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Showing content with the highest reputation on 2014-10-10 in all areas

  1. Plus, Citizen/soldier system is imho something huge for the variety it adds to the gameplay: whenever you feel like you have to switch men from economy mansion, to military, you're making a huge decision for you're game. How many of them should you switch? Is that "military thing you have to do" worth the suffer your eco wil get from actually doing that? This system adds a lot of depth to the game, and that's what imho makes an rts an RTS.
    2 points
  2. I'm watching as do the buildings look like Mesoamerican buildings, you see what I failed yet(My English is very bad) And I made a building that has nothing to do with mod
    1 point
  3. Please create your new AI in a mod of your own rather than in the public mod, that way it's a lot easier to avoid issues when the main game is updated. And perhaps most importantly: when you want to give it to someone else to try it out Then it's a lot easier to have it as a mod that one can install and activate/deactivate at will
    1 point
  4. In the function at your code must be placed here we add the following lines: // "local" global variables for stuffs that will need a unique ID // Note that since order of loading is alphabetic, this means this file must go before any other file using them. m.playerGlobals = []; I copied this lines from aegisBot and i dont know so much, what this line does. I think they will be create a new object, which will contains the game goals and will be filled by common-api. After this lines we append the following lines: m.NewAI = function NewAI(settings) { API3.BaseAI.call(this, settings); this.turn = 0; this.playedTurn = 0; this.Config = new m.Config(); this.Config.updateDifficulty(settings.difficulty); this.Config.personality = settings.personality; this.firstTime = true; this.savedEvents = {}; this.defcon = 5; this.defconChangeTime = -10000000; }; This lines are also copied from AegisBot and loads the BaseAI from the common-api module. After this lines you have to add the following line: m.NewAI.prototype = new API3.BaseAI(); You have to replace NewAI with your own module name! At the moment my file newai.js contains the following text: var NEWAI = (function() { var m = {}; //an empty object // "local" global variables for stuffs that will need a unique ID // Note that since order of loading is alphabetic, this means this file must go before any other file using them. m.playerGlobals = []; m.NewAI = function NewAI(settings) { API3.BaseAI.call(this, settings); this.turn = 0; this.playedTurn = 0; this.Config = new m.Config(); this.Config.updateDifficulty(settings.difficulty); this.Config.personality = settings.personality; this.firstTime = true; this.savedEvents = {}; this.defcon = 5; this.defconChangeTime = -10000000; }; m.NewAI.prototype = new API3.BaseAI(); //your code must be placed here //return the module object return m; }());
    1 point
  5. I'd say, Citizen Soldiers are one of the key elements that make 0 A.D. unique. New players complain about it as they expect a distinct soldier and citizen unit. Not a combination of the two. That doesn't mean there is no room for refinements but I think the idea itself is good. (Also gameplay-wise)
    1 point
  6. Thank you feneur! I think I'm going to contact my coordinator once I feel like I'm having a relaxed time, I dont think any language changings being done right now would be implemented in a17 would they?
    1 point
  7. An observation: it is far too easy to amass a lot of food in the first few minutes. Your single cavalry unit should be used for scouting, now he is also an amazing hunter (collects food way too quickly). It doesn't seem logical that cavalry is so good at killing chicken and sheep (wildlife can stay). My proposal: make it impossible for cavalry to gather from domesticated animals + lower their gather rate.
    1 point
  8. This is roughly what it looks like from the default angle (less epic, I know. I didn't really create a composition to fit the mountain in.):
    1 point
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