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By ThePoshBarbarian · Posted
So, I'm not quite sure if this is some kind of development bug, or something on my end, but I've been setting up VSCodium so I can work on some mods for 0ad, so far the .rng schema's from the base files (mod and public) have been working quite well and linking them as references for the xml files hasn't been difficult. But when I created and then added the entity.rng as a schema for the entity xmls in the simulation folder, I get a ton of validation errors for nearly all of the entity xmls. I did check that when dumping the entity.rng schema from the game, I did not have any mods enabled apart from the base game. I'm just wondering if this is purely an issue with using the redhat xml extension, or if this is a larger problem with how the entity.rng file is made, if this even is an issue? Mind you, I'm just testing against the base files from public.zip. entity.rng settings.json -
By LeJardindEpicure · Posted
There might be ways to exploit this with markets, corrals and scouting -
By guerringuerrin · Posted
As long as it’s optional, I don’t see why it would be a bad thing. Although personally, I doubt I’d ever be interested in using it in an MP game. -
Indeed. Some optional flexibility could be implemented in addition to an absolute score being reached by player A: -Add a timer condition: a timer would start. Player A wins if no one surpasses its score in that time. Otherwise, if player B surpasses A score, the timer resets and same winning condition applies now to player B. -Add a relative score condition: a score difference has to also be achieved between the two highest absolute scores. One can try many combinations from this. Setting these two new conditions to 0 would just be the original case proposed. On the other hand, the absolute score condition could be set to 0, and with the other conditions one can achieve different game modes.
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A absolute score sounds like a nightmare. You have a competitive game going on with armies clashing and suddenly it ends because one team has score X and the other maybe 100 points less. I got a relative score as a announcement in the oddity detector that tells you when it's time to resign. As clear victory condition would be also good. First I had the scores too announced. Some felt it were disclosing information. Although I see no real game play affecting change, I removed the score announcement. Besides it only tells you when it is time to resign. There is rarely a draw but still too many games dragging on unnecessary long because the players refuse or don't understand when it is time to resign.
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