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Showing content with the highest reputation on 2021-10-04 in all areas

  1. I'm happy to help, @alre! My online time is quite few lately, so it has to be asynchronous I guess, but if I can find your code somewhere (a patch on Phabricator is just as valid (and even preferential for me) since we can rebase it on-the-go) I may be able to point out what and why needs changing. (In short, please still upload on Phabricator (https://trac.wildfiregames.com/wiki/Phabricator) and I'll help you rebase it, or rebase on your behalf (if you agree).)
    2 points
  2. If you just want them all to look the same, try using the actor files by reducing variants. public/art/actors/units/kushites/female_citizen.xml public/art/actors/props/units/heads/head_kush_fem_light.xml
    2 points
  3. You are in the wrong place. You are here: /Library/Application Support You need to go here: /Users/picus/Library/Application Support Edit1: Private message from @g33z3r After disabling "Antialiasing" the problem was solved. See IRC 0ad conversation 3/Oct/21.
    2 points
  4. Why ? What is there to say: I like to look at something different once in a while. Installation note: No guarantee that it will be compatible to any other mod, but if you want to try it, it's probably best to enable this one last (after) everything else. Current version: 0.27.3 (testing/ A27 / SVN) | 0.26.3 (A26) Where to find it: For A27/ SVN: newest testing version https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (needs manual installation) For A26: It is available through the in-game mod downloader or manually from: https://mod.io/g/0ad/m/shiny Some features: In case you don't like the new backgrounds: There is now the option to enable or disable it and switch between the new and the old backgrounds. Just go to the options and click on "Disable new background" _________________________________________________________ Credits to: @Langbart who gave me the idea and with whom I discussed much about the initial design/ who generally helped, @wowgetoffyourcellphone @Stan` @Radiotraining for tips on the design and a general thanks to everybody who gave their opinions and suggestions in this thread.
    1 point
  5. The game considers the grid on which units move to be uniform. So the computed paths will not take into account whether it's a swamp or a highway. Units will still try to find the shortest flying path without computing whether it's faster.
    1 point
  6. Yes, my advice about using the Magic-SysRq key to send a signal to all processes on the virtual console or else all processes would kill a lot of processes. And yes, the system might be unstable as a result. It's a last resort before resetting the computer if it's so locked up that even switching to a virtual console doesn't work. Yes, switching to a virtual console SHOULD always work. Except that it often doesn't for me. Believe me, I've tried. I think that it depends on the video hardware, the video drivers, the distro, the window manager, desktop environment, etc.
    1 point
  7. Apparently people haven't read my post carefully. The process is named "main". It is not named "pyrogenesis" or "0ad". It is named "main". The process name is "main". Type killall -9 main
    1 point
  8. There is "battalion-ish" support now committed. It's rough, but I have ideas on how to improve it for EA's purposes.
    1 point
  9. If we take ptolemies food trickle, pyramid available in p1 or starting initial soldiers, they would all be different form of economic bonuses (if we can call them bonuses?) allowing to differentiate gameplay and strategies. The food trickle is inherent to the civilization and can't be lost. pyramids need to be built, the player would have to decide how to implement his economic bonus by deciding the position of his pyramid: food, wood... That bonus would be also at risk since the pyramid might be lost. A starting additional soldiers would also bring an economic boost, the player could decide whether he wants to apply it to any resources. The bonus resulting from that starting soldiers could be lost or even converted into an aggressive advantage. Differentiation of economic bonuses should allow for different strategies and allow for some uniqueness. If you want a particular civilization to have economic bonuses with respect to other civilization, we should also consider removing map unbalances in starting resources as part of the civilization design plan. I am not arguing that it is not possible, just that citizen soldiers will make balancing the different civilization with economic bonus only to a few civilization very difficult.
    1 point
  10. @ValihrAnt is leading a thread for coming up with civilization economic bonuses. For example, one idea for kushite eco bonus is farms and corrals are 50% cheaper.
    1 point
  11. We can give factions each an economic bonus such that it cancels out, or we can give none of them an economic bonus. I don't see why the difficult option would be worth the effort. That feels weird to me. I would prefer to make the trumpeter champion useful. Maybe the trumpeter is all ready useful, but it does not see a lot of play. I like this idea, but I doubt if it works in practise. If they are weak, they can be hunted down by cavalry and most often, players place their buildings such that there is not much to be captured. However adding extra units in the game is not bad as nobody forces players to make them. I think the game should be balanced on maps such as mainland. Other maps might not be balanced. If people like to create other maps, they need to keep balance in mind. So that might sound the same, but it is a different way of thinking about it.
