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Showing content with the highest reputation on 2021-10-05 in all areas

  1. @Freagarach this is the patch. It's my first patch and I didn't really know how to do it, so there are potentially many things wrong, in fact I also created this other patch by mistake, with the other file in my original post proposing the mod. About that, if you are going to make some test, consider that I've being trying to sort unit_list before line 755 (here in the correct diff), but no kind of sorting seems to have any effect, and I have no idea why. For merging the files, and all the phab-related processes, I can take any instruction and try to do them myself, however, I should really know what's the purpose of the parts of the file that you edited in the meanwhile, because noone told me yet.
    3 points
  2. Thanks for the patch! As for things wrong, you did the best thing right: contributing! I've done two things: In https://code.wildfiregames.com/rP25947 I differentiate between entities that have finished their original task (called "finishedEntities" now, it was called "waitingOnController") and entities that are IDLE (stored in "idleEntities"). The rest is UnitAI and doesn't really matter. It seems your patch doesn't need any update for this. In https://code.wildfiregames.com/rP25949 I reduced some duplication when selecting another formation and it doesn't influence your diff.
    2 points
  3. At this point, I like the way towers work. You can build them strategically to deny resources and you can prevent an enemy from having a long term presence underneath it. The towers do not function to deny entry to the area that they can shoot because they don’t kill units fast enough.
    2 points
  4. Buenos días/tardes/noches; -Esta es mi idea para los héroes de Lusitania. 1.Viriato; ------------------------------------- (Viriato /¿Virilos?) 2.Punico; ------------------------------------ (Apimano) 3.Cauceno; ---------------------------------- (Kaikainos) -Descripciones de los héroes; Viriato ; -Sería héroe porque consiguió las mayores victorias en batallas , humilló e impuso la paz a la propia Roma y es el caudillo más famoso. -Físico; Dos modalidades una de infantería y otra de caballería. Unidad de arma cuerpo a cuerpo(espada). -Bonus; 1)Al ser un pastor originalmente , Viriato puede reclutar cabezas de ganado , cabras , ovejas , vacas y sacrificarlas para comida. 2)Mientras está viva la unidad de Viriato, los corrales son más baratos, el ganado es más baratos , engorda más y se mueve más rápido. (Sin textura aún) Púnico; -Sería héroe porque fue el primer Gran caudillo lusitano del que hay registros , el fue quién comenzó las Guerras Lusitanas y fue el primero en hacer una gran coalición con otras tribus como los Vetones y Turdetanos. -Físico; Unidad de caballería. Unidad de arma a distancia (venablos). -Bonus; 1)Al ser el caudillo que estableció una alianza con los vetones , que pueda reclutar auxiliares vetones más baratos y rápido que en los castros vetones. 2)Mientras está viva la unidad de Púnico, los castros vetones son más fuertes , las unidades auxiliares vetonas se mueven más rápido y ganan más puntos de resistencia. (Textura de Púnico) Cauceno; -Sería héroe porque consiguió la proeza de ser el Primer Líder lusitano en cruzar a África del que hay registros, el fue el único caudillo en derrotar a los romanos en dos continentes además de derrotar y sitiar a varios aliados de los romanos ,como tribus númidas e íberas. -Físico; Unidad de caballería. Unidad de arma cuerpo a cuerpo (tridente) -Bonus; 1)Al ser muy posible una alianza con Cartago para cruzar a África, puede construir factorías púnicas más baratas y en menor tiempo que otras unidades. 2)Mientras está viva la unidad de Cauceno, los navíos mercaderes fenicios y los trirremes cartagineses se mueven más rápidos ,son más baratos y los barcos guarecen a más unidades en su interior. (Textura de Cauceno) -Estas texturas están sacadas de las unidades campeonas lusitanas que ya hice , pero llevan extras como ; Torques celtas. Tabardos de cuero. Capas de cuero. Grebas diferentes. Cinturones diferentes (con hebillas). Abalorios de oro. Disculpen las molestias*
    2 points
  5. Introducing a new unit: the warbird. It flies quickly through enemy territory, gathering information and harassing enemy workers. This unit could be made available to Romans and Iberians, as they used eagles for reconaissance and communication. Features: 1. Very fast speed (20m/s) 2. Some decent vision range 3. Can fly across any terrain, including water and extreme hills. 4. Very low health and attack 5. Trained at CCs. 6. Cheap price: 30 food, 5 metal. Defence towers and ranged infantry would be natural counters to this warbird; even women can punch them to death quite easily. Therefore, it cannot be used in any skirmishes / rushes and so would not tip the balance of the game too much, while adding a bit of extra fun to Roman and Iberian civs.
