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Angen

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Everything posted by Angen

  1. Just small mental update what is going on last days I am messing with AI and I am trying to implement different things. Things pretty ready: AI moves batalion as group of units (no more long line of walking units). Things done but needs more tweaks: Resources are not marked as available if height difference in position of resource and dropsite is big. (that helps units to not choose as first resources which are close but because of cliff, they would go way around) After near resources are depleted AI should build new dropsite closer. AI builds farmsteads near fruit bushes to collect them faster. What I need to fix: AI tends to build a lot of dropsites really close ( no clue why ). What I need to do before kind of ready: I need to rewrite attackplan update function to react with batalions and not single units. And more important to do the same for defence. So there is a long way before me @Diatryma thank you for respond, I ll try to think about something more practical.
  2. dont feel stupid, you could not know that glsl is a problem
  3. hi @Mikaroslav, could you please locate and attach files mentioned by vladislav in post above yours? They would help a lot Also you could try to disable graphic options in settings, mainly GLSL and postprocessing and let us know if it helps as these errors tends to be connected to specific graphic cards mainly intel one. Have a nice day
  4. Hello @hades11.If you want try older one, you can find it here https://www.moddb.com/games/0-ad/downloads/0-ad-alpha-22-venustas-windows-version, and if some error happens, could you press break instead of continue button and then send logs ? Because some related informations could be skipped by pressing continue :).
  5. @stanislas69 interesting idea but I am affraid that difference in obstruction size is too big
  6. also you have tech to add default arrow for all towers I think. It says something like add watchers to towers to shoot arrows or something like that.
  7. Angen

    0abc mod

    @Nescio not like that, remove that tech completly from templates and move it to specific file e.g ptol_civ_centre.xml
  8. Angen

    0abc mod

    @Nescio you can be tricky and add phase technology only to chosen civs so another will have no chance or requirement to research or use it. I think that you cannot have phase_metropolis_{civ} in templates because it is passed to children and if they do not have specified file, they use generic. The solution would be really to set that phase just to specific civs structure and unit files, not to templates. 7
  9. Angen

    0abc mod

    Did you try to remove generic one?
  10. Angen

    0abc mod

    @Nescio what 100% means for damage type? Does it mean it has number 100 or it there is only that damage type used? btw, that post about to remove any from phase json and to use specific phase file for civ for which you need different requirments was fix for the bug in tech tree in case I was not clear about that
  11. Angen

    0abc mod

    @Nescio remove from technology any [ civ : ... ] if you want specific phase requirements for some civilisation use phase_metropolis_ptol, if you use _generic it is meant for all civs which does not have special file. Second one, icon name is wrong for that phase.
  12. Angen

    0abc mod

    @Nescio I found out that something is wrong with requirments of that phase. The phase is loaded in techtree but then removed by one function because thechs[0] is not defined. Could you try to simplify tech requirments for that phase and try then? And yes replaces has to exists else it is removed too.
  13. Angen

    0abc mod

    adding 4th phase is no big deal as ai is supporting it allready. All you have to do is to create new technology one for athen as they seems to have they own one and one generic for others.
  14. The same way you can starve well defended city But starving is not in game. Back to the point. Maybe limit fortresses to 1 per civil centre and give them territory root, also force minimum distance from each other. On the other hand I think if cc is taken one will not have enough sources to defend fort. But aside from that forts are conquest critical buildings. I think that for Conquest Structure (or whatever is the name of victory condition) should not be enough to destroy cc and all critical buildings are lost because no territory.
  15. hey @Servo you might want to download this mod again as blood on units have been fixed and soldiers do not build anymore. Soldiers have been removed from CCs. Btw to train some unit it is needed to build blacksmith, then you can build barracks and range, to build stables you need also corral. And for every unit to unlock you need research forging and specific weapon, for cavalry you need also cavalry tech and horsed unit with specific weapon as well, so early raiding is delayed as you need to unlock almost everything to proceed to wanted unit. Also every you get hero with bodyguards (mainly champions) so I think even if some player is able to rush to get some soldiers earlier, you still have some units able to fight. About athen sword cav, they can be trained. Yes, I agree and realise that Petra gameplay and single-player is important .
  16. Should work with both, but svn tested last time. @Rolf Dew
  17. capturing fixed every civ now has ram ( to have at least melee way to destroy buildings ) ram is "pushed" by garrisoned force ram provides some protection from ranged attacks gauls and britons got sword units ( they have sword cav so sure they can have them on foot ) persians got axe infantry ( they can be upgraded only once )
  18. @Imperator Ferrum Princeps I I want let you know that problem has been solved and will be fixed in next update.
  19. no my mod is still in github phase as still has flaws I need to figure out.
  20. Actually batalion can garrison into your buildings. But units refuse to garrison into enemys buildings. Unfortunately I was not able to figure out why it happens.
  21. I did it generally, from json parameter, but used for that resource
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