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  1. This was the fix. Done and committed.
    2 points
  2. Lol k, thanks for the bug reports guys. Will be fixed today, if it isn't already fixed. The repo is constantly in flux. I update it every day (many times multiple times per day), so I honestly suggest if you want to keep up with Delenda Est changes to go ahead and install Github Desktop. It's a nice UI for pulling changes from the repo without having to download the entire zip every time you want to update.
    2 points
  3. This does not seem to be related to Suebian Germans
    2 points
  4. I encountered this error when I installed Delenda Est 24:
    2 points
  5. Seems like a small mistake probably be fixed very soon. /delenda_est/simulation/data/civs/sueb.json
    2 points
  6. I've often thought the game could have an "Empires Ascendant" mode, which is what the game is now with territories, citizen-soldiers, etc. This is the mode that is standard for the game and the mode that's used in official campaigns and what is used for ranking in multiplayer. But.... there could also be a "classic" mode where the game plays more like an old-school RTS akin to Age of Empires or Command & Conquer. Building on my "Two Gender Citizens" mod (here: I was thinking of creating such a "Classic Mode" mod for Alpha 24. Specs: Citizen-Soldier concept removed. There is now a "classic" Citizen/Peasant unit for gathering and building, and Soldiers for fighting, with no overlap of roles. Include the Two-Gendered Citizens mod so that the new Peasants/Citizens have male and female forms. No territory restrictions or bonuses. Borders completely removed. Place all Champions back into the Fortress. Rename Metal to Gold. Adjust icons and terminology to match. Make Catafalques more like "Relics" from Age of Empires 2. Capture one, place it into the Temple to get a trickle of Gold. Heroes removed as trainable units (but still remain in Atlas for scenarios and campaigns). Adjust costs and stats to be similar to Age of Empires 2. Archery Range unlocked for all civs. 4 phases, call the 4th Phase Empire Phase. Remove automatic ranking and introduce unit Upgrades (light, medium, heavy). Create an upgrade progression for ships, like in AOE1 (light, medium, heavy). Make Gold the trading and resource, like in AOE2 and AOM. 1 gatherer per farm; adjust farming rate to compensate. Capturing removed, except with specific circumstances (Catafalque Relics, for example). Anything else, guys? ========================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 24. https://github.com/JustusAvramenko/0-A.D.-Classic-Mode Still a work in progress. Please report bugs and suggest balancing and gameplay ideas.
    1 point
  7. Hi @wowgetoffyourcellphone Still planning/scripting the feature covering Delenda est on my Youtube Channel - obviously, the timing of the arrival of A24 has thrown my schedule out completely, but just wanted to check if anything signifcant has changed as a result. So, I know Delenda Est is compatible with A24, and presumably the revised stats, extra phase and little nuances of it are identical, but has anything noticeably shifted? Playing A24 has a different feel in terms of the pace of the game, it's pathfinding, etc, does Delenda Est incorporate those subtle changes or basically ignore them and retain it's previous pace and feel? Balance is one of the key talking points in A24, have original 0AD civs retained their stats from A23, or have they been revised in accordance with A24, and if so, has this shifted the playing experience somewhat? Finally, would you say with A24 have the two projects moved closer together/become more aligned, or possibly deviated further?
    1 point
  8. I was thinking about the fact camps made somewhat of an important role in the ancient battles, their role in deployment and foraging mostly. It would be interesting to allow players to make camp-like structures that act as dropsites. Most factions should have slightly defensive forts, that should be able to be taken down by capture or some other mechanic that does not rely on siege. Romans can keep their camp with slight adjustments to sync with others, but still with all its goodies (and increased cost). Some civilizations could have wagons that would act similarly, more flexible but brittle when hit directly. (They could buff nearby soldiers when garrisoned with women to compensate for that) I am not sure all civilizations would have a camp/wagon structure, I would ask our resident historians on the missing gaps (e.g. kushites, ptolemies, etc). Anyway, this would be a huge introduction that require a lot of adjustments, but would really make the game feel a lot more realistic, especially if camp deployment matches their usage in antiquity. Just some food for thought, ideas?
