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Showing content with the highest reputation on 2022-04-08 in all areas

  1. The Garrisonable component controls the amount of space each entity occupies in a GarrisonHolder.
    3 points
  2. I mean, how to increase the space occupied by cavalry and siege. At present, a siege/chariot/cavalry only occupies one position like an infantry, and a ship can carry 30 infantry or 30 rams, I feel this is outrageous, how to make cavalry and siege occupy more What about the cabin.
    2 points
  3. See http://docs.wildfiregames.com/entity-docs/a25.html#component.Garrisonable
    2 points
  4. One of the Athenians strong points, which is their Dock trained Champions - Athenian Marine and Mercenary Archers - are instead locked behind Iphicratean Reform, which supposed to just make them trainable from their war ships. Nothing in the description of the tech says anything about locking the units altogether, just the ability to train them from ships. Dock doesnt always available to be built, so this in an edge for them which is otherwise is pretty subpar civilization. I do had noticed this bug in another thread from a month ago, but I'm afraid that report get lost in the shuffle so hence why I posted this again in the Bug Reports. I would love more for them to have any other buffs too, like maybe let their 10%+ Metal gathering /Phase to affect Stone gathering too, or to let these Dock Champions be buiildable in Phase 2 for some rushing strategy, which then can be protected with Athenian Walls to be build around them later, but thats more of a suggestion than anything. Thanks for everybody's work!
    1 point
  5. How about letting soldiers promote to champions (4th rank) the normal way if the civ has the same type for it in the roster? (grapejuiceTM) So swordsman to centurion, Spartan spearmen to spartiates etc. It makes sense for experienced soldiers to become champions. It wouldn't be that easy to achieve either, depending on the game ofc. Gives more incentive to be savvy with your soldiers.
    1 point
  6. So, for Romans, I was thinking of making a patch to where you can promote the Elite Swordsman and the Elite Spearman to Centurion (4th) rank for a cost. Maybe limit it to a max of 10 or something. I'll fix the Centurion's sheath position. You guys are quite right to note that while the Romans wore theirs on the right, the Centurion wore theirs on the left, possibly for additional distinction.
    1 point
  7. Rather than editing the existing Iphicratean reforms tech itself, which can be a future game mechanic, create a new one as either of the above quote. Said future mechanic is the one that would unlock the two champions, one of them bringing back the champion skirmisher from Alpha 23 but with intended garb.
    1 point
  8. https://docs.wildfiregames.com/entity-docs/trunk.html
    1 point
  9. Celts wore their swords on the right side, even at the end of iron age when the swords reached very long sizes. This is attested by classical accounts and native depictions. Edit: also this is correct that the Centurions wore their swords on the left as a distinctive feature. This is corroborated by funerary stelae.
    1 point
  10. This discussion is pretty interesting. it is noted that romans typically wore their sword on the right side seemingly regardless of what hand you are fighting with. However it's also noted that centurions wore it on the left side, of which the image i quoted is about.
    1 point
  11. Do I need to add another piece of code to the unit template? What is the format?
    1 point
  12. I always seemed to think turtling implies booming to p3 and in p3 just going defensive until all upgrades. Haven't seen someone "turtle" p1/p2. Generally, it's just booming then turtling p3.
    1 point
  13. Hello @user1, shade11 quit a rated game against me today without resigning. It is the second time he has done it. Didnt bother reporting him the first time because he probalby has resigned about 10 times... but now 2 out of last 3 he has just left. commands.txt metadata.json
    1 point
  14. Hello @user1 , Barcodes quit a rated 1v1 against ISlan without resigning twice, here is one of the replays: metadata.jsoncommands.txt I would suggest adding an auto-report button because not all players are able to register an account on the forum and report.
    1 point
  15. 1v1 quitter rated game. player name: HOI commands.txt metadata.json
    1 point
  16. Greetings! I am proudly announcing my first mod: StarGUI. This mod aims to be a one-stop optimisation for your 0A.D experience, consisting of several other other useful and popular mods. It is a single zip file which is to be extracted and placed into your mod folder. I am still working on improvements to this mod and I am open to any suggestions! Please give it a try and reply below any comments. Download here: StarGUI.zip Features: Autociv, Feldmap and Custom Rating all together, many thanks to @nani @Feldfeld and @go2die. The custom ratings mod had a bug which adds spaces after any numbers, but I fixed it so that the rating looks more realistic: my actual lobby rating is Sevda(1603) Large training icons to prevent misclicks (similar to the size in A23) Highlighted, golden projectiles. Amplified attack sounds from KateGUI. Borrowed metal mine, berries textures, blue chickens and enlarged British war dog model from KateGUI. (Thanks to @Yekaterina Golden projectile for better visibility.
