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I've made an example here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod See this commit for the relevant changes only (since I modified unit / civ templates and session.js): https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/2c83b69cf6c55b1535edae3b4ed29909efbb802c3 points
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2 points
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This should be included in the official game/engine. If I can ask for some feature, I would make that this could be done not only in the beginning, but also clicking some tech button in the middle of the game. It would be useful for choosing alliances in the Carthage mercenary system (so if there are 3 possible allies, and only 2 choices, it should be a system for discarding allies that have been chosen)2 points
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Noted and fixed for the next version. Now all units except cav +20% hp, cav +10% hp per promotion This still lets elite lancers to beat champion cavalry in hp by 10 but I think it's realistic: a warrior with years of experience vs. a better equipped but less experienced foe If you want to see the values, add the advanced_unit_bonus.json and elite_unit_bonus.json files to the VP technolgies file and replace the first line with these 2: {"value": "Health/Max", "multiply": 1.2, "affects": "!Cavalry"}, {"value": "Health/Max", "multiply": 1.1, "affects": "Cavalry" },2 points
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Worst Beta I have ever taken part in. Game has been completely unplayable for a week. According to the posts on their official forum almost nobody can get the game to work and NO devs are responding. I literally cannot start a game at all, and the "message of the day" is still the same one as last week. Are all the devs on vacation? If I was Microsoft I'd be pissed.1 point
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Yes it worked. Now if you want an aura that affect a component of a player entity (for example for pop cap), you need that type.1 point
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There is no death animation for the bear IIRC so no corpse is shown therefore some work on the art side is necessary as you intuited. Enjoy the Choice1 point
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I think LimitRemovers is what you were looking for. Chek in special/player_ptol.xml how the civil centre limit is removed when a hero is produced.1 point
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That method could work, not sure why I didn't think of that. And with that done I think the demo is ready, I should have it out in a day or so. One last thing before I release it though, would anyone be willing to do a bit of scripting to get the Hero selection on startup and displaying only 4 resources at a time to work before I release? I'm just not proficient enough at the moment and am having a hard time understanding the various js files associated creating and displaying menus in game. Neither feature is necessary for this demo (I have heroes just at the Civil Center and their unique units and techs tied to them being trained, and I'm just temporarily replacing Metal with Rupees), but I'd love to have these two features in the first demo as a showcase.1 point
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This new version is really nice. With 2 requirements before you can train cavalry rushing with cavs can’t be too OP. There were techs that are quite expensive but IMO it’s really good if they really are expensive. Expensive techs, very low resources available would further make the player be more careful on every decision during the game, Theres something that needs to be fixed. May not be too important but would be nice if done. 1. When you upgrade the wall you can’t connect another to the turret. So before upgrade the walls should be finished to have a very nice walling. If a portion of wall or gate gets destroyed rebuilding might not be good looking unless you replace the entire length. 2. The champ cavalry has much better capability than the fully upgraded and ranked regular cavalry but it’s HP is way below. Ex., Macedonians champ cavalry has 275 HP with full tech upgrade but the fully ranked and upgraded regular spear cavalry gas 355 HP.1 point
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Reminder before i forget it: after i used the "damage variants" template in the foundation i'm thinking on try this template on the units of milleniumad later, but make broken type of shields for every damage variants (Maybe wounded animations).1 point
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I suspect that I make a unit have a limit of 0 and then remove the limit when a specific entity exists? Though I'm still not seeing where in player.xml you remove the limit when another entity exists. It still seems like all the requirements are based on what tech is researched, not what entity exists. EDIT: Ah ha, I just noticed the Ptolemy requirement for upping the Juggernaut limit. EDIT: Ah blast, that's for increasing limits not completely removing them. I'm stumped again.1 point
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Thanks for trying out my idea. Too bad can't have updated actors/wall tower meshes to match.1 point
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Since you seem to be asking two things, technologies that require entities are explained in https://trac.wildfiregames.com/wiki/Technology_Templates. Units that require other units would be using EntityLimits.1 point
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Updated to 22.0.8 Having heard complaints about current wall tower abuse and then later on possible solutions, I've added 2 upgrades research-able at each Wall Turret The first upgrade adds arrows but only if the garrisoned units are ranged since the upgrade only adds crenelations. Next, players can - for a certain sum - upgrade the wall turrets into Ballistae Wall Turrets (shoots bolts) Now I know that at this point some of you might be shaking their heads and saying that this will make them even more "op" This is not true, firstly these upgrades are long to research (1 minute and 2 minutes respectively), second they cost a relatively considerable amount. Ballistae Wall Turrets require 1 population and have a maximum of 10 though, but if you feel you got a redundant one you don't have to delete it, there is a downgrade upgrade that you can research - for a price Enjoy vox_populi_22.0.8.zip Sidenote: some of you might notice (or definitely after this) that the icons are a bit messed up since when editing the templates either the structure tree doesn't find the pic or the upgrade itself, i had to put arrows.png in 2 places (portraits/portraits/technologies). I'd be grateful if someone could help me out in this1 point
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Amended: I'd commission like this: Background layers: Hoplites like the image, more authentic shield patterns though Persian Immortals/ Sparabara Indian Maiden Archers and Yoddha A shield wall of Celtic warriors Roman soldiers from the Republican era Then can commission a couple of heroes for each, which can randomize over the proper background layer. Boudicca and Vercingetorix over the Celtic background, for instance. Dreaming even further: I'd do batches for the Kushites and Chinese too. Maybe Carthage and Egyptians to round it out.1 point
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I think that's because we have a too small coverage. Because me @wowgetoffyourcellphone @kali_ @Skhorn @Tiber7 @shieldwolf23 @Hannibal_Barca could have participated in that. That gives interesting challenge but if we could gather social media coverage it would be way more fun. @daker1 point
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1 point
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That's not a good move on their part... the likely result is that the players who wanted to play single-player instead simply won't try the game out anymore.1 point
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This mod plans only to test features before their implementation into the main game. melee units have the same vision as ranged units in the same category Although this could be correct, spartans are extremely strong already in the game and it is up to the game developers to allow them walls or not Also please note that at version 22.0.3, this mod is not even near to a proper mod (starting at min. version 22.1) I just released it so early so that people could suggest, and not fully develop it alone Any changes before 22.1 are solely for a little testing1 point
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1 point