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Showing content with the highest reputation on 2020-08-07 in all areas
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I was thinking of having both the Mauryan and Seleucid elephants start out as unbarded, and then you can upgrade them to armor in the Blacksmith or Elephant stables with the "Elephant Armor" tech that's already there.2 points
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2 points
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We could allow an Upgrade for the catapult that turns it into one that throws flaming projectiles. It has a longer repeat time and load time, but the flaming projectile has a fire status effect.2 points
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Version from 28.03.2020: (Lobby Warning fix and unselect on gamelist updates fix) fgod.exp.280320201820.pyromod Version from 12.02.2020: (Player/Observer List InGame overlay fix) fgod.exp.1581540040.pyromod Version from 6.12.2019: fgod23experimental.pyromod (Player statistics overlay fix work for me) New Experimental Version. New features. fgod23_experimentalv2.pyromod (Player statistics overlay doesn't work for me) Older Experimental version fgod_experimental.pyromod Newest Version 1.6.22: https://github.com/fraizy22/fgodmod/raw/master/fgod_v1.6.22.pyromod Main Features: Fixes 0 A. D. v0.0.23 lobby lag, Fixes gamesetup crash (especially on Mac), new features for lobby and additional behaviour (also for lobby dialog), in-game name change (multiplayer-name in general options page), in-game/gamesetup ping nick sound notification from lobby (sound and marker on menu button), replace offline in-game (when lobby authentification on host if disabled), unit experience status bar in-game, pause overlay clickable/actable units/entities, game reconnect on connection lost/kicked, replays/civilization structure tree and civ info/options/last summary from lobby more buttons (hideable), auto-away after time in lobby, highlight colors for buddies, buddy games in lobby, highlight color for user player and user player games, number of players games (and onlines/open games) in lobby, hide profile panel for longer player list in lobby, player / games deselectable (escape key) in lobby, improved nick recognition for pinging in lobby, improved player/game sorting in lists in lobby (and especially remembering sorting), in lobby dialog select game the player is in, more darkend background on overlay windows/dialogs, remember last opened options page, auto-complete tab in chat cycles through all possible names and terms, observer all player statistics in top panel, team statistics in top panel, fight activity ratio in summary, tribute resources show stocks in tooltip for easier resources sharing in team, name colors in chat text in-game, mouse wheel support for changing tabs on summary/options/ gamesetup/credits. and finally mod compatibility to normal 0 A. D. users. So happy testing and multiplayer game hosting to everyone! Easy Install: You now only need fgod.pyromod file (from page https://github.com/fraizy22/fgodmod) https://github.com/fraizy22/fgodmod/raw/master/fgod.pyromod Download & Start it with 0 A. D., To Start it with 0 A. D. do: - Windows/Linux: Right Click On File -> Open With -> Other Application -> Search 0 A. D. -> Open - Mac: Select file in File Manager -> Top Bar Hit File -> Get Info -> Click Open With Column -> Click the Dropdown -> Other -> Search 0 A. D. -> Open When 0 A. D. opens -> select Green fgod in List -> hit Enable -> hit Save Configuration -> hit Start Mods. The Mod will start and default settings will be setted. Have Fun! Older Install Descriptions: Drag & Drop this file over 0ad start icon and It will start the mod. Or run "0ad fgod.pyromod" from terminal within your download folder. Enable fgod mod in mod selection (settings) hit save and start mods. Mac OS install Video/Tutorial: If that not works download manual the archive https://github.com/fraizy22/fgodmod/archive/master.zip (from https://github.com/fraizy22/fgodmod) or git clone https://github.com/fraizy22/fgodmod fgod Unzip the files mod.json and the other into new folder under 0ad/mods/fgod to path: linux into ~/.local/share/0ad/mods/fgod windows typically: ~\Documents\My Games\0ad\mods\fgod mac: ~/Library/Application\ Support/0ad/mods/fgod or read OS gamepaths: https://trac.wildfiregames.com/wiki/GameDataPaths after start game go main menu under settings -> mod selection -> enable fgod, hit save & start mods Screenshots: Lobby (Profile Panel on click player demand, player/game selection clearable escape, Number of player/games, auto away after time inactive, ...): More Buttons hideable below Chat (Start Replays from Lobby, keep in lobby, show summaries, start replays from in replays and games): Darken Fades (Window dialogs darker background), Gamename remember: Team Presets in Gamesetup: Replace button observer in top-panel (when player offline and lobby authentification disabled), colored names in text chat context: Pause overlay units/entities/buildings everything still clickable/orderable for queueing. Top panel summed resources/pop from all players (tooltip shows also team sum and ofc all players): More Options in lobby Options: Easy Update/Download And Feedback In Forums: Fight Activity Ratio in Summary (Military Points / Economy Points): Also Next and Previous Buttons in Summary When Opened From Replay Menu For Replay cycling:1 point
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Already removed these many weeks in the Github version. I could do that, yeah. Make that one of his bonuses.1 point
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Oh wow. Thank you very much. I've been wondering how to make my buildings not hover in the air. I'll try this tomorrow.1 point
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1 point
