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ffm2

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Everything posted by ffm2

  1. I will not update this mod as I think boonGUI mod can replace it.
  2. The feet movement of many units and their speed are not synchronised. Like a forward moonwalk. Can be seen best on a low speed setting, but its visible with normal settings too. The woman seem fine, on first glance. Maybe the animation speed should be coupled with the unit speed?
  3. I dont know the balance of your fork, but i'd compare it to the 0ad a23 balance, I'd say it only reflects the strategies the bot uses. Persians can be very strong in the late game using cav and the according hero. This of course requires the bot to build his game accordingly from the start towards that strategy. Mace had the advantage to get siege fast in their workshops. Your analysis is good, but I think this should be generated from real games from players over 1400. On lichess for example all games are recorded and are open available, I don't see a problem why 0ad shouldn't collect at least some data, like the civ. With this https://trac.wildfiregames.com/ticket/4376 you could generate it out of the logs.
  4. No intention, i just did the majority with what i had problems. Langbarts stuff looks good, just include that or change in that style whatever you like. Tbh. i didn't even play one game in a24 yet, just did a bare minimum a24 update here.
  5. good catch, will include it later
  6. Intelligence then maybe? Since its some kind of measurement unit, it doesn't fit on a different scale.
  7. Petition: Nani please add a command that assigns random civs in the game setup, with the option to exclude certain OP and UP civs. Like /civ_random_without civA civB. Or even with all civs randomly shuffled, its nice to have a glance at it before the game to see at least if the OP and UP civs are at least evenly distributed, otherwise shuffle again.
  8. 2 (or more) window or tiled mode e.g. for dual monitors. This would be nice for good eco in the base while attacking. The ctrl+F keys for camera jumps are hard to grab and rare used, afaik.
  9. 2 games in a rowmetadata.jsoncommands.txt metadata.jsoncommands.txt
  10. wonder - takes even longer than siege capture - doesn't work when the cc has ~10 men inside (and even later vs Iber with walls) relic - one relic can be send inside the the iber walls or next to cc regicide - horse can run around and hide in fog of war This option is just to play a normal victory game + end when its futile. This is to save the last unnecessary 15 min. of a game when all is decided.
  11. additional victory condition: have X% (e.g. 50%) more pop than enemy. This is useful, since one needs siege to end every game now. Even worse playing against a bullheaded Iberian refusing to resign. Or when players enter a boom period after a hard battle and the game is already over.
  12. /ban current_player_in_game should ask for a conformation or be something more complex like /ban! or so to avoid accidental bans and therfore end of the game. This can happen with auto completion and i saw it at least 3 times
  13. That was it. Got the release version of en_GB, changed the names there and now it works. Thanks
  14. The string "Cassiuellaunos" appears only in simulation/templates/units/brit_catafalque.xml (ignoring all tranlation files). Changing <SpecificName>Cassiuellaunos</SpecificName> has no effect, in my game its still Cassivellaunus. I disabled all othes mods that could interere.
  15. Take Cassivellaunus for example. This version is what appears in my game. When i grep that string (ignoring occurrences in long texts), I can only find it in the pl, nl, cs translations. Changing it there has no effect. In template brit_catafalque.xml its in the Cassiuellaunos version (with an u instead of a v [what i see on the screen]).
  16. Maybe someone has a clue, how to change the last 3 relic names. My main branch don't has the bolt shooter changes, since i have no problems spotting them.
  17. Action macros Save some commands to a macro and play them when the situation appears (execute order 66). Usefull e.g.: you expect a cav rush. you have one to send rams to a fort and another to pull the rams back and repair them, repeat at wish send all cav back (from a raid) to your farmsteads, which have now produced some animals for them
  18. hotkey overlay A optional hotkey overlay would be nice to learn the hotkeys fast. In particular atm. I am thinking about "add first, second etc. unit type to queue". This might be memorable for the CC, as the first is a women and 4th a cav, but when adding a barrack to the selection the hotkey changes for the unit (as it is not the 4th anymore). So in game one could easy see the first 2 times, ok in this building-group makes cav on "V" and in the third time you don't need to look anymore. This is also good for newer players to learn hotkeys like next Idle worker is ".", not just the button. ----------------------------------------------------------------------------------------- select all wounded units Alt + O should select all wounded units on the map. Alt + . already selects all idle workers on the map and mouse selection + O selects wounded. ------------------------------------------------------------------------------------------ team line style Indicate teams with line style on the border. E.g. Team 1 full line "---------", Team 2 dashed "- - - -", Team 3 "- . - . - . -" ------------------------------------------------------------------------------------------- Selective panic Alarm mode for selected units instead of one bell for all units. The bell makes no sense when one has more than one CC or even one bigger divided base. Just select units near your current raid and raise a alarm that sends women in houses and men in next tower/cc/fort. This should only give the one command and don't need a "stop bell" In almost any situation a bell makes more problems than it solves. Lets say A gets a cav raid. Bell would affect all workers and the player would never financially recover from ringing the bell. For civs with 3 women house capacity its almost impossible to micromanage "select 3 women - send in one house".
  19. If both players don't meet in the 3 days, how does one win by default? I think there should be a rule "If both player's didn't meet during the 3 days, the player showing up on day 3 19:00 UTC will declared winner by default"
  20. I (FFM1643) am signing up. It was a bit too long and complicated to read all, but when i get assigned to a game, ill play. Maybe ill get it after some games...
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