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Showing content with the highest reputation on 2023-11-11 in all areas

  1. 4v4, the Great Charge of Borg's Brigade Saves a Nearly-Lost Game!
    2 points
  2. while working on patching Unit AI component for adding support for separating rider/horse entities. I found that when ordering a rider to hunt animals that are in FOW I always get the error Failed to construct Vector3D/Vector2D object. (although in the last patch the hunt and gather works well despite the error) these two versions of code are usually source of error (line 2136 in the component): let cmpTargetPosition = Engine.QueryInterface(this.order.data.target, IID_Position); let pos = cmpTargetPosition.GetPosition(); and let cmpTargetPosition = QueryMiragedInterface(this.order.data.target, IID_Position); let pos = cmpTargetPosition.GetPosition(); both are throwing the same error but only the first one works perfectly despite the error.
    1 point
  3. @andy5995 already wrote something for it https://github.com/0ADMods/ponies-ascendant/blob/master/.github/workflows/ponies-ascendant.yml The advantage is that it is lighter to load cause it's using a custom mod of mine with what you need from public
    1 point
  4. Athens' gymnasium https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/69
    1 point
  5. Hey Stan, Please don't feel bad for quitting your 0 A.D. posts. Health and a fulfilling life go first, and I'm sure that everyone here knows that you have thoroughly thought about it before making your decision. Your work, care, and constructive attitude have had without doubt a huge impact on the development of the game and its community, and have made 0. A.D what it is today: Objectively one of the greatest open source games in the world. It can even compete with the best commercial games in the market which is - given the fact that this is all made by volunteers - not a matter of course at all. Thinking about the huge part that you had in it, what you did is outstanding and you can be more than proud of it! It is only natural that the colossal effort you put into 0 A.D. would at some point wear you down. So don't think about your retirement as a weakness but instead be amazed at how long you kept up. It's also a wise decision to make a clean cut as it's easy to get sucked back into old habits and wrongfully getting the feeling that one was supposed to deliver. Once you have established a healthy mental distance, feel free to drop in for some games or good company without any pressure! I wish you all the best and am sure that you'll find your energy again to have an amazing future :)
    1 point
  6. Sorry for the incredibly late reply! You can send me a message with a link to the files and I can get them cleaned up and implemented.
    1 point
  7. One of the main features of 0ad that serves to make civs often play very similarly is that many units are totally equal for some civs. Another issue is how simple many unit roles are (think meatshield/sniper meta). Unit specific upgrades is an attempt to differentiate unit roles and create some situational upgrade clicking as opposed to "must get" like the current military upgrades are. Unit specific upgrades could also help create more specific roles for units, depending on the situation. Considering civ balance and civ playstyles, some civs might not get all the unit specific upgrades for each of their units. This would make them maybe not "unique techs", but certainly "non-universal" techs. Consider that in Aoe2 there are many similar units (people who like games to be "cool" don't like this, hence aoe4). Japanese get every tech that is available for cav archers, meanwhile a couple other civs have access to less techs but have specific bonuses regarding cav archers. This creates differentiation in when and how cav archers are best used for that civilization. I'm not saying that we should be Aoe2, but I am saying that this is a very effective way to make "the same" units play very differently. To give an example from earlier, someone mentioned "longer pikes" (one of the unit specific upgrades). It seems like it won't have much gameplay effect, but the crucial aspect is that is has greater effect in certain situations (ie chokepoints, getting hits on cav). This is really fun compared to the plain old +armor, +damage techs.
    1 point
  8. It has reasonable changes for the next alpha, but will the reformed Spartan Pikemen be of good use in the future? A further suggestion could be a forked technology for city phase: one for traditional and other reform; the latter will have the pikemen, walls, and three new heroes of the late era, among others. Another distinction for the Spartans!
    1 point
  9. It really bothers me that if someone attacks a single unit on the woodline (or anywhere) the remaining units continue working as if nothing happend. One suggestion i heard was control groups, which i use! So a more specific example would be if Im attacking the opponent and they send a counter attack to my woodline, they can pick the women off 1 by one and the men continue to chop. I dont know im being attacked, because Im attacking/being attacked at their base. So the idea would be that when set in agressive stance they will stop what they are doing and fight within X distance of each other. So if one unit gets attacked woodline other units within X would fight alongside. Does that make sense? is it possible?
    1 point
  10. What do ppl think about mercenary champions? Should they be a thing, or should all champions stick to the food/wood/metal cost profile?
    1 point
  11. Hi Wintarus, thanks for posting here about the problem. Can you post a screenshot of the error message and/or attach mainlog.html. This page explains where to find mainlog.html.
    1 point
  12. Hmm, I wonder if anyone can make an AI bot that works for Delenda Est and its features.
    1 point
  13. Ok. I guess we'll just have to make it. First, I think it goes without saying that we're trying to only do a few paragraphs for each unit, make them unbiased and historically accurate. I don't think we need to cite sources, however. I found out the tag we need is inside the identity tag set and is <History></History> Thanks to @wowgetoffyourcellphonefor that. So should we make this a mod first or just try to put it in the code? I also think we should write it for en_US and use LanguageTool to help, and then the translators can change it.
    1 point
  14. I agree with this. It seems to me that they should have a major advantage when shooting from behind battlements, in range, power, and defense. Perhaps they should have no increase in splash damage, like from siege weapons. So keep crush armor the same? But increase pierce and hack.
    1 point
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