor> </Entidade>
  12. Ah my bad “Su Nuraxi in Sardinia is a settlement consisting of a 17th century BC nuraghe, a bastion of 4 corner towers plus a central one, and a village inhabited from the 13th to the 6th century BC, developed around the nuraghe. The 2nd image is what the settlement would have probably looked like” No credits for the image.
  13. Looks interesting. Since Fookbook insists on planting cookies I have no idea what it is.
  14. Found this totally by accident: https://www.facebook.com/photo/?fbid=1118356523659872&set=a.554138156748381
  15. It doesn't seem to be working. Is it the same process as with other mods? Just download the file into 0ad mods folder and extract? Isn't even showing up on the invalid mods list *Aw hang on I fixed it. Mod looks dope
  16. Yesterday
  17. Oh No! We HaVe To UrGeNtLy NeRf ThE cApTuRe RaTe Of CaV!
  18. You can't capture buildings? Try to build bigger armies then
  19. Yeah, the majority in my poll doesn't like it.
  20. Default is now to attack buildings (as of A27). Press the "Capture" modifier (by default it is "C" key) and right-click on a building you want to capture.
  21. For default the militay units capture the buildings when you make click in the enemy buildings, but when i do that the units just attack to destroy the buildings. I tried uninstalling and reinstalling the game but didn´t work, I need help!
  22. Maybe the mod.json just doesn't say it's compatible with A27 too.
  23. A bit more from olive to yellow for you? [40, 80, 160], [180, 59, 73], [227, 119, 194], [210, 210, 16], [148, 0, 235], [255, 127, 14], [23, 190, 207], [115, 0, 84]
  24. @sj113 It's "Documents\My Games", not "Documents\mygames". Your path is wrong.
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