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Thank you! I've been saying this for years. First a bit of context: three years ago @fatherbushido wrote a ticket ( https://trac.wildfiregames.com/ticket/4770 ) for cleaning up the other/ folder and asked me to work on it. @elexis also participated in that discussion and committed most of the patches: D989 / rP21093 (special ruins in gaia to gaia/ruins/) + rP21094 (ruins from other/ to gaia/ruins/ ) + rP21095 (treasures from other/ to gaia/treasure/). D1002 / rP20403 (civ structures from other/ to structures/). D1007 / rP20473 (plane from other/ to units/). I also wrote patches for creating subfolders for fauna and flora (D1009) and geology (D1010), but those failed to generate interest and are now outdated and need to be redone from scratch. All that was in 2017. More recently, in 2019, some further clean-up was done: D1798 / rP22266 (territory_pull from other/ to special/). D1881 / rP22797 (wallset_palisade from other/ to structures/). D2083 / rP22657 (new template_territory_pull.xml and corresponding territory_pulls/ folder). D2234 / rP22982 (palisades from other/ to structures/) + rP22983 (a few forgotten map fixes). What's currently left under other/ are some gaia structures. In my opinion there ought to be a correspondence between `template_*` files and folders, i.e. everything that inherits from `template_unit.xml` belongs under units/, every file inheriting from `template_structure.xml` going to structures/, and gaia/ containing only the files that inherit from `template_gaia.xml`, as is already the case for e.g. rubble and territory pulls. Effectively this would mean the following: Flying birds inherit from `template_bird.xml`, not from `template_gaia.xml`, therefore should be moved to a new birds/ folder: https://code.wildfiregames.com/D2254 campaigns/ contains three structures and three units; that folder can be deprecated and those files moved to structures/ and units/ respectively: https://code.wildfiregames.com/D2925 other/ can be deprecated and its files moved to structures/. skirmish/ can be deprecated too: skirmish/structures/*.xml → structures/skirmish/*.xml skirmish/units/*.xml → units/skirmish/*.xml finally, animals inherit from `template_unit.xml`, not from `template_gaia.xml`, and thus ought to be moved to units/animals/. @Freagarach, if you're up to it, I suppose I could write a few more patches. While I proposed introducing fauna/, flora/, and geology/ folders in the past (see above), I've changed my mind. Flora and geology are descriptive terms based on visual appearance (i.e. art). What matters for simulation is not how things look like, but what is their function in game. In my opinion the `template_gaia_fauna*` and `template_gaia_geology*` files ought to be split in fruit, tree, rock, and ore, i.e. one file per resource subtype, as is already the case for fish, ruins, and treasure. Once that's done corresponding subfolders can be introduced under gaia/. And no, the gaia/ folder is certainly not redundant! (Just poorly named: resources would probably be more appropiate, though that isn't perfect either.)1 point
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1 point
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Me neither. Moreover there are numerous rebellion at that time so if the spelling or the translation of the name is wrong then it would be difficult to find the good one. Anyway, I think we can give to the Mauryas a bow powered ballista throwing arrows, the oxybeles. For the throwing stone catapult, either a lithobolos using a Greek design (double torsion), or a bigger bow powered ballista. A battering ram like other civs. Those three siege engines can be easily implemented with little or no disagreement. Faster and simpler way to give siege weapons to the Mauryas. Other devices like an incendiary weapon could be more contentious.1 point
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1 point
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For civ folders, do we want 'athenians' or 'athen'? 'Athenians' mirrors the actor structure, while 'athen' mirrors other things. templates campaigns gaia fauna flora geology ruins treasure other rubble skirmish structures units special filter formations player structures athen brit cart gaul han iber kush mace maur merc pers ptol rome sele spart territory_pulls trigger units athen brit cart gaul han iber kush mace maur merc pers ptol rome sele spart Fruthermore, will we remove redundancy in the file names? templates/units/athenians/athen_infantry_hoplite_b becomes: templates/units/athenians/infantry_hoplite_b1 point
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1 point
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@Itms I added it back https://0ad.mod.io/korean-language-pack1 point
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1 point
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Other players I talked to thought this would be a good enhancement, so I created a ticket.1 point
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Santa told me that @borg- is going to finish all the implementation in 0ad alpha 24 release before Christmas! We all will be playing alpha 24 on Christmas Eve.1 point
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It would be good to make a visual scheme of how the changes, bonuses and combat mechanics are going.1 point
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Phase III Update So I have started building Phase III, but due to my inexperience with ancient history, took a long time. Right now only Athens has been reworked. It is playable, but AI cannot upgrade building yet so it is recommended to not assign AI to Athenians for now. This should be compatible with current version of City Building Mod, but it is recommended to play it separately as I haven't tested the integration fully. Notable changes: Phasing is now automatic, but Agora still has to be upgraded first, from Village center to Town center to City center. Market and Fortress are now unbuildable, but upgradable from buildable village center. Agora can now trade, so bartering can be done in village phase. Athens can now build Siege Workshop and Stable. New units and technologies based on social class. and more. Enjoy and let me know if there's some bug or some gameplay changes that don't make sense. Citizen-Mod.zip1 point