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Showing content with the highest reputation on 2017-08-02 in all areas

  1. Hello modders! After some deliberation and discussion, we are planning to (temporarily) purge all History Strings from all templates in vanilla 0AD. These can be found in the xml files in the folder simulation/templates/ between the tags <History></History>. What won't be touched: The simulation/data/civs/*.json files. (For now...) Anything else in the template xml files. The technology files. The aura files. The reason we have decided to take this action is simple: The History Strings are not currently shown or used in any capacity in game. We wish to show them in game (specifically, using D297). But, they first need to be translated. There are a couple hundred of them. Adding this many strings to transifex in one go is unfair to translators. We also have to check the strings to make sure they are okay (make sense, well spelt, grammatically accurate, historically accurate, etc). Thus, many of the strings will end up changed or removed, making much of the initial translation efforts pointless. So the plan is: Dump them, Remove them, Review them, Add them back, in batches, over a number of months (so as to not stress our lovely translators). Why are we telling you this? This is a big change. Some of the mods you maintain contain history strings. You might want to check that they are okay as, if everything goes to plan, by the next release they will be visible to your players. Also, we may be looking into changing how History Strings (and historical content in general) are stored. If you have any concerns or queries, post below. Thank you for your attention. (And it probably won't happen until next week at earliest.)
    4 points
  2. lol @niektb he's saying hes in support of the merger
    3 points
  3. Hey guys, I was one of the original developers of Rise of the East back in 2010 when it was just me and Kimball. I'm totally down with this mod merge thingy.
    3 points
  4. if someone else... want promotional art Terra Magna Logo Effects 02.psd
    3 points
  5. Not without changes to both the simulation (to enable it to set the light environment; currently it doesn't even know that there is one) and the renderer.
    3 points
  6. Most GUI magic numbers and strings are non-const globals and can be changed from an external file directly. In the simulation it's more tricky, but it should be possible to change prototype variables with a trigger script or custom mod system component directly for example. There might be more systematic and/or nicer approaches.
    2 points
  7. i'm not a developper, but this kind of suggestion (with the other one in the other topic) falls more in to a City simulator. I don't think that the dev team would agree in neither, but this is a open source game, and you can do whatever you want, included gathering a team to make a city manager fork.
    2 points
  8. "this project took three years which is longer than we ever worked on a project before"
    2 points
  9. Re questions: 1. Simplicity. You can set the number of relics in the matchsettings. Unless you're playing a "relic hunt" game to accumulate bonuses, the best number is probably 1 or 2. 2. Relics are placed by a script, so that it works with random map scripts, so that the locations are different each gamestart and so that we wouldn't have to edit all non-random maps. However skirmish and scenario maps don't break if they come with relics at the gamestart (last time I checked). 3. The timer is reset once a team doesn't hold all relics anymore. Re suggestions: 1. Yes please 2. Indeed that has been proposed often. But there are some points which make it less important: a. The relics are not visible in the fog of war. Finding them and paying attention is the biggest part of the objective before they are all captured. Once they are captured, you'll have to scout the enemy bases directly, in which case you're more looking at your invadors rather than the minimap to begin with. The minimap icon would still be a nice-to-have feature for both players and observers. It's just not too trivial to implement it. The relics are currently marked as purple, so that they stick out somewhat. Pinging @Sandarac in case he as the author of the feature has something to add.