    1 point
  9. For Linux users (at least Ubuntu and derivatives) I recommend the Sublime Merge. I tested several programs before meeting him and he was the only one who managed to satify me the noob that I am.
    1 point
  10. Shame, didn't think of that. Looking at the code, this is handled in the core and I don't see a way for a mod to hook into it. Well, I guess an argument can be made for the minimap to be configurable to some degree from within the game. Like toggling displaying some resources or not. I haven't thought about what people actually might want to be able to do but adding borders to such a list would be trivial. Guess it's time to ask @wraitii if there were such discussions before and if adding this to a25 would be an option. Maybe @nani is aware of a general wish list wrt minimap as well.
    1 point
  11. Thank you Langbart for the fix and Justus for the tip! I have cloned the github repo and look forward to the fix - guessing not done yet as still have the same error but will try a "github pull" tomorrow. Once A24 version is released on modio should I stick with this if wishing to remain on stable release of 0AD? I'm guessing at some point the DE repo will diverge and lose compatibility with A24 in favour of A25 SVN... but wondering if you intend to continue to develop on A24 as a branch. Or should I have both 0AD versions of 0AD in parallel to keep up with the latest Delenda Est while still being able to compete online with A24? Again thanks for taking the time to answer my questions - really appreciate that you volunteer a lot of time to contribute to 0AD and I must sound like a complete noob.
    1 point
  12. I've compiled A24b from release tarball on github, and CJK fonts appear tofu as "<?><?><?>" I thought it's font issue, so I downloaded and enabled language pack from in-game mod selection menu. Then CJK fonts appear as broken Mosaic images. (Screenshots S2 as below) I don't how to fix this issue and need help. Any suggestions are welcome and appreciated. --- What I've tried: Use en_US language. All good. Apply Linux Libertine for 0 A.D. . All good. Font changes as expected. Install the game from debian package. Version A23. All good. CJK Localization works. Install the game A23b and A24b on Win/Mac and apply related language pack mods. CJK Localization works. Compile the game from release tarball A24b (with patch of D3710 , because of atomic issue). CJK Tofu. Compile from the latest git version 663a601 . CJK Tofu. (overide mod version check by editing mod.json file, so that I can apply the language pack) Install the good apt packaged A23 version and run it first. Then run my compiled A24b from binaries/system/pyrogenesis. CJK Tofu. --- Screenshots: S1. Latest Git, en-US, all OK, except question mark in language selection menu. S2. Git, language mod applied, both en_US and zh, CJK tofu / mosic. S3. APT package A23, zh-cn language mod applied.
    1 point
  13. Logs of latest git version 663a601 from ~/.config/0ad 1. Linux raspberrypi 5.10.17-v7l+ #1403 SMP Mon Feb 22 11:33:35 GMT 2021 armv7l GNU/Linux Twister OS, debian based. 2. Compiled according to https://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu with patch https://code.wildfiregames.com/D3710 binaries/system/test is OK. 3. terminal info when running the game. pi@raspberrypi:~/Build/0ad $ binaries/system/pyrogenesis TIMER| InitVfs: 4.08955 ms Writing the mainlog at /home/pi/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 8.41264 ms Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 1.63 us TIMER| resource modules: 16.7402 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 0 us (0x) tc_png_decode: 0 us (0x) tc_dds_transform: 0 us (0x) tc_transform: 0 us (0x) tc_plain_transform: 0 us (0x) tc_ShaderGLSLLink: 0 us (0x) tc_ShaderGLSLCompile: 0 us (0x) tc_ShaderValidation: 0 us (0x) xml_validation: 0 us (0x) ----------------------------------------------------- TIMER| shutdown misc: 888.449 us TIMER| InitVfs: 3.03123 ms Writing the mainlog at /home/pi/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 11.0771 ms Sound: AlcInit success, using OpenAL Soft UserReport written to /home/pi/.config/0ad/logs/userreport_hwdetect.txt TIMER| RunHardwareDetection: 17.3899 ms TIMER| write_sys_info: 788.617 us No SSE available. Slow fallback routines will be used. TIMER| InitRenderer: 24.8886 ms TIMER| ps_console: 12.1397 ms TIMER| ps_lang_hotkeys: 7.83845 ms TIMER| common/modern/setup.xml: 1.81381 ms TIMER| common/modern/styles.xml: 482.53 us TIMER| common/modern/sprites.xml: 4.51184 ms TIMER| common/setup.xml: 1.07483 ms TIMER| common/sprites.xml: 1.63077 ms TIMER| common/styles.xml: 232.367 us TIMER| pregame/backgrounds/: 1.56912 ms TIMER| pregame/sprites.xml: 441.808 us TIMER| pregame/styles.xml: 109.276 us TIMER| pregame/mainmenu.xml: 126.062 ms TIMER| common/global.xml: 905.726 us TIMER| common/modern/setup.xml: 404.752 us TIMER| common/modern/styles.xml: 365.827 us TIMER| common/modern/sprites.xml: 4.26875 ms TIMER| common/sprites.xml: 1.54696 ms TIMER| splashscreen/setup.xml: 1.33465 ms TIMER| splashscreen/splashscreen.xml: 43.9701 ms TIMER| common/global.xml: 898.412 us TIMER| common/modern/setup.xml: 892.356 us TIMER| common/modern/styles.xml: 790.432 us TIMER| common/modern/sprites.xml: 8.34677 ms TIMER| modmod/styles.xml: 1.09994 ms TIMER| modmod/modmod.xml: 88.0351 ms TIMER| shutdown TexMan: 9.981 us TIMER| shutdown Renderer: 2.84207 ms TIMER| shutdown SDL: 135.242 ms TIMER| shutdown UserReporter: 164.553 us TIMER| shutdown ConfigDB: 2.667 us TIMER| resource modules: 204.508 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 90.3 us (55x) tc_png_decode: 4.75957 ms (2x) tc_dds_transform: 29.501 us (11x) tc_transform: 1.06463 ms (5x) tc_plain_transform: 1.00778 ms (5x) tc_ShaderGLSLLink: 0 us (0x) tc_ShaderGLSLCompile: 0 us (0x) tc_ShaderValidation: 3.41065 ms (6x) xml_validation: 723.192 us (5x) ----------------------------------------------------- TIMER| shutdown misc: 977.392 us TIMER| InitVfs: 6.80082 ms Writing the mainlog at /home/pi/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 9.07934 ms Sound: AlcInit success, using OpenAL Soft UserReport written to /home/pi/.config/0ad/logs/userreport_hwdetect.txt TIMER| RunHardwareDetection: 20.9429 ms TIMER| write_sys_info: 1.04272 ms No SSE available. Slow fallback routines will be used. TIMER| InitRenderer: 18.413 ms TIMER| ps_console: 89.8221 ms TIMER| ps_lang_hotkeys: 7.37894 ms TIMER| common/modern/setup.xml: 1.54938 ms TIMER| common/modern/styles.xml: 366.457 us TIMER| common/modern/sprites.xml: 4.80802 ms TIMER| common/setup.xml: 1.04396 ms TIMER| common/sprites.xml: 1.65081 ms TIMER| common/styles.xml: 338.05 us TIMER| pregame/backgrounds/: 1.83245 ms TIMER| pregame/sprites.xml: 451.289 us TIMER| pregame/styles.xml: 98.499 us TIMER| pregame/mainmenu.xml: 95.2611 ms TIMER| common/global.xml: 1.3667 ms TIMER| common/modern/setup.xml: 698.526 us TIMER| common/modern/styles.xml: 676.101 us TIMER| common/modern/sprites.xml: 7.36036 ms TIMER| msgbox/msgbox.xml: 68.499 ms TIMER| shutdown TexMan: 80.887 us TIMER| shutdown Renderer: 11.8977 ms TIMER| shutdown SDL: 95.1938 ms TIMER| shutdown UserReporter: 213.016 us TIMER| shutdown ConfigDB: 4.648 us TIMER| resource modules: 346.245 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 167.875 us (95x) tc_png_decode: 8.5255 ms (4x) tc_dds_transform: 69.072 us (22x) tc_transform: 1.61822 ms (10x) tc_plain_transform: 1.49164 ms (10x) tc_ShaderGLSLLink: 0 us (0x) tc_ShaderGLSLCompile: 0 us (0x) tc_ShaderValidation: 5.34956 ms (11x) xml_validation: 1.28191 ms (9x) ----------------------------------------------------- TIMER| shutdown misc: 755.636 us 4. files from ~/.config/0ad/ as attached. 5. I can attach verbose compile log if needed. @Itms user.cfg interestinglog.html mainlog.html system_info.txt userreport_hwdetect.txt
