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Who's Online 6 Members, 2 Anonymous, 417 Guests (See full list)
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Thanks to @Atrik Maury Ele archers can now shoot multiple arrows as they rank up! Sneak peak at volley attack which will be released next alpha
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It would be cool to have a mod that makes gameplay a bit more tactical, using the metropolis mechanics from AoE 3, where you could level up a metropolis — which could be a famous city like Athens, Sparta, Rome, etc. — and receive shipments using points. Those points could be obtained from specific zones on the map, or generated based on the amount of territory controlled, or by using any other mechanic
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Wow, I thought you were from Central America or something like that.
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By wowgetoffyourcellphone · Posted
Looks like pickRandom was deleted as a tech research option in https://gitea.wildfiregames.com/0ad/0ad/pulls/8468/files#diff-982d380b40dc36243a91196999bdea61854236ba But I use it in DE's researchManager: if (tech[0] == "gather_lumbering_ironaxes" || tech[0] == "gather_mining_pickaxes") return { "name": pickRandom(["gather_lumbering_ironaxes", "gather_mining_pickaxes"]), "increasePriority": true }; if (tech[0] == "forge/techs_forge_cost" || tech[0] == "forge/techs_forge_speed") return { "name": pickRandom(["forge/techs_forge_cost", "forge/techs_forge_speed"]), "increasePriority": true }; Could this cause the problem? I really want the AI to choose a tech out of these pairs. It worked well enough in R28. If that's true, then base game's researchManager is bugged too at line 91: if (tech[0] == "traditional_army_sele" || tech[0] == "reformed_army_sele") return { "name": pickRandom(["traditional_army_sele", "reformed_army_sele"]), "increasePriority": true };
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