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Showing content with the highest reputation on 2022-07-22 in all areas
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3 points
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That is my opinion as well. Huge text-heavy tooltips might seem useful, but reality is a different story.2 points
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I changed the model to be more accurate, but without @Alexandermb it's unlikely we'll get an anim.2 points
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If I don't offer this, then I'll blame myself for the missed opportunity. It will be awesome if 0 A.D. would have "Post-Imperial" age like Age of Empires 2 with all completed upgrades right on the start. It will be VERY useful on small maps with small resources. (oh, please)2 points
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Introducing God's Eye. I've been working on this mod for about just 48hrs now. Not so lone but due to the pace I'm moving, I am almost done with beta version .0.01 and I'm looking for testers who will use the mod, discover bugs and add it to the known issues so that i can get it patched and release the entire mod to everyone as soon as possible. Don't hesitate to inbox me if you are willing to help build up this mod or have any interesting feature you would like to request. My arms are opened!, Request a feature or suggest and it will be added as soon as I can. PM me if you would like to test the ------------------------------------------------------------------------------------------------------------------------------------------------------ God's Eye was created in attempt to bring back our favorite mod of all time, Fgod mod - by @ffffffff This mod is inspired by FGOD Mod, part of the code may be from the original fgod mod made by @ffffffff , all rights reserved. -------------------------------------------------------------------------------------------------------------------------------------------------------- v0.0.1 updated: v0.0.2 (6/30/2022) updated: v0.0.3 (7/02/2022) updated: v0.0.4 (7/03/2022) - reduced file size and cleanup updated: v0.0.6 (7/03/2022) - reduced file size and cleanup updated: v0.0.7 (9/28/2022) - compatible with a26 Features Overview Auto Login Vision Ally Stats Auto Away Start into lobby Improved UI Design Functions with all mod Network warnings Late Observer Joins Auto Share Resources Among Teammates When You Resign A Team Game Fight Ratio Calculator Lobby Notification from in-game New music added Sound on message sent added New chat notification sound added Ping players to ready during game setup Ping players to join your game from lobby Added easy team numbers to easily set your hosts to 1v1, 2v2, 4v4 , ffa , etc. Added smurf highlighter - Highlight smurf in the game easily with a single button Added buddies sorting Known Issues Minor typos ( fixed ) Unclickable chat input Installation guide; 1. Download both mod.json and godeye.zip files ( attached to this post ) 2. Make a new folder and name it godseye in your mods folder 3. Paste the mod.json and godseye.zip file, no need to unzip it 4. After following the above steps, you are good to go! Open the game and you will see it in your mod list Alternatively, you can download it from the game through the mod downloader or visit https://0ad.mod.io/gods-eye-mod?preview=c0076b5082eb4209ca4277950830f43d Mod Folder locations- linux into ~/.local/share/0ad/mods/godseye windows typically: ~\Documents\My Games\0ad\mods\godseye mac: ~/Library/Application\ Support/0ad/mods/godseye New update: v.0.0.6 ( file size reduced ) mod.json godseye.zip New update: v.0.0.6 ( file size reduced ) godseye.zip Main Lobby Page Player List Panel Game List Panel Chat Panel ( Additional Buttons ) God's Eye Settings Page Main PreGame Page1 point
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Me and some rl pals have been really enjoying 0ad over the last year. The only problem we see is that rams are way to overpowered. They are way to hard to kill and so fast infantry have trouble keeping up to do damage1 point
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0 A.D. Trac Mod List Introducing a new way to get more visibilty for your mods, you can now get featured on Trac. The idea is that modders- if interested- add their own mod to the page on Trac and we get a nice list together. Gonna tickle some modders to possibly spark some interest @nani@Langbart@azayrahmad@wowgetoffyourcellphone@Lopess@andy5995@Lion.Kanzen@maroder@LetswaveaBook@Stan`@wackyserious@asterix (unpinged people welcome too ofc)1 point
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https://play0ad.com/summary-of-the-japan-tours-festival-2022/1 point
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Yeah make sense. Tooltip should be minimalistic yet informatve with more intuitive icons and less text. While information screen can have detailed info.1 point
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Chinese people generally feel that the film's expression is too exaggerated and unrealistic.1 point