    1 point
  14. Let me use my imagination a bit, and suggest this: Perhaps you must first build a Settlement structure to found a new village. In this first level, this expansion can't train any citizens, you need colonists to come and build stuff there first. You then later, perhaps after a time limit or perhaps after some other prerequisite, you can use the Upgrade feature to upgrade this Settlement to a full fledged Civic Center. Now you can train units there and possibly now other major buildings like barracks and Fortresses.
    1 point
  15. Well, had a short look at the AI and it seems there is no easy fix as the territory concept is used for planning in many places. Might be easier to leave territory as-is and just not render the border (replace territory_border_mask.png). Then the AI will mostly play as it currently does and as players can place anything anywhere there is no change for them. Long term this mod certainly would need it's own AI.
    1 point
  16. I may be biased, but I like the little realistic nuances that enrich and diversify the gameplay such as this, so thank Badosu for bringing it up. To expand the concept, I remember some ideas from @wowgetoffyourcellphone about "cities vs countryside" to encourage early expansion against turtling and full use of the map. One of the ideas was to introduce some cheaper and weaker version of CC, sort of military colony, that you can eventually upgrade to full CC once necessary. I really liked the concept and I don't know, maybe it could be an interesting blueprint for the camp you propose. Some cheap, early outpost that can serve to secure an area and can be later be upgraded to a CC. In this way, I think it would make sense as an added element with some purpose consistent with the existing game dinamics. I agree that it should serve as bonus area/dropsite but shouldn't produce units
    1 point
  17. Personally, I downloaded and installed the GitHub zip something like a couple of weeks ago and is all working (great stuff btw!!) .. so not really sure what could have changed in the last few days
    1 point
  18. Tried downloading the .zip directly in GitHub, but it's corrupted and cannot extract all files completely, even with 7-Zip. Only the art folder is probably complete, nothing else.
    1 point
  19. This was the latest github version downloaded yesterday... Really unsure what I did wrong. I installed in the my documents/my games/0ad/mods and enabled in mod manager. Thanks for your help with this
    1 point
  20. Why didn't I spot this thread sooner... These status effects icons are cool, and foreshadows what may come to 0AD (frozen effect, terrain/biome effects are coming to 0AD?)
    1 point
  21. Add grass and shrubs, in addition to small rocks.
    1 point
  22. From what i can find the islands were not inhabited until after the game's timeline. So maybe better to not have structures. https://en.wikipedia.org/wiki/History_of_the_Faroe_Islands#Early_Gaelic_and_Norse_settlements If possible would be good to have Huntable birds and Seals (Land mamals on the islands were introduced by humans)
    1 point
  23. Gave it a try in SP. The AI doesn't build any houses or anything else for that matter, so not a challenge. Territory is still mentioned in different places like tooltips.
    1 point
  24. Thank you for this first release. It works well on my computer. It is pleasant to not have territory restriction anymore. Some buildings such as civic center have still capture points.
