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Showing content with the highest reputation on 2022-10-31 in all areas
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18 points
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https://code.wildfiregames.com/D4813 The above diff adds colors for players 9-18. Tweaks the colors for players 1-8 to help them stand out from the new colors. Adds a "ColorName" line for each for identification and possible future use. If anyone would like to try it and review, that would be great. Referenced diff: https://code.wildfiregames.com/D48113 points
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What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Use 0 A.D. mod downloader (not always newest version) https://0ad.mod.io/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) ** NOTICE: in Alpha 25 the pyromod installation will trigger an error message: to fix just disable autociv, restart the game and enable autociv again. zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.0.27 Probable to work alongside other community mods as balanced maps spec mod (monitor) custom_rating boonGUI Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv2 points
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"If you're short on players and include anyone, I'll play. I'm not as good as anyone else who's signed up, but jost for fon or so . - In game name: seeh - Interested for the following schedules: daily, European afternoon - BO1 or BO2 or BO3: all ok for me2 points
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2 points
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You definitely should use SVN to apply the patch. It should work on whatever version of the game you have as long as it is after this commit: https://trac.wildfiregames.com/changeset/27172 After downloading the diff you double click it and if you have SVN installed a window similar to this should pop up, and you choose Apply Patch... You have to choose the root folder of the 0 A.D. installation and apply all the changes. It takes some trial and error for someone new to handling diffs, but once you got it it's very simple.2 points
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Usually the signature for future alpha was changed close to the release but this time it was done at the start of the development cycle. You can get mods manually from mod io.2 points
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I've send an email to Stan to ask him about licensing. When he gives me an ok, i'll upload the mod ...2 points
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Hello 0 A.D. friends! Many times I find myself in the situation of having many units under production from several buildings and I want to clear ALL the production queues simultaneously. This can happen for many reasons: maybe I want to get back some resources that had been allocated to units production; or maybe I suddenly need to change type of units being produced if I see that the game steers from the direction I expect. As far as I know (correct me if I'm wrong), there is no explicit hotkey that allows to clear all production queues simultaneously. It is also very annoying to clear production queues by clicking on icons one by one, especially when you have many buildings producing or many units being produced. So, I made a mod for this. The ResetQueue mod (official repository at this page) allows to bind a hotkey for clearing production queues of selected buildings. The default hotkeys can be changed from the Settings > Hotkeys menu. I find this feature very useful and I often use it in game. I hope this feature will be present in a future version of the game. What do you think? Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!1 point
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Yes I invite people to talk about it in lobby, personally I am not very active there for now so I can't do it myself1 point
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One suggestion - maybe we should "advertise" tournament in the game lobby? I wrote to a guy with 1400-1500 rating and he said he don't know about it and that he will check Forum.1 point
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I would like to participate as good 1-1s are the best way to enjoy 0ad.1 point
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Wrong patch. You wanted this https://code.wildfiregames.com/D4813 Not sure if it will make a difference for you.1 point
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1 point
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Congratulations to the couple, I wish you happiness and wisdom in this new phase that begins.1 point
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Could we maybe exchange this window with a tooltip (as used in other places)?1 point
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@Mr.lieStan is away for a conference for the next few weeks. You might as well get a head start on the licensing requirements by following the instructions here. You can also post a statement here that you agree to license the work that you publish to WFG repositories and forum. Copy/paste the form from another user's post into your own post.1 point
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mixins/builders is what you want to edit. template_unit_support_citizen is where the changes will be apparent.1 point
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Thank you, I'll take a look at Delenda Est. I played it before but didn't realize about that feature. I'll take a look at the mod files also to find out which of them I could to modify to enable that behavior for all buildings and units, not only temples, wonders and cult statues. PS: if you could give me some hint I would really appreciate it1 point
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you download them from the repository or manual change you change the compatibility in the mod file.1 point
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Hi, first video in 2022 ... By watching it you'll noticed many errors at models, but i'll solve them ...1 point
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This has always been one of my favorite games, i just hope they don't ruin it1 point
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https://skfb.ly/osoXW A nice low-res Lamassu. Would need to be edited though. This would be a great variation: https://skfb.ly/oroNt1 point
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In Delenda Est, if you capture an enemy Civic Center, then you can train that civ's Citizens, who will mostly build your civ's buildings, but will build their own culture's temple, wonder, and cult statue.1 point
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1 point
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1 point
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(I guess I should write a slightly longer answer to this and related questions since this seems to pop up regularly.) TL;DR: SVN works. Why don't you use git, you can do so right now (either one of the clones on github/gitlab, or via git-svn)? Why (still) SVN? It works. More details: Partial checkouts are supported (which some contributors needed due to network limits), it doesn't require users to download the whole history (same reasoning), checkouts can be resumed (helps with unstable network connections). Apart from using shallow clones or incremental shallow clones this isn't possible with git. Keeping autobuilds for windows users (which is needed for artists) in the repo is not an issue (yes, there have been discussions and plans for how to solve this for git; but that is some work nobody has volunteered for yet). Why not git? There's a git clone (github and gitlab) so nothing stops you from using it right now, and we do accept git patches just the same as svn patches. If you don't like that you can use git-svn directly (which works fine). Educating users about git is more work than doing the same for svn, also this question ignores artists and modders and increases the barrier of entry for new contributors. Also most git GUIs are quite bad, which is somewhat important for those users. Programmers should be able to use their tools and can already use git right now. Why not git-lfs or git-annex or git-whatever? Those are third-party extensions and require more administration work. Of course we could move all to some third-party hosting platform, but those might impose arbitrary limits or just cease to exist. Also that seems to counteract one of the main advantages of a DVCS namely being distributed and not being locked to a single central repository. (These approaches tend to have issues with having the full history available locally, which makes bisecting issues harder. Also they do list merge conflicts for binary files as one of the rough edges. (I'm not sure how those would interact with signing commits, which would be one of the things to consider if switching to git.)) But I want to submit pull-requests? No. Diffs work, man git-format-patch might be worth reading. Why not just merge things? A merge-based workflow creates issues with bisecting issues, so one would have to educate users about rebasing their work on top of the main branch. (Not very entertaining in the long run (and that refers to both points).) What could be done instead? Reroll the git clones in a nicer way by excluding all build artifacts (the current clones have a few incremental stages, and are likely not excluding everything). However this should be planned carefully, since this is going to break the "upstream" for a lot of people and I would strongly recommend against doing this more than once.1 point
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A migration to git is planned, also there is an official repo on github. See: http://trac.wildfiregames.com/ticket/1814 http://trac.wildfiregames.com/ticket/1816 http://trac.wildfiregames.com/ticket/1819 Until those are done, no final migration will be done.1 point
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Radagast strides by and scratches a long forgotten sign into the sandy road in front of stanislas' obelisk in which he carefully engraved a secret formula, beginning to glow when someone wants to create an helmet. He looks up all the tips and whispers, more to his beard than to himself "Whew, those skeletons may not wear hats, and nevertheless there are great improvements under the hood."1 point
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We made them more historically accurate so I'm not removing them. It would make the buildings look much worse.0 points