    1 point
  12. Catapults/bolts are specific units that do allow for some civilization to have some strategies that other do not have. As mentioned by Dizaka in one of his post, catapults/bolts can be countered by mobility (which can be played by any civilization but unfortunately not on every map). If while the enemy attacks your base with catapults you can at least engage in a base trade with your rams/elephants damaging faster the enemy base than what the enemy can do with catapults, then having civilization(s) with (better) catapults might be ok. The issue arise if the Roman can also turtle too easily. In that example, I would see Roman civilization specificity not countered by other civilization specificity but by a particular way to play the game available to every civilization. If you give a strong economic bonus in early game to a particular civilization (as it was the case in a23), citizen soldiers implies that this civilization is likely to play any strategy better than the other and it would dominate all the others with mass infantry in late game. I would rather see different economic bonus for each civilization kind of balancing each other out such that there is no big difference in late game. To come back to my previous example, an additional starting citizen soldiers for romans would be a form of differentiated economic bonus which would compensate them from not having the faster wood cutting bonus that you would give to Gauls. The different type of economic bonus would give incentives to play differently each civilization, but they wouldn't imply that you should play a civilization in the way it was design. I think the game should be balanced only on mainland, for other maps just put a warning sign that game might be unbalanced. It would be the responsibility of the players to ban some civilizations, play mirror civilization etc... if they really want to play balanced game on these maps. balancing civilization on all maps would simply kill any attempts for differentiation. I strongly agree there, there are many ways to balance the game and every suggestions made might be the best for a particular vision of how the game should be played. Some people might want to cook a pizza, others might want to cook a pie, if we don't agree on what we are cooking, it is not possible to know if we need sugar...
    1 point
  13. Some ideas I had for gameplay diversification. If more experienced players see something that could be better, please point it out so it can be corrected. If players like this, it could be the base for a mod for testing the new playstyles.
    1 point
  14. About the rice again: From my point of view, this could be a middle ground between the extreme square rice fields that are currently left in the han mod and the eyecandy round ones (Although the eyecandy ones would still be my first choice). And I guess one could also make this design adaptive to the terrain as it is also comprised out of smaller units. But I would still like the rice to be a little less perfect grid like and the dividing lines a bit less straight.
    1 point
  15. Regarding the need for placing additional information about enabled mods, I decided to create a new thread for it, as it is not related to this "shiny - an alternative main menu UI" mod by @maroder For interested people, please look there. Now BTT, and please accept my apologies for my OT stuff here.
    1 point
  16. Yes, I just hit "Continue", entered some info, and added O7 (CatchAll) as Reviewers. Thanks to @maroder and @Angenfor helping me with my first diff.
    1 point
  17. You need to actually create differential.
    1 point
  18. Done: https://code.wildfiregames.com/differential/diff/18563/
    1 point
  19. Yes but no errors != Fine. We need to keep actor files consistent for variants. This allows for instance a mod to replace all projectiles at once by changing one file not 300.
    1 point
  20. Thank you so much! The result is now this (I did 'svn up' right before the diff) - PS: Now from the root folder: modmod.xml.patch I already have an account.
    1 point
  21. So like this: Here is the diff: 114c114 < <translatableAttribute id="caption">Enabled Mods</translatableAttribute> --- > <translatableAttribute id="caption">Enabled Mods (loaded from top to bottom, i.e. bottom ones might overwrite settings from top ones)</translatableAttribute> Unified: --- modmod.xml_ORG 2021-08-31 15:28:30.858046000 +0200 +++ modmod.xml 2021-09-03 09:58:26.357587903 +0200 @@ -111,7 +111,7 @@ <object size="16 62% 100%-15 100%-84"> <object style="ModernLabelText" type="text" size="0 5 100% 25"> - <translatableAttribute id="caption">Enabled Mods</translatableAttribute> + <translatableAttribute id="caption">Enabled Mods (loaded from top to bottom, i.e. bottom ones might overwrite settings from top ones)</translatableAttribute> </object> <object name="modsEnabledList" @maroder@Stan` Is this content-wise ok and is also the diff ok to be used? How would I (if I were entitled doing so) proceed if you agree?
    1 point
  22. As I understand it, it's the other way round. Mods enabled later can overwrite mods that were enabled earlier.
    1 point
  23. Thank you. I understand that the user needs to read the docs that go along with the mods to see whether they change a lot or less, and then decide on the order of the mods to be loaded, and that this cannot be automated. However, at the moment it seems that the user needs to first deactivate all/or affected mods and then acivate them again so they come loaded in the correct order. Wouldn't it make sense then to add a possibility to resort mods manually and add a button "Reload"? PS: Would this describe it correctly?
    1 point
  24. Only loading order matters. Mods are loaded from top to bottom in the enabled mod section.
    1 point
  25. I think the terms are a bit problematic here. For the game installed means you have downloaded them and but them in the mods directory. For that the order is not important. Only if you enable the installed mods the order gets important. The problem here is that in normal language use enable = install.... (Or at least I use it interchangeably, so my fault for causing confusion)
    1 point
  26. If the order of installation matters and not the name, then I would think it makes sense to show the mods in order of installation.
