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Showing content with the highest reputation on 2021-08-19 in all areas
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Make sure you don't miss Tom0ad's next livestream about 0 A.D. Like the previous one (https://www.youtube.com/watch?v=5NjTHd26l40), you'll be able to discover the new Alpha 25 release, and hear from Stan about how the process of creating the new Alpha went. https://www.youtube.com/watch?v=jhIOUv0vVw0 Hope to see you all there!4 points
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Dear developers and community, Is it possible to add a feature to preset a stance for all newly created units of a type? E.g. I would like to have all priests coming newly trained out of a temple (or even already trained and garrisoned priests from any building) automatically set to "aggressive" (because else, they usually flee from the enemy when attacked, leaving their comrades alone, which for me does not make so much sense). Another example: I would like to train horse riders with a rally point farther away, but they should not attack the enemy when spotting them; however, they do, because by default, the stance is set to aggressive. In general, flexibility about the stance of newly trained units could be nice, as one would not need to always go back to them, changing their stance as soon as they appear (newly trained or/and ungarissoned). What are your thoughts about this? PS in relation to this:3 points
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@nani Thank you so much for this really cool mod! Is it possible to add a feature to set a stance for all newly created units of a type? E.g. I would like to have all priests coming newly trained out of a temple (or even already trained and garrisoned priests from any building) automatically set to "aggressive" (because else, they usually flee from the enemy when attacked, leaving their comrades alone, which for me does not make so much sense). If your mod is maybe not the right tool for this, I could ask in another thread of it could be implemented directly in the game.2 points
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2 points
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I am in agreement about adding some other unit types. Although I have no new ideas on that front. I think another way that we can make the units feel more distinct would be to shake up the uniformity of the blacksmith that we currently see across almost all civs (with exception of the +20% for swords and the accuracy upgrade for archers). I think there are a number of ways to do this, but I would be in favor of adding some unique upgrades that give a more exciting twist to the unit, it might be a trade-off tech or might not be depending on the civ or unit. I think these upgrades would be unlocked after the 3rd tier of the most pertinent current blacksmith upgrades. My ideas of new blacksmith techs so far: For example, britons or gauls could get a heavy shot upgrade on their slingers that reduces range but adds 1.5 to crush damage, and this would be unlocked after researching the p3 ranged damage upgrade. Another idea could be for Macedonian pikes, they get an increase in pike length over other pikes in the game, researched after p3 melee damage increase. Another option for gaul slingers could be faster movement speed, but a bit less armor. Another for seleucid skirmishers, slower movement speed but greater armor. Perhaps a cool option for sword units called "broadsword" could be reduce pierce armor but increase hack attack. The point is to introduce some differences between the "same" units of different civs. Often, the thinking of what units to produce is hardly more complicated than "melee+ranged". I think we should try to work to a point where the blacksmiths upgrades series looks a bit different for all civs. Tell me what you think of the idea. At least this idea does not require new artwork2 points
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Looks like the earliest it can be verified and downloadable on mod.io is the 22nd. So, that gives me a few days to make some fixes and I've already done some of that by fixing some wall garrison/turreting bugs I noticed.2 points
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What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Mod maintainers/developers @Seleucids Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.27.0 Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv1 point
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0 AD devs don't like "hard counters", but as 4 or 5 of the melee classes have split damage I think bonuses should be more widely used. For example how do you make a range counter unit that is resistant to ranged dmg but doens´t fare well in melee? Sure you can buff the pierce resistance but then these units become stronger against pikes and spears.1 point
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It's a smart and well-designed mod. The variety is great and I'm looking forward to it, because one day doesn't matter. After the main program appeared, you were very quick. Good work. Keep it up.1 point
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Yes, please. I've asked for it before. There's a reason why I put'em on aggressive, and that reason is I don't want them flee!1 point
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@Stan` Thanks for reminding about your mod and sorry that I lost track a bit by focusing on the autociv mod - both are great! And I understood that showing less blood and corpses improves game performance. In your words: "Blood kills performance"1 point
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https://github.com/0ADMods/no-blood-and-gore-mod/releases/tag/1.0.21 point
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1 point
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It does, it's just not yet on mod.io. Use the new version from the forum: https://wildfiregames.com/forum/topic/28753-autociv-mod-0ad-enhancer/1 point
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@wowgetoffyourcellphone brilliant work again mate!! Keep up the good work!1 point