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Hey guys, Anyone here using tech tools to make construction estimating easier? I’ve mostly been doing everything in Excel. It works fine for small stuff, but once the job gets bigger or the drawings change a few times, it gets pretty messy. I keep seeing new software out there that claims to speed things up or even pull info straight from plans. Not sure what’s worth trying though. Some people say cloud apps are better, but I don’t want to waste time on something that’s more confusing than helpful. Biggest problem for me is handling constant revisions. That’s where I feel like a proper tool could actually save time. I came across Construction Takeoff software and it looks promising, but I’d like to hear from folks who’ve actually used something like that before I jump in. What’s been working for you all?
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emma grace taylor joined the community
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Cooper started following unlock construction through technologies
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Great point! Choosing the right software really comes down to balancing features with affordability. For many contractors, accurate budget estimating is the most critical factor because it directly affects profit margins and project success. Tools that provide cost databases and automated takeoffs help save time while ensuring expenses are tracked correctly.
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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!
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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.
- Today
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LarryExpab joined the community
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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:
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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...
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Cooper joined the community
- Yesterday
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thomasandreson joined the community
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daviddickson joined the community
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FriedTurkey started following manowar
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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.
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alexsmith joined the community
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tengo joined the community
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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
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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.
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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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Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
Would be easier if you uploaded your project on github or something. You also need function Convert() {} on line 1, which is likely to solve alot of issues. I meant you can improve your code by using the tools available -
I'm not there yet. Clean my code from another file, how? The interesting log. ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty ERROR: RelaxNGValidator: Failed to compile schema ERROR: JavaScript error: simulation/helpers/Player.js line 36 cmpPlayerManager is null LoadPlayerSettings@simulation/helpers/Player.js:36:19 Stan said: Your template is expecting a choice tag And not finding it <optional> </optional> <optional>{youroptionalelement}</optional> Basically it's useful if you want to add non default behaviours e.g for instance you might say that conversion rate is always 1, and someone might want to override it, but you don''t want to write ConversionRate in all templates. You probably don't need NonConvertibleClasses if you have a whitelist with ConvertibleClasses. That's what Stan said. <Convert> <MaxFaith>100</MaxFaith> <CurrentFaith>100</CurrentFaith> <FaithRegenRate>1</FaithRegenRate> <ConversionCost>50</ConversionCost> <CooldownTime>5000</CooldownTime> <ChancePerSecond>0.05</ChancePerSecond> <Range>20</Range> <ConvertibleClasses>Infantry Cavalry Support</ConvertibleClasses> <NonConvertibleClasses>Hero Mechanical Siege Structure Ship</NonConvertibleClasses> </Convert> Healer XML. Convert tag. I will upload the files when I can.
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mod New Training System (Proposed for A28)
guerringuerrin replied to guerringuerrin's topic in Game Modification
New Update. v0.2 -GUI now shows the correct number of units that can be trained according to the available barracks -
Conversion system round 2 CmpConvert
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
What are the issues? What does the log say? Also you are defining cmpPlayer twice in CanConvert. At the bottom half of Helpers/Player.js there are some functions that might help clean up your code a bit. -
Denisheawn joined the community
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BUG - Game incredibly slow/freeze at start because because of 1 player.
ffm2 replied to Atrik's topic in Help & Feedback
could you upload this (replay) file please? Edit: I meant the save game - Last week
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For now it is like this, not all factions will be like this.
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The new Civilian unit is just one unit with two actors randomly assigned at creation, male and female. It makes no sense and it's impossible to apply different gather rates to different actors that are sharing one unit template. You need two templates for that.
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For now it will be cosmetic.
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The genders are purely cosmetic, there will be no difference in gameplay. Only difference is that you will no longer have 5 dudes and 50 gals while booming
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