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  2. Yeah, I tried that already, and added a Roam distance to the soldiers, but it just gave me errors. Still trying to figure out why.
  3. Hey, i was wondering if anyone knows how to make Gaia soldiers wander around the map, similar to how the wolves and cattle wander around.
  4. Today
  5. @Darkcity The USA would go crazy seeing all that oil on the map. Get ready to receive some unwanted "freedom".
  6. NGL, I played my first 1v7 againt very hard ai in this alpha with gauls and it felt very easy with fanatics spam. It usually takes atlest 3 tries before i win any 1v7 very hard ai but with fanatcis it happend without any effort lol. We should balance them out a little.
  7. This was a symptom of A27.0, check if you downloaded the latest version of the game that address this bug : A27.1
  8. The former. Egypt map is especially detailed and full of various entities. The AI bases are also fully built up. But, that isn't the primary cause. AI scripts and pathfinding are still the biggest issues. I recommend playing 2vs2 games with "Normal" size maps, at most.
  9. I worked for me when I added the screenshots last time. Maybe it depends on the size?
  10. One quick fix is to disable persistent match settings. This might be more annoying than installing the mod above.
  11. The descriptions of Persian trader and Carthage merchant ship says that they gain 25% more trade income than normal and in files it is <GainMultiplier op="mul">1.25</GainMultiplier> , but both template_unit_support_trader.xml and template_unit_ship_merchant.xml has <GainMultiplier>0.75</GainMultiplier> So normal trade income is 0.75 not 1. Build: Jul 14, 2025 (release-a27.1, 6a576)
  12. Hi, I love this game and played it for hours but today I decided to play egypt map and because of this intensive map, game gave me very low fps. Firstly I thought it was because of my computer specs isnt good(basic integrated graphics) but when i checked the statistics i realized that none of CPU, GPU or RAM usage maxed out. Also lowering the graphical setttings didn't work so I wonder that the game isnt optimized to play normally yet or is the problem with my computer? Thanks. (Btw I tried to donate to the game but it gave me errors.)
  13. I think this is a known issue, there are 2 solutions: 1. You can open your matchsettings_mp.json using any text editor and delete the entries relating to "seed". Save and close the file and it should not happen again. 2. Atrik has made a mod which resets the seed for map generation. This should fix the issue.
  14. If I try to upload replay files by drag and drop, it does not work: It get's stuck on uploading. If I upload by "choose files", it works however.
  15. Played two 1v1 today on the same random map, but it wasn't random, it was both time the same map. So something is broken as "random" should generate another maptype, not two times the same in a row. commands.txt commands.txt
  16. Here's the translation: Hello, friends! I'm excited to share more updates about my mod, Worldrising. This time, I've made significant progress on the Japan map, which I'm developing with great care to bring an immersive and authentic experience. My goal is to create specific missions for this map, making gameplay even more strategic and engaging. Additionally, I'm exploring the possibility of implementing cutscenes to add depth and highlight important game moments. If anyone has experience or tips on creating cutscenes in mods, I'd be grateful! I've also created new structures, reworked units and buildings, and adjusted various parameters to balance gameplay. I've implemented technologies and upgrades tied to structures and units. For example, when advancing to the 2nd Era (Polished Stone Era), villagers are automatically updated and gain access to new constructions. Existing buildings, like houses, also evolve through technologies. I've created many new props and textures and refined some existing ones. Check out some images below and share your comments, suggestions, or tips! Challenges I'm still facing: Structure animation: Gatehouse animations appear lying down in-game, while they're upright in Blender. I've tried repositioning the wall, but the animation ended up inverted... It's a problem I haven't solved yet. Animal animation: They still have the same animation issue. Thanks for your support, and see you next time!
  17. Some screenshots from the 4 player FFA test match on Latium RM. I was playing Romans, while AI players were Hellenes, Carthaginians and Persians. All 3 mustered huge armies, with the Persians launching around a dozen mass attacks on everyone, with every unit in their arsenal, by the end of the game. In the end, it was me against the Persians. They continued to send huge waves of "trash" units even after all Metal was gone. I'd say that the test was successful.
  18. That doesn't warrant ignoring the instructions how to report violations: Violations have to be reported privately to one of the lobby moderators. So please do that in future. To quote comments I made earlier in this thread:
  19. Red - Romans and Spartans Blue - Athenians and Britons Light blue/Azure - Seleucids Green - Persians and Gauls Purple - Persians as well Yellow - Carthaginians, Iberians, and Hans Orange - Mauryans
  20. I am mostly focused on basic implemention of component/functions. I was thinking of a game of rock, paper, scissors. The Priest = Religión and Myths etc. The Philosopher= Rational and metaphysical thought and elemental natural social. Then Politician= Aristotelianism, platonism, despotism, republic oligarchs, democracy and tyrants. The politician defeats the philosopher and converts through bribery. Politician is defeated by Religion, Priest handles more masses than the politician, the conversion with villagers through myth and faith. The philosopher defeats the religious by conventionalizing myth and metaphysics and convinces through oratory but it is a defeat. Priest>Politician>Philosopher Priest uses faith. Politician uses metal. Philosopher uses oratory. These are the types of control (mind and ideas) through discourse and influence. Conquest without struggle. It's an idea for fighting between units that convert. Priest bonus vs support units ( villagers and slaves). Politician Bonus vs Elite & Champion military. Philosopher bonus vs Citizen Soldier B & A, merchants. It's an idea...
  21. Yesterday
  22. New bugfix release. - AI bugfixes, mostly Carthage. - Reduced the range of melee Cavalry. - Nerfed Persian Chariot Archers and reduced their cost. Previously, they were comparable to Brythonic Champion Chariots. Opening post updated.
  23. Look at the animal templates and see if they have a tag. template_unit_fauna https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
  24. Hey, I’m making a random map where you get attacked by bandits after a few minutes, but I am having trouble. I took the Survival Of The Fittest map and edited it to work, but I can’t seem to select a specific civ or unit type. Also, on a similar topic, I am trying to figure out how to get Gaia soldiers to wander like animals do, to make them more realistic. Does anyone have any ideas how to do that? Adding the animal Roam info doesn’t seem to work.
  25. I’m working on something similar, with spy’s. Basically, you just make anyone with a gun be an archer and any explosive be caused by a siege weapon with splash damage. Try it.
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