    2 points
  10. Nothing special to mention but Rise of the East has been updated to Alpha 21 (along with some fixes thanks to our great testers! ) http://www.moddb.com/mods/rote/downloads/rise-of-the-east-21 How to install: 1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. 3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 4. Enjoy the mod
    1 point
  11. Elexis asked me for replays of Danubius, Extinct volcano and Survival of the fittest. Danubius: mapkoc vs cenghizkhan (unrated) The small map is uncomfortable because the gaia cc is very close. I was trying to block the cc with houses to defend from rams. I think it should be played with low pop to make it harder, 150 was too much. Civs with swordmen have an advantage to kill rams, else go to p2 fast. Covering the whole shore with docks might stop gaia from unloading. danub.zip Extinct volcano: bbleft, soyunmatao, phoenixdesk, temple, Barxten (ffa) At minute 20 something water level rises, the biggest armada will win (garrisoned with 10 soldiers). volc.zip Survival of the fittest: bbleft, mapkoc, DsharkS4 The dynamic changed from a21. Having skirms is important to kill eles but you need fewer. Skirm cav prefered. Having swords (or eles) to kill rams became way more important. Hero can't garrison temple, make priest(s). Capturing bolts good, catas meh. This map should be played in 2x, show clock F12, >= large map for more treasures, revealed map optional, low pop not so important now, regicide optional. The first waves are WAY too easy, which is not so good. surv.zip
    1 point
  12. @wowgetoffyourcellphone Today, I tested the latest SVN19942 and the latest delenda_est, and when I started a new game, these errors occurred: ERROR: Error calling component script function GetFullRepresentation ERROR: JavaScript error: simulation/ai/common-api/shared.js line 146 TypeError: state is undefined m.SharedScript.prototype.init@simulation/ai/common-api/shared.js:146:19 InitGame@simulation/helpers/InitGame.js:78:2 WARNING: JavaScript warning: simulation/ai/common-api/baseAI.js line 40 reference to undefined property sharedAI.gameState ERROR: JavaScript error: simulation/ai/common-api/baseAI.js line 40 TypeError: sharedAI.gameState is undefined m.BaseAI.prototype.Init@simulation/ai/common-api/baseAI.js:40:2 InitGame@simulation/helpers/InitGame.js:78:2 ERROR: JavaScript error: simulation/components/Player.js line 178 ReferenceError: ApplyValueModificationsToPlayer is not defined Player.prototype.GetMaxPopulation@simulation/components/Player.js:178:2 Player.prototype.GetPopulationLimit@simulation/components/Player.js:168:18 GuiInterface.prototype.GetSimulationState@simulation/components/GuiInterface.js:100:16 AIInterface.prototype.GetNonEntityRepresentation@simulation/components/AIInterface.js:95:14 AIInterface.prototype.GetFullRepresentation@simulation/components/AIInterface.js:138:14 InitGame@simulation/helpers/InitGame.js:78:2 ERROR: JavaScript error: simulation/components/Player.js line 178 ReferenceError: ApplyValueModificationsToPlayer is not defined Player.prototype.GetMaxPopulation@simulation/components/Player.js:178:2 Player.prototype.GetPopulationLimit@simulation/components/Player.js:168:18 GuiInterface.prototype.GetSimulationState@simulation/components/GuiInterface.js:100:16 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2044:10 GetSimState@gui/session/session.js:197:16 updatePlayerData@gui/session/session.js:355:17 init@gui/session/session.js:290:2 reallyStartGame@gui/loading/loading.js:102:2 ERROR: Error calling component script function ScriptCall WARNING: JavaScript warning: gui/session/session.js line 471 reference to undefined property g_Players[g_ViewedPlayer] ERROR: JavaScript error: gui/session/session.js line 471 TypeError: g_Players[g_ViewedPlayer] is undefined initializeMusic@gui/session/session.js:471:1 init@gui/session/session.js:297:2 reallyStartGame@gui/loading/loading.js:102:2 ERROR: GUI page 'page_session.xml': Failed to call init() function ERROR: JavaScript error: simulation/components/Player.js line 178 ReferenceError: ApplyValueModificationsToPlayer is not defined Player.prototype.GetMaxPopulation@simulation/components/Player.js:178:2 Player.prototype.GetPopulationLimit@simulation/components/Player.js:168:18 GuiInterface.prototype.GetSimulationState@simulation/components/GuiInterface.js:100:16 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2044:10 GetSimState@gui/session/session.js:197:16 appendSessionCounters@gui/session/session.js:1406:17 updateCounters@gui/common/functions_global_object.js:77:3 __eventhandler286 (tick)@dataCounter tick:0:1
    1 point
  13. This isn't so much a huge suggestion or anything monumental, but simply speaking, it's been a while since I've played 0 A.D. (I used to play multiplayer on a regular basis and was pretty decent; nothing more), but I decided, with the new alpha out, to give 0 A.D. a couple more goes to see how development has been, and given the fact that I've not followed the meta or developed a proper build, I decided to stick with single-player. Simply speaking, I was pleasantly surprised by the diplomatic options available to me. While before it was simply a matter of turtling enough to kill off the AI's army while exploiting home-turf advantages, the diplomatic options made the formerly static interactions much more intriguing. Beyond my expectations for the AI, I began to have an emotional connexion with those which I played with/against. With those whom I had formed a stalwart alliance, I felt glad when I saw them actively participating in my border conflicts after requesting their assistance, and those who had refused my offers of friendship or even went as far as to declare war against me became actual rivals. All to say, awesome job! Given the fact that this has been a wonderful addition for me, I was wondering if you could clarify some of the mechanisms dictating their interactions. Specifically why they like/don't like players. What are the future plans in this direction?