    1 point
  17. 1v1 quitter name: theYouKnowWoo metadata.jsoncommands.txt
    1 point
  18. Alright, some progress was made. This is the version I'm considering for the next release. It is adaptive and compatible to small 1024 screens. The bottom menu is a bit crowded and I would like to maybe remove some of the stuff, but that is more a consideration of the base game.
    1 point
  19. The tech could simply be called "Delian League" or "Delian Marines."
    1 point
  20. Possible Solutions: Make the Gymnasium the Athenian's barracks and move things around. Make the Gymnasium cheaper and stronger in some way. Because originally all of the other champions in the game were trained from the expensive Fortress. The Gymnasium also had a bonus for garrisoning troops inside. This made the Gymnasium a great structure, and added some historical flavor to the Athenians. Since then, there have been many changes to the game, some of which were mistakes, IMHO, like moving champions to the barracks, etc.
    1 point
  21. It's a bid sad that Athenians can't train champions in their stables, and not in their barracks neither. Only Spartans share this weakness, and they have at least the skiritai commandos in their barracks which are something like semi-champions. The gymnasion has a weakness: It's too big. It's so big that if you build it at the border you will gain like no territory at all.
    1 point
  22. I think it would be cool if those two units could be additionally built at ports and ships, not exclusively.
    1 point
  23. I was looking at the colors of the thumbnail and other mods. We do not have much variety for violet, indigo, fuchsia and pink.
    1 point
  24. I think the contrary is true. Britons start with a war dog and have slingers in p1. Gauls on the other hand have no good way to utilize the 300 stone they get at the start. So basically you have a head start with Britons. The gauls have +10% attack for melee cavalry, which is not super relevant. Also I prefer to have the chariots over the melee champion cavalry. They get a technology for faster farming, but that is not relevant until you have done the second farming upgrade. So while the Gauls have advantages, they get them late. The Britons can field 20 war dogs that do not require population, so you can't say Britons are just worse in the late game. The Gauls have good heroes, but the Britons with Caractacus are good as well.
    1 point
  25. "Funny" in a good way or "funny" in a bad way? Also, why only send one sentence in response to numerous paragraphs of text? Do you have specific constructive criticism? For example, what would be the consequence of all players applying rules to their games? Then the problematic players wouldn't have anywhere to go? *sniff* Think of the problematic players! Oh, the humanity! Thanks for bumping the thread, at least. That helps advertise the ideas.
    1 point
  26. If we had Hyrule's technology hide patch we could just hide units until level 2 is researched
    1 point
  27. maybe a shorthand solution for this case could be a tech "training" to be unlocked in the barracks, so it requires a deliberate choice from the user, making it obvious at that point. As a feedback to the previous comment, to be honest I personally can't imagine much to build a structure only dedicated for training. I mean, maybe could be useful to differentiate from the barracks and perhaps add some new tech and features, but it sounds quite a bit of extra work in terms of design and animation for each faction and it would still have some "passive" role, since you just station soldiers in it and wait. Is great visually tho! that's for sure
    1 point
  28. You can use whatever you want. I recommend Visual Studio Code as is relatively lightweight but useful enough for editing javascript and xml files. The file wont corrupt, you might get some errors if you are modifying some javascript file and the engine tried to do a live-update of the file, but doing a new save usually re-reloads the file correctly. Depends, if you you change some xml templates and use some elements that no longer are removed/moved/removed then yes. For javascript files you can usually keep compatibility with old 0ad versions if you only add or modify superficially some code of the existing one. For changes on the GUI or similar assume yes too. Look at maps that already use triggers, (e.g. random maps: Jebel Barkal, Danubius) and code your triggers like those maps do, can't help more with that you yourself will have to learn how to do them. The JS console is not really useful for triggers and the console only can access the GUI javascirpt context (not the simulation or the map generation stage) (GUI= graphic user interface) You can modify pretty much everything of the gameplay as long as is not defined in c++, assume everything in js to be modifiable except some parts that are performance sensitive (which are coded in c++, thus you can't modify easy). Pyrogenesis is the name of the engine, and 0ad is the main mod people play, that means you can create a "0ad mod" with your own civilizations, art, buildings and custom javascript components (simulation folder) Units -> the more units -> the more lag Area effects (auras) -> the more and the bigger -> the more lag Graphics -> the more high quality -> the more lag AI -> The more state and code each unit has to process -> the more lag (avoid long loops in unitAI.js that) Egypt 3v3 lag -> probably because the map size is giant size, has many units, many unique buildings, etc You mean auto-queue? If you mean auto-building you would have to create a new component in the simulation folder to define it and write the functionality you want, then add that component to the units/buildings you want in their simulation/templates and last, if needed, write the GUI code so the player can interact this new feature. There is no most powerful as you can only program in javascript, C++ would be if you want to change the engine (I don't recommend) To know more you will have to ask around the IRC chat https://webchat.quakenet.org/?channels=0ad
    1 point
  29. tutorial for making grass field in blender (can be used for make terrain textures
    1 point
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