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  2. That's the point. If the directory gui/pregame was loaded by the xml - like it was before: <script directory="gui/pregame/"/> then one could create a file named mainmenu~MyMod.js and do all sort of scripting therein (for example making proxies of existing functions). But this is not the case anymore for the pregame page. At first glance, this is the only page which changed behaviour. To make a comparison, session.xml is still loading the entire directory gui/session: <script directory="gui/session/"/> I wish I was! New release, new work for porting mods. I played my last game in 2023, but 0 A.D. is always in my heart.
  3. Hey @Mentula Nice to see you're still active! Can't you add a file like autociv like so ~mainmenu.js to extend it ? Else maybe you can wrap the module into something else and use that elsewhere. sounds inconvenient though @phosit
  4. Today
  5. Update: I ended up deciding for "haimaz". I explained my thoughts about it here: https://gitea.wildfiregames.com/0ad/0ad/pulls/8722#issuecomment-135305 I want thank you both for the research and debate, I think the debate itself is also valuable, not just the result. And let's stay on the ground and don't exaggerate the importance of this, after all it is just single term among hundreds in the game. And for the future, let's act in such a way that we'll never have to remove the "No historians were harmed" disclaimer...
  6. Hi devs and modders, In 0 A.D. 27 and before it was possible to mod the pregame page by adding scripts to the gui/pregame folder. Example of applications are: adding items to the main menu; running startup scripts. Since commit 0fcc4f5fc5 the gui/pregame directory is not loaded anymore, in favour of loading the mainmenu.js file only. It is not clear how mod scripts can run in this page after this change. ✖ It is not an option to override mainmenu.js, mainmenu.xml, page_pregame.xml or other files. This will of course break the compatibility with other mods, as only the last loaded mod will execute the code. Maybe @phosit, do you have an idea? I am pinging you as the author of the change. Thanks.
  7. For now, if you use autociv with ModernGUI, please stack your mods in this order: Otherwise it will crash during gamesetup. The game is playable like this and you have most of the past features restored to get you back into action! I will gradually work on fixing the other autociv bugs ...
  8. Hello, many thanks to @Atrik, I fixed the buttons issue. Also I believe that his ModernGUI has overlay so you can use his mod for the stats for now. Most of the other features of autociv are here. I have tested that these are working, at least for me: Automatically changing civ names Limit corpses Hotkeys Disable eyecandy autociv.zip
  9. The population has surpassed 1800 by the Iron Tortoise bot, the highest I've ever seen. The match isn't over yet, and the population continues to grow.
  10. https://gitea.wildfiregames.com/0ad/0ad/issues/8571, do they use a patched spidermonkey?
  11. Here are some of Eco Master's stats when battling Petra.
  12. Try it and let me know what you think bot_EconomyMaster_v2.zip
  13. Reported at 0ad Arch user reports crash on multiple computers and New version: v0.28.0 (alpha noted). cc @ffm2
  14. I've published v0.28.0 and it should be available to download from 0ad as soon as it's signed Some changes: Reduced Armor multiplier of Heroes from 3 to 2 Added Extremeness (3.0 multiplier) to Siege units
  15. Post Eco Master and I’ll include it in my Bot Pack.
  16. That's also what I want, bots with different styles will make the game more interesting.
  17. It's A27's Petra (actually, it's someone else's Petra Expert, but I found the Petra Expert's attacks too constant and not strong enough, so I decided to reverse the style to a defensive counter attack. Iron Tortoise rarely brings troops into enemy territory, but when it does, it's devastating. Because of this difference, I separated it into a separate bot. In addition, I also created a bot with similar economic power to Iron Tortoise called Economy Master).
  18. Try to get a stack trace but I suppose this should be reported on their bug tracker. Thanks for letting us know though.
  19. The version is also wrong, since it's not alpha anymore: https://archive.archlinux.org/packages/0/0ad/ 0ad-a28.0-1
  20. Yesterday
  21. This might not be the best channel, but: The build from the arch repository gets a segfault after a few minutes gaming. This happens for me on 2 different pcs and each game, not like there is one game where it didn't happen of about 5 attempts on each pc. The appimage or compiled git version works reliably.
  22. Alguma atualização desse mod ?? Notei ele meio abandonado
  23. They are not supposed to have these. EDIT: #8746 EDIT: #8747 I'll create Issues for this on Gitea in a few. The links will be added later to this reply.
  24. Hi, is that a circle placement with random player positions? i think thats not possible in the current state, but thats what i was talking about… am i wrong here? in case of misunderstanding: this is about teamwise shuffled positions in circular placement.
  25. I think gerbilOFdoom is the guy who owns/runs the website domain.
  26. This is pretty cool. Did you base this off of the A27 Petra or the R28 Petra? (with the amount of new bots on this forum, I’m thinking about compiling a mega bot pack.)
  27. They are not supposed to have these. The were previously able to build like mercenaries, hence the classes, but the champion designation helps clearly separate them from normal CS. I should have also re-created the icon in a red style, but I forgot to do this In general, I don't think the class of champion should be so constrained (by cost, attack, armor). So this is an example of a unique champion that isn't so expensive, but has a particular role.
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