    1 point
  6. Dear artists, for a diff of mine (https://code.wildfiregames.com/D4241) I need an icon to indicate that an item in the production queue is paused. I now use the "Halt" icon as a placeholder: This does show the point, I guess, but I know it can be improved. So please, share your ideas and images, that I may use them. ^^
    1 point
  7. Of all the proposed changes, i'm still testing metal distribution, crush damage and palisades, since i'm still not satisfied with the changes i made. As for the population costs, they seem to be fine in a game of 300 max pop, so i'm attaching a mod with just this change in case anyone wants to try. Population_mod.zip
    1 point
  8. Wrong thread but... Suggestion for Team Bonus Romans: How about a small walk speed bonus for all allied traders based on the historical strength and extent of Roman roads. Please excuse the interruption.
    1 point
  9. I guess I found the culprit: the cost/Resources/wood entry must be a nonnegative integer, following the cost schema. Since you multiply with 1.2, this will be interpreted as a decimal (even though 1.2*30=36). So I suppose you can fix it by explicitly setting the value in the children instead of using the operator (maybe using the add operator still works). Another option is to try to fix the operators in this case.
    1 point
  10. https://code.wildfiregames.com/people/revisions/185/ I'm not seeing it, sorry. Its probably just simple, so I'm summoning @bb_ and @Angen here.
    1 point
  11. By jmod do you mean the mod.json file? You can just copy the file from another mod, for example the 0ad-space mod, and make small changes to it. It should look similar to this, be sure to use the correct brackets. Add the mod to your 0ad mods folder (see wiki/GameDataPaths). If you created the mod.json file correctly and placed the files in the right place, you should now be able to activate the mod in the mod selection and see your changes in the game. Edit1 @Cringe Since A25 there is an option called "Model appearance randomization" which makes each structure/unit look uniform.
    1 point
  12. ATM Debian is stopping me from doing that (broke everything, nothing works, don't know how to fix, oh well format it is) ;/. Once I convert to arch I will however.
    1 point
  13. This is done in DE already. Check it out!
    1 point
  14. @Dizaka That seems like a great idea, especially if it is based off of their proximity rather than a particular formation, since formations are not always the best way to move around in game. This would add some element of skill in the positioning of pikemen, especially if you bring attack-ground into the equation. With both features, a player using pikemen needs to decide between the compactness of their pikes versus the volume of ranged units they protect from attack-ground, as well as how far to advance forward.
    1 point
  15. What if Pikemen had their armor bonus be based off being in a formation? Especially their pierce armor. The bonus could be based on proximity and maxes out when X units are only Z distance from each other in a chain. Once they deviate from this the "armor chain" is broken and they have low armor. Therefore, lone pikemen (outside formation) could be eaisly picked off, etc. However, in a group they would still be as strong as they are.
    1 point
  16. And the LORD spake, saying, PS (for those who might not have recognized it): From the movie scene before the fight of the Knights of the Round Table (comprised of the hilarious Chapman, Cleese, Gilliam, Idle, Jones, Palin, and others) against the Rabbit of Caerbannog, in: Monty Python and the Holy Grail.
    1 point
  17. They have to go into it to plant the crops...
    1 point
  18. Towers are ridiculously easy to capture if they are ungarrisoned, but then if they are garrisoned they are ridiculously difficult to capture and ridiculously difficult to destroy without siege. But your troops default to capturing behavior so they get massacred needlessly. The implementation of the capturing mechanic in the game is supremely frustrating and it's one of my chief criticisms of the "game design", such as it is.
    1 point
  19. As a beginner player, I definitely find it easier to raid human players than even an AI set to Easy or Very Easy. I don't know whether that's a good or a bad thing, but the AI does oddly prioritize stone towers over, say, generating more soldiers. If there were a fix needed, I'd think it would be less about how powerful towers are and more about nudging the AI away from lining its borders with them.
    1 point
  20. Thank you so much! Please allow me collecting some useful settings adjustments here for further reference (and maybe discussion, too ). These are settings that cannot be changed in the game settings menues but in user.cfg. Under Windows 10, it's there: C:\Users\<username>\AppData\Roaming\0ad\config\user.cfg The values shown below are proposals I found in various posts in the forum. I have not tested them and recommend that you backup your user.cfg before changing it Zoom and scroll speed: view.scroll.speed = "200" view.zoom.default = "200" view.zoom.min = "3" view.zoom.max = "900" Attacks (some people might consider swapping hotkeys for attackmove and attackmoveUnit): [hotkey.session] attack = Ctrl ; Modifier to attack instead of another action (e.g. capture) attackmove = Ctrl ; Modifier to attackmove when clicking on a point attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point (should contain the attackmove keys)
    1 point
  21. 1 vs 4 VH PetraAI on lower Nubia random map: "Iberia With gallic mercenaries vs the last city of Ptolemies" commands.txtmetadata.json
    1 point
  22. How do we know that there is just one person conducting ddos attacks on 0ad players? And, how many ddos services are there? Can you show the steps to reaching these conclusions, please? What are the sources of the information?
    0 points
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