Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-12-10 in all areas

  1. Hello 0 A.D. friends, I have been thinking about the possibility of making a mod implementing macros and came to the conclusion this is feasible, albeit complicated. Despite my good intentions, I will be in shortage of time very soon, and this is the kind of project that takes a while to be developed. Perhaps, this is also the kind of project that triggers the interest of some of you smart guys populating the forum. If so, this is the topic for you. If any of the developers has considered this before, I'd be curious to hear from them. This might not be a new idea after all. This post is organized in sections, so a reader can skip the parts they're not interested in. 1. What are macros? 2. Why do 0 A.D. players need macros? 3. Why macros, when there are mods around? 4. What's the proposal? 5. How can a player define a macro? 6. Implementing macros can be complicated
    2 points
  2. Create new variant XML files for each new animation in ...\art\variants\biped and ...\art\variants\quadraped for infantry and cavalry respectively. The actual animation sequences should be copied from existing sword swinging and sling throwing variants. That will save you from needing to make any new animations with Blender. You might need to create a few extra variants for each action to accommodate units with differ sized shields. Add the proper new <variant> tags for each new action to ALL the actor XML file... FOR EVERY SINGLE UNIT IN THE GAME!!! Add code to the Component files (...\simulation\components) for UnitAI.js, Attack.js, (plus all the other combat components that interact with them) to allow units to know when and how to use their new attacks, and what to do when hit by them. Add new attributes to the unit-template XML files to set the speed and damage for the new attacks according to the syntax you set up in the Component files. I'm probably forgetting something, but that's what I remember from last time I looked at doing something similar. Needless to say it is a tremendous amount of work, and unless you are actually a god-tier coder you should recruit help if you are dedicated to seeing this idea realized. Don't try to do it all on your own. It will take ages, and there is a good chance the next update could wreck all of your work before you even release it. Work smart by communicating with the main devs, sharing the burden with collaborators, using version control software for everything, and pacing yourself. This will protect your work and mental health in the long run. Other than Hyrule Conquest and maybe that one Pony mod, I don't think anyone else has ever attempted a renovation of this scale in the last 10 years. But it can be done if you are smart, persuasive, and committed to seeing your vision through. Good luck and best wishes!
    2 points
  3. Changelog for the last version is there https://mod.io/g/0ad/m/community-mod but i don't suppose we show it in the game. Could be a nice feature to add.
    1 point
  4. Thanks for finding that mistake. I can fix that later today. As for the mercenary part, most civs coincidentally don't have upgrades for their mercenaries because mercenaries are most often unit types that the civ doesn't already have. Since there are exceptions, and also for consistency, I will just say "Non-mercenary soldiers". How does that sound?
    1 point
  5. I dont know all the reasons, but I suspect that most people read badly. Nobody pointed out that the tooltip for the Infantry archer said that it increases damage by 10%, while the code multiplies it by 1.15. Also the sword2.json file is missing a %-sign in the tooltip. There is also the curious case that mercenaries are excluded from the upgrades, without showing that in the tooltip. Apart from that, I dont have any noteworthy opinions about the patch.
    1 point
  6. This time, I tried to just walk home to fight with help of infrastructure. A win in the end, but a build up phase was necessary. commands.txt metadata.json
    1 point
  7. PhiliptheSwaggerless vs Dakara metadata.json commands.txt
    1 point
  8. (quite obvious tip but whatever) .. also don't try to answer back to Shyft_Sierra in ANY situation. This kind of people do this to get attention/hurt others and they are just better than you in being toxic. If they see some reaction they will attack you harder. If you ignore them they will just lose interest at certain point.
    1 point
  9. Today I had a very unpleasant experience in a game. A player named harmony insulted me for the whole game just because I played bad. They went as far as stating they have had a *** intercourse with my mother and other racist offences (really?? only because we were losing a non-competitive game on a free-to-play videogame run by volunteers?). Now, I don't really care about this kind of childish attitude. I usually play to relax after work. But I thought that reporting such toxic behavior would help other players avoid wasting their time with this frustrated person. PS: so far I didn't have had (luckly!) many experiences like this on 0ad. I think that overall players like the one above are a minority in our community. Which is full of passionate and fair people . Update: Added the different account names of player harmony to the title
    0 points
×
×
  • Create New...