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Showing content with the highest reputation on 2022-10-06 in all areas
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@wraitii The current community mod is fairly empty? Where can players propose and upload additions to the mod? What standards are used to determine if a mod is suitable? For example: I made a mod where women from bigger houses are created in 25 seconds instead of 30 and I allowed Carthage to recruit women from apartments even faster and without fertility festival (though I think more factions could maybe use an apartment building). I also added some mathematical justification for the 25 seconds, showing that reducing the time to 20 seconds for big houses would shift the favor to much towards the big houses. women_house.zip3 points
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@LetswaveaBook I will soon make a branch for cc territory/territory expansion and cost. I think if you wanted to test anyone's branch, you could just clone it to ur computer and then copy the community-mod directory into your mods folder. at least, this is possible with mine at the moment.2 points
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@LetswaveaBook if you make ur own fork of the mod, then each change you think of can be a branch of that fork. You can then submit merge requests for whatever branch u want. https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades for example, that is my fork with the a unit_upgrades branch already completed.2 points
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At the moment I don't have time to continue the patch. If anyone is available to take care of the patch, I'd appreciate it.2 points
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2 points
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A good question. Ideally the maintainer of the mod will write a public-facing document that describes the changes. In the meantime, the git commit log has concise descriptions of the changes. Click a commit, and it lists the files that are changed along with a unified "diff" view of the lines that were changed by the commit. If this is confusing to you, I suggest reading a tutorial on how to read a diff patch. Start reading from about 25% down the page, at This is the traditional "unified diff" header. I see that the first two commits simply copy the original alpha 26 simulation data files. And, the third commit is the Han farming upgrade fix. Therefore, currently the only change is the Han farming upgrade fix.2 points
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Thanks for the report! It seems it doesn't like DDS for some reason. I fixed the mod and uploaded the new version. Could you try it?2 points
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The second edition of 0 A.D. Friendly Tournament Series has started! Here is the list of players: ValihrAnt (2345) Feldfeld (2201) borg- (2169) weirdJokes (1913) Edwarf (1861) LetswaveaBook (1815) Dakara (1778) PhiliptheSwaggerless (1642) 011235813 (1598) MarcAurel (1547) alre (1500) chocapoca (1493) seeh (1150) Bete (1108) ________________________________ Round 5 matches: @Feldfeld vs @Dakara @ValihrAnt vs @Player of 0AD @Edwarf vs @MarcusAureliu#s @Philip the Swaggerless vs @BeTe @rm -rf vs @LetswaveaBook @chocapoca vs @seeh Bye (no game for this round, +1 point): @alre The deadline for this round is Friday 16, 23:59 UTC. Please try to organize your match as soon as possible using forum private messaging! Beware of timezone differences. Please message me personally if your opponent doesn't answer you after 2-3 days. Brackets: https://challonge.com/sv36zmko ________________________________________________ Game settings: Tournament announcement message: First edition:1 point
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I played many in previous Alphas and now I have time to play again. I have found that there are no moderators and that some pro players are quite toxic. It seems to me a more serious problem than smurf accounts and other bad practices that are easier to control. So, in addition to what administrators can do, I've considered using these simple rules in the games I host. Sorry if they are somewhat poorly written because I use an automatic translator. I like the rules that Norse Harold puts into his games. I think they are good for creating a friendly and fun culture around the game, however I think it is possible to simplify them to make them more effective and focused on the worst current problems: the toxic behaviors of some pro players. I would like to know your opinion about these rules and your suggestions. Thank you very much and sorry for my bad English. I only speak Spanish. See you in the game. Rules: 1. Be kind and helpful to newbies and other players. 2. Toxic comments can lead to immediate expulsion 3. Pro players must set an example of good behavior. 4. Don't quit or leave early. Play as a team and share resources.1 point
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Using Blender. 3Dsmax 5 maybe, although pretty sure it doesn't run anymore. Each animation is a file, although you can reuse them if you have the same armature. It uses vertex weights.1 point
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@Adeimantos You need to select the workers first, then hold your Call to Arm´s hotkey (you will see your cursor transforming to a sword) and then right click on the specific location u want your soldiers go to. This will make your soldiers drop his resources first in the nearest Storehouse/cc and then go to that location. Regarding idle worker´s hotkey. U can do alt+. in order to select ALL your idle workers at once.1 point
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veterinarians: slow hp regeneration. (probably makes more sense for all cav though, couldn't think about something more specific) I'm still convinced we should wait a good amount of time before introducing big changes to the community mod. on last alpha carth cav rush only came out a couple of months after the release.1 point
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useful hotkeys: h halt army o + drag select wounded i + drag select idle ctrl + q + right click atack on sight and dont capture ctrl + attack destroy building instead of capturing there are many, check in game manual1 point
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Good Evening @user1 Lobby username: Beaugoux Offender username: BERBEROG He quited without resigning whem he lost all his troops. commands.txt metadata.json1 point
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Thanks a lot! There are still many blurry textures on my side, for example, the majority of "Biome Alpine", and many others. Alpha 26 final on Ubuntu Linux 20.04, the snap version and the ppa version have the same problem.1 point
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I do plan to have some screen on the landing page if you've activated the mod, but that'll only be for signed versions of the mod, which I expect to lag behind the 'fastest' stuff. It's going to be a little awkward, unfortunately, but less so than having to actually apply patches or something Not doable for this release either, though yes that would be a nice feature.1 point
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By the way I'm creative and artist so I'm not a guy of numbers and code but I can feel the gameplay. And I'm modder too in same role of testing and suggesting.1 point
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This is something I have suggested before. 0.3x multiplier versus melee cavalry damage to palisade walls. I think it is currently too easy to raid with cavalry and the counter play is usually to make your own cavalry. Players often build palisade walls to restrict movement of raiding javelin cavalry, and this works fairly well. The issue is that sword cavalry can take down palisades so quickly that infantry can hardly catch up to deal any damage. Making palisades able to slow down all varieties of cavalry within the base would allow palisades to be genuinely useful. The counter would not make palisades OP of course and it would not make them frustrating in late game (a24+pathfinders). Melee infantry would be a better choice to break palisades in rushes and so it could give some value to infantry rushes (they have been bad in a25).1 point
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