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Showing content with the highest reputation on 2016-02-19 in all areas

  1. Everything needs them. The Romans need them so the manipular/Polybian army (Triplex Acies) is actually effective, since Swordsman (Hastati) are way too squishy in comparison to Spearman. While the Spartans can get by right now with the Spartiates, since they are Spearman, they will really be dangerous with formations. The Achaemenid Persians and Mauryans pretty much have to rely on Archers and Skirmishers screened by Spearman.
    2 points
  2. Yeah, that is one of the most annoying aspects of the AI.
    2 points
  3. I know that formations are not done yet, but can anybody shed some light on if "in formation" stat buffs are planned? Pikes NEED them.
    1 point
  4. Can someone in the loop summarize the major contributions of Alpha 20 to give us fodder for choosing names? Alpha 19 was obviously going to reflect either capturing or the new pathfinder. What do we have to celebrate in A20? Thermopylae was a stinkin awesome battle by the way, fought in the right time period between 2 of 0 A.D.'s factions on the land owned by a third and in order to protect a fourth. And it starts with a T
    1 point
  5. Hi and welcome to the forums I don't see reasons why it shouldn't. Guix 'complete list of the packages' doesn't seem to contain 0 A.D., so you have to build from source for now (and/or ask Guix packagers to make the package).
    1 point
  6. Gui layout/scripts are here: gui During the game session the 'session' 'page' is active: gui/session (you may be in particular interested in 'session.js' there). Save dialog logic is here: gui/savedgames/save.js , Engine.SaveGame call is saving the file on the engine side.
    1 point
  7. You should be able to do that in a mod, as a mod can edit any GUI files, and can also call GUI-exposed functions. Thus call the saving function. But I think it would be better to have this feature directly in the main game (as an option) than in a mod. You will have to touch files that aren't optimised for modding, which means you'll have to copy a lot of code to your new mod (code that you will need to maintain as the game evolves). If you want to implement this, start in the GUI files that handle the saving of games, see what functions they use, and try to call them from a timer in the GUI somewhere.
    1 point
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