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Showing content with the highest reputation on 2023-05-28 in all areas

  1. Finished an initial release https://github.com/juanfgs/0ad_chinese_va There are several things I don't like on how I did it, I had to copy a bunch of templates to the mod, which I feel is not ideal. I was wondering if there is a way to inject only the <Lang>mandarin</Lang> tag to the existing templates without overriding other values (otherwise it would override stuff like unit costs etc.) Any help is welcome Edit: I did a small update, as I noticed I was using the wrong files causing in errors with other factions.
    3 points
  2. Hello, I wanted to change the voice overs for the Han units. I don't know any chinese dialect so I decided to use google translate and a text to speech tool to generate the lines (I know this is a crappy solution but I find it jarring to hear them speak greek). I have tried copying the structure of the public/audio mod, but it doesn't seem to take effect (I am testing with the female villager "march" voiceline, but then I will add others), I can enable the mod and no error appears, but the unit still plays the original greek voice line. I am attaching the mod maybe someone can help me figure out what is going on. Also attaching the folder structure in case the issue can be spotted at a glance. One thing I thought is that maybe since han are using the greek files it won't pick up the new ones. If that is the case, what should I change so that the new files are picked up instead of the greek ones? chinese_va.zip
    2 points
  3. Did you try the GUI scale in the graphics settings? Maybe the minimap or the silhouettes of the rabbits can help. Now we don't want a bunch of whiners, do we? But seriously, you can catch wounded units with an area selection + "o", and you can set the threshold for what's considered wounded with a slider. I set it to 50%, because with the turn and acceleration times it's no help otherwise. AFAIK you can't capture humans, only siege units; I'm not even sure if that's currently a thing. I totally agree that the new default behavior of attacking buildings instead of capturing sucks big time. The AI is pretty stupid, but I guess we just have to take what the volunteers working on it can provide.
    2 points
  4. Hi, I played a few Death Match games this weekend with many AIs at the same time, on the testing version. I would like to share some comments: What Went Well: 1. Realistic landscape and characters 2. Very little lag, even in 7 players full-scale wars. I think it has improved since the previous version. 3. So much content! Different maps, Game Modes and very detailed settings. 4. The automatic production feature is very helpful. Even better if: 1. Make the icons and panels a bit larger? For higher resolution screens, the icons are very small so it's difficult to see what they symbolise and even harder to click on the thing you want. Maybe I am too inexperienced, but the icons certainly can make more use of the excess space in the panel. 2. Bigger rabbits or different coloured rabbits? It's very hard to find them and click on them, even if they are standing right next to your horse. The dotted grass of Anatolian Plains certainly isn't helping. 3. Units should scream loudly as soon as they are hurt, not when they are already dead. Too many of my men either suffer in silence or shout when they are already dead, which doesn't make sense and isn't helpful. 4. Enable capturing by default. I had to reset all of the hotkeys to be able to capture buildings, but units still try to vandalise them by default until I specifically order a capture. In my opinion it would be better to capture by default, then only vandalise in special situations, because it's often easier and more useful to capture than to completely smash it. The default attacks hotkey scheme could be set to be more considerate to new players. 5. More Campaigns? I would love to see something other than demo and tutorial. A single-player Campaign with increasingly difficult levels would be perfect. Even better: allow friends to participate in my campaigns as well! 6. Make it easier to capture people? I see a "units captured" list in the summary page but I don't know how (or if it is even possible) to capture people, as they have no loyalty bar. 7. The AI bots can be a be improved. They like to build tons of civic centres and towers, then waste time attacking my walls with pikeman instead of engaging with my moves, which is neither smart for them nor is it fun for me. It would be better if AI soldiers are automatically attracted towards the player's human units instead of trying to steal their buildings all the time. Hope this helps!
    2 points
  5. 2 points
  6. metadata.jsoncommands.txt Alright the first posted multiplayer game of a27 rc. Not very balanced, and I had a rough eco. The elephants I trained as @Philip the Swaggerless attacked did unreasonably well, so I think a nerf is warranted. I am thinking 20 hack 20 crush for the splash, and then add back the 10 crush to the direct attack.
    2 points
  7. 2 points
  8. Is a Spaniard battle cry. The meaning of the phrase is, on the one hand, to invoke the apostle Santiago(James or Jacob), patron saint of Spain and also called Santiago Matamoros. https://en.m.wikipedia.org/wiki/¡Santiago!
    1 point
  9. SelfNerf mod updated for A27. Only port, no other changes made. SelfNerf.pyromodSelfNerf.zip
    1 point
  10. Fish crisis in Latium: There's one (!) fishing spot for my ally and me (green & blue). If it were everywhere like in the SW I'd think it'd be ok. I don't know if I just got an unlucky draw or if there can be something done about the distribution/amount of fishing spots.
    1 point
  11. Turns out, thats pretty much how it is currently playing, so no need to add explicit counters. The gameplay effect is neat, all that remains is to ensure it is balanced. I am not sure if https://code.wildfiregames.com/D5008 is enough to nerf them, so I would probably support either further reducing splash damage or decreasing health or pierce armor.