    1 point
  14. I've looked though the components but I'm not sure if it is possible to access the global lighting from component for use in a trigger. I think it would be neat to experiment with a day and night cycle that changed the global lighting options (sun angle, color, etc) and also increased and lowered building and unit line of sight to correspond to the time of day. Is this possible?
    1 point
  15. Questions (Since I haven't yet watched the replays): 1. Any reason why you favored "Capture All" rather than "Capture More than your Opponent"? 2. On Normal Maps, are the Relics placed Randomly, or on Preset Locations? 3. On the instance that a player has all the Relics, does the enemy have to capture at least one or to capture all to stop the Victory Timer? Suggestions as a Replay Viewer (Not as a Game Observer because it encourages potential cheating). 1. How about an Overlay on how many Relics the players/teams currently have? 2. I think the Relics should be more obvious on the Mini-map. Something like this:
    1 point
  16. Elexis asked me for a replay of a game that crashed... Voila 2017-08-02_0002.zip
    1 point
  17. Ah sorry @Brightgalrs I'm not a native speaker so I misunderstood you
    1 point
  18. I have some thoughts about mods, especially in these cases. If we want to change small function we need to copy the whole file. Could we make a logic, when mods has a javascript file (i.e. Player.js), which has only one function, overloaded from the original one, and we replace it with new version of the function? Or at least make it for components, to prevent such issues. Just an idea.
    1 point
  19. You're always welcome. So, I think your problem is solved, I'm glad to hear it.
    1 point
  20. @Lion.Kanzen: Yes, that's a better text size! Looks really pretty! @Brightgalrs: Hey there! You mean you don't like merge or do I misunderstand you?
    1 point
  21. @wowgetoffyourcellphoneThanks, I'll see if I can figure that out.
    1 point
  22. @oSoMoN already said that snaps are ready for Alpha 22. This seems to be a potential FAQ.
    1 point
  23. Ah, Ok. Would be a nice feature though.
    1 point
  24. Yeah you can edit the maps xml file. Can use the Find/Replace feature in any text editor. I use Notepad++.
    1 point
  25. I checked; there is a bug in the code. Petra will still try to expand in some cases with Sandbox difficulty, even though it shouldn't. Patch: D764
    1 point
  26. It's been years since I checked in on this project. All of this looks amazing.
    1 point
  27. Is more easy use a existing feature. You can play victory destroying all structure.
    1 point
  28. Meh, I wouldn't change the complete style at this stage. Better do that in the conceptual stage Hehe, it was just a weird idea that came to my mind
    1 point
  29. Following up on this thread to advertise that Alpha 22 Venustas is now available in the Ubuntu store as a snap package. All that's required to install and run it is: snap install play0ad snap connect play0ad:process-control :process-control play0ad.0ad Feedback welcome!
    1 point
  30. Okay, first, quick and dirty proofreading: Secondly, where would we put this? I wouldn't want to add it to the athen.json file - not really the right place for it IMHO. I'd be very wary of adding such a lot of text to the respective template file. To be honest, I've been coming to the realisation that there are some entities in this game of ours that warrant a fuller description, and heroes are some of those. We've taken important historical figures, some for whom an entire book could be written - and we're limited to expressing their life, achievements, and legacy in a few paragraphs. Hardly does any of them justice. *sigh*. Anyhow, keep going. Next draft?
    1 point
  31. It would be awesome to have a mesh and animations for this: https://wildfiregames.com/forum/uploads/monthly_2017_07/174336880201403131122527154485759099_001.jpg.3e767c942c7a073786e2dd1583be3232.jpg
    1 point
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