    1 point
  25. If I had to do a suggestion for an army camp, I would suggest a building that gives a +15% attack aura in a 120 meter range(enough to build it near fortifications and have an advantage on taking them). However an army camp would slowly dismantle and lose the aura unless you sacrifice large supplies, making it a building with temporary use only. Also army camps should be destroyed upon capture, which should provide considerable loot and be fairly easy if there is no supporting army. If you delete your own army camp, you could get some resources back.
    1 point
  26. @ffffffff players will crowdfund for your devirgination if you take the time to update your mod. https://www.gofundme.com/c/act/devirginate-fpre
    1 point
  27. The stats of all units and structures in DE have very little in common with EA (the base game). A24's rebalancing had no effect on DE. Delenda Est's civs are very unique from each other and play a lot different from A24. A big change you'll notice right off the bat is the hero selection screen when you launch a game. Most civs give the player a choice of which hero to have for the entire match. These heroes have a large effect on the game with auras, bonuses, and special technologies. Some heroes even change the unit composition of the civ. For instance, as a Spartan player choosing Leonidas the player has access to hoplite units, while if the player chooses Cleomenes they gain access to phalangite units instead. DE A24 adds the Scythians as a playable civ. They can build their buildings anywhere on the map and have no territory effects or restrictions. Consequently their buildings are cheapest and weakest in the game. Their hero selection screens aren't done yet and their tech tree is in flux, but they're playable. Suebian Germans are also included in DE A24. They have Axemen and Wolf Warriors and cheap wooden structures. As with the Scythians they are still a WIP, but very playable.
    1 point
  28. Just laying the groundwork for a hypothetical Garamantian faction. The research poses serious challenges, so anytime we find something interesting or relevant about them, we can post it here, in preparation for a bigger research push. They were a southern Berber Kingdom existing from 500 BC to 700 AD, centered on the modern day Fezzan (Southern Libya), stretching as far south as Niger and Chad. Bordered the Carthaginians in the north and interacted with the periphery of Egypt and Sudan. They were related to the Mauretanians and Numidians to the North West in the Maghreb. There is a certain degree of Mediterranean influence and they fought wars with the Romans. They were a literate people using the Tifinagh script, derived from Punic, which is in turn derived from the Phoenician script. This script is still used across the Sahara today. During our timeframe, they were the kings of the Sahara, building fortified towns (oasis cities) and managing underground water reserves (aquifers) using a massive network of subterranean channels creating lush farmlands... They turned parts of the Sahara green for over a thousand years (until the fossil water reserves were depleted) and the population collapsed, becoming increasingly nomadic and giving rise to the modern Tuareg people. The challenges relating to this faction are the total lack of a navy (they live in the middle of the desert) and a low diversity in units which aren't richly studied. They'd be something in between the ancient Libyans mentioned and depicted in Ancient Egypt and the later Tuareg of the Sahara and the Sahel. Off the top of my head, units would something along the line of: Libyan archers Libyan swordsmen Garamantian spearmen Garamantian javelin men Garamantian Javelin cavalry One man Garamantian chariots (1 or 2 horses), basically just a small platform on wheels Camels probably weren't introduced to the Western Sahara on a noticeable scale until the A.D. period. The degree of Hellenistic influence on the Garamantian military is entirely unknown to me right now. Garamantians are basically the descendants of light-skinned Libyans of Afro-Asiatic ancestry, moving south and mixing with local Nilo Saharan Africans. Not unlike Kushites, but Garamantes have a much more pronounced Asiatic (Middle Eastern) element. Ancient Libyans (Archaic), 4 guys on the left (when they still inhabited the North African coastline, before moving south): During our timeframe (top 3 guys): Modern descendants in the Fezzan: Tuareg, a Garamantian legacy, the southern Berbers: Tin Hanan, mother of the Tuareg, a 4th century ruling Queen (Tuareg were/are matriarchal!): Fewet, a Garamantian site (BC period): https://www.insegnadelgiglio.it/prodotto/life-and-death/ Architecture type is typically Saharan... Mudbrick with occasional use of stone:
    1 point
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