    1 point
  12. I agree, these overlap a lot otherwise. Thanks for the suggestion.
    1 point
  13. These sound very nice. The audio quality is good and the voices are very clear. I think the phrases they are using are too long. Too many syllables. It sounds like they are using complete sentences, when really they should be using short phrases and acknowledgments. So, when tasking a unit to do something, instead of "I will do that, my lord!", use something like, "Yes, my lord!" or "As you wish!" Fewer syllables and less overlap with the sound effects in-game. When selecting a unit, instead of "What can I do for you, my liege?", use "Yes, my liege?"
    1 point
  14. I added a new release with some Hindi voice overs. As I said previously it is probably not accurate (sanskrit would be better) but narakeet don't has that option. If anyone can find a good text to speech with male/female voices that would be great. 0ad-demo-hindi.mp4
    1 point
  15. @real_tabasco_sauce I assume the skirms also died, which would be another 2,500 wood and food, making a total of 10,000 res.
    1 point
  16. Its pretty exciting for gameplay and all civs have rams. Eles still have pretty decent capability vs buildings, but don't expect to take down a fortress with just 1.
    1 point
  17. Half a year ago, I planned to record the dialogue voice of the Han Dynasty unit, but due to the rapid spread of the new coronavirus, this task was paralyzed, and I wanted to start this work again, after all, I don't want the Han Dynasty faction to exist in two versions of the game and still have no native language dubbing. But the problem is that, as I have reflected before, in this voice list, the three jobs of logging, mining, and quarrying seem to be expressed in the same sentence, and there is no appropriate sentence in spoken Chinese to express this. , three different voices must be recorded separately for logging, mining, and quarrying. I want to coordinate on this question, if I record three voices separately, will it work fine in the game? Action – English order_build – I will build. order_walk - I will walk. order_repair - I will repair. order_attack - I will attack! I will go out against them! I will march! I will retreat! Battle cry. order_gather - I will gather. I will fish. I will hunt. I will work land. I will herd. order_guard - I will guard. order_garrison - I will garrison. order_patrol - I will patrol. order_trade - I will trade. order_heal - I will heal. select – What is it? My lord?
    1 point
  18. Historical accuracy? As far as I can tell the idea of elephants being used as siege weapons is largely a modern conceit. While they might be capable of bashing down a gate, these were very expensive and unpredictable animals, and enemies in a fortified stronghold are more likely to have presence of mind to effectively deploy countermeasures. Pretty much everyone had better options for breaking fortifications. (I admit I could be wrong about this, if someone wants to bring in actual sources let's differ to them.) What elephants could do, which basically nothing else in the ancient world could, is bash their way through the middle of a dense formation of heavy melee infantry and trigger a rout. Given that ancient military tactics were so heavily based on unit cohesion, this made them insanely effective, compensating for the fact that the animals were so expensive and unpredictable. Given the way 0AD simulates ancient warfare, the only way to represent this is to make elephants OP heavy infantry killing machines. The trick is you also need to represent their counters. (Light and/or ranged infantry being the main one.) If you want to construct a counter cycle of it Elephant > Melee Infantry > Ranged Infantry > Elephant
    1 point
  19. Hi Nani, I downloaded your mod (version 27.0.0) and tried to play a game with it. I found the unit counters quite informative, however, the kill count is always showing 0. I checked the replay just to be sure and I see all other counters showing the correct values but only the kill count is 0 for everyone. I took a screenshot at 8:03 game time: your autociv suggests that no one has killed anything, but the built-in summary says otherwise: Since I was the dark blue player, I know that I have definitely been fighting and killing enemy units, so I think this is a bug of your mod. It would be even better if you don't show the resources and total population in your table, as these information are already provided in the top bar. Removing these 5 columns will save a lot of area on the screen. The player colours are are slightly distorted in your panel and on some summary screens, but I am chill with that.
    1 point
  20. COLOR Feedback: The grey is VERY hard to see on the mini-map. The silhouettes are also sneaky when in the trees.
    1 point
  21. Very nice. Perhaps we can do this for the other civs too as placeholders until voice actors randomly find the game.
    1 point
  22. I figured it out! I just needed to override simulation/templates/units/han/support_female_citizen.xml and specify a new Lang tag Attaching a video with the progress so far! (for some reason OBS made it sound more metallic than it actually sounds ) 1324993713_2023-05-2720-59-30.mkv
    1 point
  23. I haven't tested A27. Does this change mean that if I put archers on stand ground near a building without enemy units around, they will shoot at the building and not target enemy units if they approach later? Bolt shooters and elephant archers also do this and that is very annoying. Also for elephant archers it is difficult to see if the are shooting a building or an enemy unit.
    1 point
  24. I think agriculture can only appear in P2, because the planting industry in nomadic countries is often not the individual behavior of herdsmen, but the requirements of tribal chiefs, Shanyu, and Khan, and the start of agricultural construction in nomadic countries generally requires nomadic cavalry Farmers are captured from villages in other countries, and these people who have mastered agricultural skills are allowed to reclaim the land, instead of training herdsmen who know nothing about farming from scratch.
    1 point
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