    1 point
  27. How about this? In SVN the result looks like this: This is the file I edited: /binaries/data/mods/mod/gui/modmod/modmod.xml I would like to create a diff, if the above change makes sense at all. I am currently on Debian 11.
    1 point
  28. sorry can't reproduce your errors. It works fine for me with the following versions and installation order: It also works for me in combination with autociv: Do you use a different versions of boonGUI?
    1 point
  29. Not sure if it is BoonGUI or Shiny mod that are causing trouble. It was working fine yesterday. I did notting inbetween so strangely today I got the same looking error beaviour as yesterday. I just see the background image and the white line in the start screen. And theese errors appear: https://pastebin.com/deuSGaAU Removing Shiny from folder and then disabling it removes errors.
    1 point
  30. Can we add a note for the enabled mods? If yes, where in the code would I find this?
    1 point
  31. By default the installed mods are sorted by name. You can sort them by version, by folder, by dependencies, by website and by display name. For enabled mods, the top one is the first one that gets overriden by all the mods below it.
    1 point
  32. Should this also be clarified by a note in 0 A.D.? I.e. installed mods are sorted by installation date/time, sorted downwards and that the order could matter.
    1 point
  33. yeah good point. You are right the latest installed mod is shown on the bottom of the list. Gonna edit my comments to clarify that.
    1 point
  34. "On top" means later on, right? I ask this (maybe dumb) question, because I wonder about the order of the mods as they appear in the mods window. Should the latest installed mod be shown on top or at the bottom there? @Stan`
    1 point
  35. Ok, I got it working fine now it seems. Maybe there is importance of what order the mods are installed? In working order on my system: -Autociv -BoonGUI -Shiny Thanks for good work
    1 point
  36. alright, thought so. Well if I find no nice solution, option B is to make new dark backgrounds.
    1 point
  37. Ah right :/ Then it should be done in the gui shader and that probably requires c++ changes...
    1 point
  38. That's what I did in my tests: Maybe I overlook something, but wouldn't that mean that I have to do this for every button and every translation? thanks, will have a look again. My main issue is that I prefer the above style ^ over this:
    1 point
  39. Look at the base styles and how they are defined, you can control how the textures are streched when the dimensions change, perfectly doable with current gui code.
    1 point
  40. Well you could render the text on a purple background and generate a drop shadow from it in gimp.
    1 point
  41. Tried that, but then you have to use a very blurred shadow to accommodate for the different strings and translations and in the end its looks more like a smudge. But yes I will try to find an option that works with light backgrounds.
    1 point
  42. Please don't give up. Maybe there is an alternative solution. Ceterum censeo, the new screens/arts should really be added!
    1 point
  43. A way to do it would be to create fake buttons with the dropshadow
    1 point
  44. sad. I made some tests and they looked promising.
    1 point
  45. Don't think it's possible due to the way fonts are rendered.
    1 point
  46. Fenris Wolves in Age of Mythology have a similar bonus. The bigger the pack, the faster they move for instance. In Delenda Est, phalangites have the "Massed Pikes" aura that improves their combat effectiveness when fighting in groups. Hoplites have their own aura, called "Shield Wall" which improves their armor values when fighting next to each other.
    1 point
  47. Yeah, a little more like their colorful tunics and textiles:
    1 point
  48. Started working directly on the Scythians. Some things I changed about them: I removed the packing from most of their buildings. After months and months of messing around with the concept, it just felt superfluous and annoying. Kept the concept for the Resource Wagons/Storehouse/House, which can all pack into each other. Still don't have territory or territory restrictions. Works well. I'm interested in seeing what people do with that. Their buildings are 1/2 health, cost, and build time. Weakest in the game by far (significantly weaker than Celtic buildings). All subject to playtesting of course. On track with the units (see pic). Definitely need some shields, helmets, hats, and other props modeled (swords, scabbards, Quivers), and some body textures. Need to plan out the look for the heroes and champions. Perhaps our resident experts can help?! Also need to decide on how their Healer Priest should look. Gave them 2 special units for the Civic Center, the Maiden Archer and Maiden Cavalry Archer. Training limit of 40 together, cost only Glory resource. Need a Cult Statue for the Glory resource. Need research. A Wooden horse statue or some kind of other animal? Stag? Currently their Shaman's Tent acts as both Temple and Cult Statue. Haven't tried to make the Falcon scout unit yet. Right now there's a "Falconry" tech, but I want a Falcon unit too. The "Hoplites" on the left in the image are Bosporan Hoplites, trainable by the Scythians in the capturable Mercenary Camps. On the right, Scythian peasants and 2 slaves. Wonder is currently the Uffington White Horse, which is incorrect of course. Was thinking a Royal Kurgan (Burial Mound). Their Fortress will cost the same as other Fortresses, but take half as long to build and have half health like the rest of their buildings. Model by @Stan` I really think these guys should eventually make it into the base game.
    1 point
  49. Gaulish less barbaric or rural house.
    1 point
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