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Showing content with the highest reputation on 2020-12-28 in Posts

  1. https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-09 New version of Hyrule Conquest that adds many more Heroes and other new features. Installation: - Place Hyrule.zip into C:\Users\Username\Documents\my games\0ad\mods - Start up 0AD and go to Settings > Mod Selection - Select Hyrule Conquest, Enable, Save Configuration, then Start Mods - If using Windows 10, 0AD may generate several warnings upon starting up, just click Continue through each of them to get to the main menu. New Features: - Two new heroes for each faction, each bringing with them new bonuses and techs. - A completely reworked Hero system: You can now pick three out of six heroes at the start of each match. - Brand new UI for each faction. - Civil Center Nodes: In order to build new Civil Centers you must capture nodes on the map and transform them. Darknuts can also capture Ruins and convert them into Civil Centers. - Deku Scrubs now use a new "grid system" to construct their bases by expanding districts off of their civil center. - Population is now based on number of Battalions rather than individual units. - Your Resource Gather Rate is now shown at the top of the screen next to your collected resources. Fixes: - Gohma Eggs now work properly with the new Battalion System and automatically hatch without player input. - Damage of Labrynna's Gunpowder units has been reduced. - AI fixes. - Numerous other small bug fixes. (I'm just sharing the instructions from moddb btw)
    2 points
  2. Gallic Highlands. Attempting to make a nice open Temperate map with some heights you can claim, using the newer tree assets and DE's new terrain textures.
    2 points
  3. So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves are your primary source of wood. Now, also in DE you can build Storehouses and Farmsteads outside your territory. This creates a soft concept of "weak countryside; strong city", where a lot of raiding happens outside of the home territories of the players. But instead of suggesting EA adopt DE's features, I've come up with something specifically unique that the core game could adopt. It takes the DE concepts and pushes them forward a bit. So, imagine the map has these Forests and Farmland areas. Forests would be a collection of large wood-bearing objects similar to DE's groves with a Gaia Lumber Camp nearby, while Farmlands would be large open areas of furrowed land terrain with a Gaia Farmstead nearby or centralized to it. The basic game still doesn't let you build Storehouses or Farmsteads (I would rename the player-built object to Granary to distinguish) outside your territory, but it does let you capture these Lumber Camps and Farmsteads which are outside your territory. (the overall concept is similar to the capturing Stone Quarries and Metal Mines idea, which are resource bearing objects outside your home territory). So, instead of the old "slotting" concept, you just capture these Lumber Camps and Farmsteads which are already there. Forests become "renewable" sources of wood (it regenerates wood over time if not reduced to 0), but slower to gather than individual straggler trees (which don't renew) that you find inside your home territory. You can still build farms in your home territory, but those on the Farmlands are much more productive. Lumber Camp mockup: Capture the Lumber Camp dropsite (Yellow) and now you can gather wood outside your territory. Forests are made up of Groves (Red-cartouche footprint; Blue-circle footprint) and can be depleted, but they regenerate wood over time, faster if left alone. Groves have other attributes, such as they can be "garrisoned" by some civs' soldiers for an ambush effect, and they also have auras that cause units to have lower vision and movement speeds within their footprints. Straggler Trees (Green) are gatherable, but do not regenerate and can be built over by player structures (the tree disappears).
    1 point
  4. You don't need to install any version of SpiderMonkey, the 0 A.D. repository includes the required version by default. The --with-system-mozjs is optional, just omit it. Looking at your first post, I understand you want to install the latest stable, but patch it to work with your AMD Ryzen processor. A23b was released two years ago, so you don't want the latest svn development version. What I would recommend you to do is: get the full A23b version from https://github.com/0ad/0ad/tree/eb2fc5c53d0c55de308be6dc5bb7f952cfbc210d patch the relevant files to work with your CPU follow the build instructions from two years ago: https://trac.wildfiregames.com/wiki/BuildInstructions?version=337
    1 point
  5. @Ch_32 Find your user.cfg file and add this line to it, "gui.scale = 0.8" Windows: C:\Users\JohnDoe\AppData\Roaming\0ad\ Mac: For non-cache data created during the game: ~/Library/Application\ Support/0ad/ For cached data: ~/Library/Caches/0ad/ Note: "~" is a shorthand for the current user directory. Linux: For most data created during the game (replays, screenshots, savegames): ~/.local/share/0ad/ Up to A19, replays would be found in ~/.config/0ad/logs/sim_log For user config and logs: ~/.config/0ad/ For cached data: ~/.cache/0ad/ Note: "~" is a shorthand for the current user directory.
    1 point
  6. Love the new cliff textures DE offers
    1 point
  7. A24 will add a "fire" effect where structures continue to lose health when attacked by fire units (currently, the Iberian Champ Cav).
    1 point
  8. https://www.moddb.com/mods/hyrule-conquest/downloads/low-poly-patch-for-08 Low Poly Patch for the 0.8 and 0.9 version of Hyrule Conquest. This makes the unit models of Labrynna and the Fairies of Tarm lower poly for better performance. For those with less powerful machines this patch will reduce the poly counts of models by half to aid in better performance until the Pyrogenesis engine supports LODs. This is treated as a separate mod, do not install it over Hyrule Conquest. Simply activate it as an additional mod in the Tools & Options > Mod Selection menu.
    1 point
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