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Let's get it done, my first attempt. But at first i have to apologize, i still have Version 23 (due to a very old computer), so someone have to bring the textures and objects up to the actual version. They all start at line 200 (the texture section) of the code. And i really don't mind what textures you use, as long as it looks cool to you. For the textures, many of them have are set textures for low and high altitudes, it should be easily recognizable by the name. Also the trees are chosen by the altitude of the terrain. My originally idea was to use snow covered high peaks with pines on the low ground, and snow covered pines on the high ground. So what is this map about. I can define a topography that will be the same for every player in every game. But i can also use elements in this topography that can have a certain amount of randomness. I can define the location of the civil-center and the mines. All this is applied to every player, and should produce a similar environment. If the map is bigger than the defined topography, additional topography is added to fill the map up. Summarized, this map is a mix of scenario and random. It can be adapted to different sizes and amount of players. Of course, if you choose a very small map for many players, it still may look very bland. The map gets interesting at medium size. I have several time tried and failed to win against the computer as opponent in the medium size. So i really want to know, is the map at medium size really challenging to play ? ovara.zip1 point
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@Lopess Maybe create a bucket list of feature and priortize for your purpose. And share for a27 suggestions :p1 point
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1 point
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In nearly every cases i used an intuitive key-combination, so the shortcut is easier to remember. some change to already assigned shortcuts are needed. copy of some explanation by examples from https://github.com/sl5net/0ad_autociv_tips_trick_help_collections/blob/master/user.cfg-versions_only-the-middle-of-it/seeh/readme.md#examles # examles: space = jump/toggle last attack ## build examles: space = jump/toggle last attack h = build house m = build markt b = build backack f = build farm f,f = build farmstead f,f,f = build fortress .... etc. understand? ## select buildings examles: space = jump/toggle last attack ctrl+ h = select house ctrl+ m = select markt ctrl+ b = select backack ctrl+ f = select farm ... etc. ## select Creatures examles: alt+w = select wimens alt+i = select infrantrie alt+p = select picmans alt+a = select archers/slingerrs... .... etc. understand? i use it i love it. perfect for beginners. of course this needed the use of autoCiv (should be standard one of the best thinks of 0ad for me)1 point
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1 point
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1 point
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@DeWynter This mod adds a Death Match victory condition which researches all technologies for all players at the start. @Freagarach There might be a better place for this, or maybe VictoryConditions are actually Game Modes. EDIT: Not sure how tech works, but it seems I'm researching some stuff I shouldn't. deathmatch_gamemode.pyromod1 point
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ye. I've been playing like this for years now. also i did some yt video to show it in the games1 point
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1 point
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Yes absurd is one of those things that make a cheat unique and fun.1 point
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Yes. My answer always is yes. I never deny my work to others.1 point
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1 point
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I'm thinking the empty corners of the footprint also cause visual confusion. I mean, I'm not confused, but there have been enough comments about it that I think it should be filled in somehow I guess.1 point
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I was thinking similar to OP's suggestion of a garden or raised flower bed. The side stairs aren't bad, but probably won't alleviate OP's confusion.1 point
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1 point
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1 point
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I wish the team would look into Promotion Techs. Constantly training Level 0 n00b units, even in late-game, only for them to die before they reach cool-looking elite status is kind of meh. We have these awesome actors and units and 90% of soldiers never get there.1 point
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1 point
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This was the first time I encountered a game that exists on enthusiasm and interest in ancient history. You could eventually polish the appearance, make a less beautiful loading of modifications, the choice of game mode, from sandbox to strategy. A kind of all-in-one. For those interested in history.1 point
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An entity can promote into anything. So you can promote into champs. It's been in the game for like... 10 years?1 point
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Def the most common one for people who don't use the chat function to answer "why are you flaring?" This is also usually quickly followed by a resignation and chat complaints asking why you didn't help1 point
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I tend to think that this is because rams can still be very annoying to deal with. For my taste rams should be a little slower. Infantry swordsmen can deal with them if the rams are stationary. But when the rams retreat, they of can get to a safe position before taking to much damage.1 point
