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Showing content with the highest reputation on 2018-06-13 in all areas
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The amount of people complaining about the AI being too hard seem to disagree with that statement.3 points
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Because the documentation of the AIs are not so much, i want to create a litte tutorial with the first steps to develop a new AI while i develop my own AI. Execuse me for my english, I am from Germany and my english is not the best. At first you must create the following directory structur in the directory <Install Path>/binaries/data/mods, if it does not exists. <Module Name> simulation ai <Your AI Name> In this directory you add a new file data.json with the following text: { "name": "<AI Name>", "description": "<AI Description>", "moduleName" : "<Module Name>", "constructor": "<The Constructor Method>", "useShared": true } My data.json hast the following content: { "name": "NewAI", "description": "newAI", "moduleName" : "NEWAI", "constructor": "NewAIConstruct", "useShared": true } After this we create a new javascript file _init.js, if you want to use the common-api module (optional), with this module you dont have to develop the AI from low-level. AegisBot use this common-api too. Engine.IncludeModule("common-api"); This line loads the common-api module, which can be founded in the mods/public/public.zip/simulation/ai/common-api, but you dont have to copy this module, the game find this module in the public.zip, which is in this directory by default. After this we create a new javascript file, called as your modulename, e.q. "newAI.js" and must contains the constructor method in an anonymous function, saved in a var. var NEWAI = (function() { var m = {};//an empty object //your code must be placed here //return the module object return m; }()); This constructor method must return the module AI object! ---------------------------------------------------------------- This tutorial hasnt finished yet! I want to edit this post to append new steps.1 point
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Position: sound Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: Nils Email: nils (dot) audio (at) musician (dot) organ (remove "an" from organ) Availability: sporadic Skills and Experience: sound design, editing, mixing, spatialization, etc. approximately 25 years. Motivation: experimentation Personality: hikikomori Short Essay: saw 0ad on a youtube video of upcoming titles and thought it looked fantastic. just want to contribute to something great! Interests and Hobbies: history, music, audio Favorite Game: Impressions Games1 point
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I try your mod and I really enjoy playing it. The gameplay is very well. I was worried that 5 ressources would be too much, but in practice it was not. I enjoy all the gameplay choices : be able to gather ressources outside our territory, delete the system of civilian workers … Thank you very much for your hard work. I think it's a shame that the mod downloader isn't more visible. In fact, the gameplay of the main distribution is very boring despite the fact that the engine is excellent (as Delenda Est and Hyrule Conquest prove it). As Internet Explorer is a downloader for Chrome, if Empires Ascendant follows its current line, it will certainly become a downloader for grat mods. That's why I think it could be a very good thing to highlight the mods downloader of 0ad. Finally, here are some ideas to improve Delenda Est (but it is already very good) : - add more differences between the factions; - draw the gui (more beautiful and with a better placeholder (put the number of ressources next to the pannel where we can buy things)). Did you plane to adapt the gameplay to others mods (like Millenium AD) ? Why didn't you join the main developpers to put your ideas in the main distribution ? And finally, when did you think campaigns could be available ? I hope there are not too many English mistakes.1 point
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I believe that If it is the same version (and subversion) of the mod, but only from different source, then you should have no problem because code and stuff like meshes, textures... are the same. So you do not need both. Ponies from LordGood's repo are for A18 I think.1 point
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Been there, already done that https://github.com/0ADMods/ocelotlazohteotl He will need to sync his mod with this one.1 point
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Puede sera. pero... hay gente muy ansiosa , yo en lo particular no espero nada.1 point
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https://www.moddb.com/games/0-ad/downloads?filter=t&kw=&category=1&categoryaddon=&timeframe=1 point
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Just drop them into your repay folder the format is the same for all OS's. Enjoy the Choice1 point
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I just had the game and I think its really fun to play the Zapotecs though they don't have hero yet. The Xiongou has the best and realistic siege Ram . Everything' seems working really good!1 point
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Hi all i on my vacations but for now here is the repo https://github.com/Osimedias/Mesoamerican-Mod maybe need help and maybe you find Bad english1 point
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1. This is only an issue after you first build the dropsite. After the resources start coming in, it averages out. 2. Did this to reduce pathfinding a little bit. Also, units spend more time harvesting and less time shuttling. This, in the end, is way more efficient all-around, which is why the wheelbarrow techs are pretty useful to grab. FeldFeld addressed this pretty good: It is 110% intentional that you will start with just enough resources to have to choose between building 2 out of the 3 military buildings. Then once you start teching up your eco in Phase 2 the costs become much less of an issue. It is also 110% intentional to slow down P1. Citizens are mediocre gatherers so P1 feels a lot like an Age of Empires game. Later on, you can start training Slaves, who are excellent gatherers, so you can get a rockin eco going and start training huge armies if the match lasts past, say, 20 minutes or so. You don't need the Soldiers to build stuff, merely to place the foundations. Citizens are perfectly capable of building the building once the foundation is laid. Soldiers are just more capable than in a typical RTS. But your last part is baffling, since Vanilla 0 A.D. makes it even more distracting since your soldiers in Vanilla are a necessary component of your eco, while in DE they are not. I don't think it's dumb. It's unintuitive right now because I lack the skills to mod the game properly to make it obvious to the player. I like the idea of simply restricting the placement of farms altogether, which is already possible without modding the game code. It's simpler, if more restrictive. I'll probably just do that for the repackage. Yeah, there are ways to make them packable. I'm going to check the Siege Mod to see if he does anything interesting here. Also, I hear you about the range. I had in mind much different roles for the Catapults vs. the Bolt Shooters. Bolt Shooters are supposed to be the packable siege unit that you can garrison on walls, towers, fortresses, and warships to add a nice ranged defensive punch against attackers, while Catapults are those that you build in the field to take down enemy buildings and defenses. I haven't worked much on the concept since packing/unpacking things while VisibleGarrisoned throws errors I can't fix and I had focused on other things besides fixing the field catapult packing. Either you're misstating something here or are confused. You don't have to upgrade anything to build a 2nd Statue. You build them, right after another. I had to do this in order to make the progressive cost aura work. Foundations can't add to the cost, only completed buildings. Auras simply are (rightly) built to work that way, it's just the only way I figured out to make the progressive cost work was with auras. I suppose auto-research techs could work, but can't be undone if a Statue is destroyed. With auras its dynamic. What do?1 point
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The problem is not getting balance feedback. The number of mods changing balance prove that. The issue is having someone taking the decision while keeping in mind changes to the game engine. Until we are in beta stage some new features can break totally the game balancing like capturing did. So it makes not much sense to balance Ana ever-changing game. Once those features are settled itll make more sense and it will be easier.1 point