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Showing content with the highest reputation on 2023-12-25 in all areas

  1. 3 points
  2. Hi y'all. For my latest iterations of the Cycladic Archipelago skirmish map in Delenda Est I've created a new treasure called, "The Argo", which is a shipwreck that gives a lot of Wood, Glory, and Coin loot. I'd like to make it show up randomly at 4 different points on the map or not at all. So, 20% chance at points A, B, C, and D, and 20% chance at no points. As I've modded a script (used on the gallic_fields_3p map in base game) for the Miletus Peninsula skirmish map to send pirate ships into your shipping lanes every X minutes, I hope this treasure placing idea is possible with scripting too. Anyone have any insights or want to help me with this?
    2 points
  3. Is there a way to make the Petra AI prioritize building (more) Docks/Shipyards and Ships on maps keyworded as "Naval"? It already does a good job at amphibious landings, choosing islands to take over, etc. It just doesn't seem to build enough Docks (and Shipyards in DE) and Ships in general. It trains a lot of Merchant Ships, but not enough Warships to protect them, and maybe 1 or 2 fishing boats even when there is an overabundance of fish on the map. Are there simple values that can be tweaked in the files or will there need to be new code and logic? It's already building ships and docks (and shipyards in DE), just not enough of them to be competitive on the water. i suspect (hope) that fiddling with some numbers will do it.
    1 point
  4. hello fellow 0 A.D players. today I started the open beta testings stage for realism mod (Alpha 27). if anyone is interested in participating in testing the new features and reporting bugs feel free to download the mod from github repo and giving us feedbacks. main intentions of this mod is: increasing realism. reducing micromanagement by increasing units' autonomy. giving more advantages for players that can do good tactics. for now, I need more tests for the separate horse and rider entities. try it through ordering any unit to turret any horse (even if owned by gaia or enemies) and report any unwanted behavior. it also has hunger and thirst mechanisms which needs few tweaks but usable with no problem for human entities. the resources mechanism now changed. instead of being able to put the resources in a very far storehouse and immediately use them to build some building, the builders will need to carry the needed resources to build (which requires the resources or storehouse be closer for faster building). todo: adding workshops for delayed converting of a resource to another (like using forgery to convert metal to swords).
    1 point
  5. 3 new articles: Han pikeman: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/92 Han catapult: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/90 Han spearman: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/91
    1 point
  6. it's a long journey, but taking the initial steps now will help equip us to combat cheating in the future.
    1 point
  7. I suppose they fall in the "derivative works" category so they would be CC BY SA 3.0 as long as you give credit to wildfiregames it should be fine
    1 point
  8. Asking because I made a map where you start on a towering mesa-like rock, and well, let's say that when on top, the camera gets very close & intimate! I even noticed for the first time that the upgraded Britons get naked!... (I should had known... ) Anyway, apparently the camera in the game doesn't have the freedom of movement of the Editor's camera, there seems to be a hard-coded altitude limit, and if I had made my rock a little higher I would had only seen shoes... Is that true? Is there a hard-coded altitude limit (as opposed to a "height over ground" ratio)? This map was simple, just a quick proof of concept, but I plan on making more of those, including a chaos of desolate flat peaks like this, separated by deep ravines and only accessible by those narrow paths carved on the cliff sides (easy to defend, but only until your limited resources run out. By then you'd better have moved on, and as soon as you move "easy to defend" becomes "hard to conquer"). To illustrate: (For scale, note how far goes the territory influence marker of the civil center (yes, that's a fortified civil center)...)
    1 point
  9. I was complaining that there were no infantry axemen for north European civilizations, so I just made me a Briton axeman this morning. Making the templates is easy (just need to find in which files all the different parts of information are scattered), but there was no actual mesh for an infantry axeman I could see (and scavenge!) in "art/units", and that's the most difficult part... Until I noticed that those "art" .xml files describe some sort of "action figure" you can actually clothe and equip to your liking! And so I built myself a Celtic heavy axeman, and it works! Great system guys! Kudos! No to pat myself in the back, but not bad for somebody who installed 0 A.D. for the first time 8 days ago...
    1 point
  10. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/a-wild-bunch A little look at the Wild Zora, the next faction to show up in Hyrule Conquest. Posted by The_Undying_Nephalim on May 7th, 2023 Greetings everyone! It's been quite awhile since there's been any kind of big news for Hyrule Conquest. For those wondering or are a bit out of the loop, I have shifted gears in the last 8 months and have been working primarily on Star Fox Event Horizon. I am currently working with official VA's from the actual Star Fox games, as well as a dev or two who worked on them, so naturally my attention has been drawn to that project. That being said, there are a few things I really want to finish for Hyrule Conquest before I devote my full time to that project. One of those things is the next faction appearing in the game. Wild Zora While in the official Zelda games they are called just "Zora," the natural confusion this brought up has led to some calling them "River Zora" to distinguish them for their more civilized relatives. I have always felt this name was still misleading, seeing as those civilized Zora actually are more commonly found in rivers and the "River Zora" are found in a much larger variety of water bodies like lakes and oceans. As such I feel like the term "Wild Zora" is a much better descriptor of these creatures and at least for the time being is what they will be referred to as in Hyrule Conquest. As a faction, the Wild Zora's roster will be roughly split in half between an assortment of Zora units and Octorok units, who serve as their beasts of burden. Several other non-Octorok creatures will appear in their roster as well. Overall the intention with the Wild Zora army is to make them very fast but fragile. They have many high damage units with negative status effect attacks such as reducing the values of enemy armor and bleed damage, however they themselves are severely lacking in any kind of armor and are vulnerable to every damage type in the game. Like their more civilized brethren all of their units can move into any body of water as well, giving them much more mobility on water heavy maps. One of the Wild Zora's most notable features is tied to the mechanics of how their giant Octorok bases work. In simple terms, almost all of their buildings can walk. And not just walk, but they can also swim, research, train, and do what buildings normally do while walking. This gives the Wild Zora a nomadic power that trumps even the Moblin's ability to pack up and move their bases. In theory the Wild Zora can move most of their infrastructure to the bottom of a lake and build up their armies underwater, or a more reckless player could park their giant Octorok buildings right outside the wall of an enemy base and start pumping out new units. This is naturally a really powerful feature that gives the Wild Zora quite an edge, both for playing very aggressively and also more passively as well. There are drawbacks to this however. First of all, these giant Octoroks move extremely slowly. Even the slowest Darknut warriors can catch up with them, Cavalry will have no trouble running down and killing these giant walking bases. Secondly these giant Octoroks are completely defenseless. If you do not have any armies nearby to protect them, they are as good as dead. Lastly, the Wild Zora will still require the capture of nodes to build nests, nests which grow the eggs that hatch into brand new buildings. Sooner or later a Wild Zora player will have to commit to capturing and hanging around nodes, even if only for a little while to create a new Octorok carrying a Barracks or Farm before going on the move again. And that is it with this faction for now. As I mentioned at the start of this news, I am very committed to working on Star Fox Event Horizon at the moment and Hyrule Conquest has taken more of a back seat, so the release schedule of this faction is less certain than my usual routine. Hopefully it will not be too long from now, so stay tuned.
    1 point
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