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A few more useful flare message (based on experience in other games): Form up on me! Help! Danger here! Let's go here! Vulnerable targets here! Enemy army spotted! Enemy is building, deny it! Build this for me! Protect this location! Cover me!1 point
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The next step is to redesign the areas around the base. The topographic cells are to compressed, i want more space. So i put up in the map-description language an character (exclamation point), that connect cells to the cell of the base. I put this char exactly at the location of the default-hill. I could also overwrite the hill with some char and put the cell somewhere close. But there should always be some distance between the topographic features. The description of the map now looks like this: setMap(["", "", "", "", "", "", "!....A....!"]); And the result now looks like this: Again, up to now, for all players the topography is the same. Next, i want to reduce the amounts of cell before me, at the moment there are three cells, i just want two, and i want them not to be aligned to my base. For the description i added the dot to erase any topographic feature, that was set by default, and a "X" to set a new cell. The description now looks like that: setMap(["", "", "", "", "", "", "!....A....!", "", "", "", "", ".....X.....X......."] and the map looks like that: Now i make a little alteration, i will only put one hill in front of my base. The small "x" is like the big "X", but it will not get randomly displaced. setMap(["", "x", "", "", "", "", "!....A....!", "", "", "", "", "...........x......."] ); The result looks like that: Now i apply the random displacement to the cells: The cells now are lowered or raised plateaus, except the cells, that belong to the base - they are always lowered. For the accessibility there is no difference, if the plateau is raised or lowered, the ramps to the plateaus are either go up or down. Also, while the default cells are randomly displaced, the cells set by the discription-array are not. Of course you can create cells, that are displaced. But for this example i wanted to be the cells in the immediate surrounding of the base all to be fixed. The last step for now is texture and trees. And this is, what the "normal"-sized map for three players look like: Just for the observation, i have limited the trees to the proximity of the base - i have an old computer, and i utilize everything to reduce lag. But there is also a character for Cells with a forest. And this is what a map of the "medium" size looks like. Parts of the element described in the array are missing. So this map is already to small. Still you get a nice map, and still it is fair to all players.1 point
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Some extra flare message suggestions (based on experience): Look where I just suicided my entire army because it's now your problem. The army you warned me about via the chat really came to where you said it's coming. I noticed some enemy cavalry, but I only make women, so if you don't come deal with it all by yourself now, I'm going to quit and it's your fault. I am just flaring again to help you answer your questions as to what my previous flare was supposed to mean.1 point
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1 point
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That means we missed one two years ago. His videos have more views than our 300k yearly downloads1 point
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Need new types of input https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/session/minimap/MiniMapFlareButton.js#L31 So that you can call trigger flare action with data 0ad/MiniMap.js at a263e14a6c387ec63d64b3b1bea820a7d0ad7167 · 0ad/0ad (github.com) 0ad/Commands.js at 0f229e7a1a02211620d80c3449528c678a95db50 · 0ad/0ad (github.com) 0ad/messages.js at 1b114e2b4ed30e46486317643026a4a6ad7d52dd · 0ad/0ad (github.com) Might be relevant.1 point
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We already have a feature where you can request attack against a player. I think this should also be the same. When you click on flare, multiple standard standrd command will pop up as mentioned by @Lion.Kanzen. The player will select the command. If don't select any of these and use flare on map, then the popup will close and flare will act as normal present flare, you can mentione the reason in comment. Attaching wireframe for the same. @Stan` Do you think this a small task or big task?1 point
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"Ask to start"? Can you explain it maybe its possible to add it. I am also planning on adding the Techs tab in the summary to show the total number of techs each player used in the game I already added a fight ratio feature to calculate how much a player contributed in fights during the game, i updated it yesterday. There will be more features like "auto pos" automatically showing or pinging your position to your teammates during a team game whiles you focus on building your eco, you don't have to waste time typing pos or pinging. @sarcoma i believe the auto log into lobby should be an option in your mod instead of compulsory, i just checked it out. Also, if you want...we can combine both ideas and made it into one mod, cheer!1 point
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https://trac.wildfiregames.com/wiki/ModdingGuiAndSimulation1 point
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tested and worked on both a26 ( but haven't yet test in the a26 lobby ) and a251 point