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Showing content with the highest reputation on 2023-12-26 in all areas
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Working on sumfin Ultimately, I don't know if we'll do a comprehensive in-game, in-UI, encyclopedia, or if I could slap together a nicely made PDF using the History text provided by the good folks here and graphics I put together. We could even make the PDF ("Game Manual") open-source (and translatable?).2 points
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I love a lot in this mod, I would have been most interested into testing the features in pvp but haven't been able to yet. I post my thanks meanwhile. Hoping I can come up with critics soon. Cheers.2 points
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Let's assume it's desirable that people can play together without being required to run with the exact same mods in the exact same order so you can find players to play against even if you play with a couple mods. There is fundamentally no issue with this as long as those mods don't affect the result of the simulation. This was done through code in the mod and later a metadata key was introduced to simplify this. So a player using a mod outside of mod.io doesn't deserve to find players to play against or has to convince everyone else to also load that mod in the exact same order as everyone else. I'm thinking about my mute sound on pause patch I carry for a few years (1), which would make me a cheater if I read the intent of your suggestion correctly. What we need is a formal definition of cheating, not some trick in the code that as we have established above is trivial to sidestep for anyone wanting to cheat. Worse impacts conceivably legitimate uses left and right. We could define it as everything goes and there is no cheating. Or what I suggested, everything in vanilla was reviewed by our formal process and as such by definition corresponds to our vision of the game, you can mod the game and as long as you don't hide it it's fine for rated games in the official lobby, we won't get involved into discussions of what modifications are appropriate and which not as every individual has a different take anyway (2). For me it currently looks like there is the imaginary evil of cheating and a group with a mission to fight it. Let's call that group The Committee. Then I at least expect The Committee to publish, let's say on the wiki, a list of modifications that they deem harmful and don't wish to be seen used on ladder in the official lobby. The Committee shall not come up with anything that needs recurring involvement of devs and shall not hinder what is considered a legitimate use case for the last decade and one of the aspects that makes this game charming. (1) Very simple, just download my patch, fetch the sources, apply the patch and build the game, then I'm allowed to play with you again . (2) It would be a good thing in my book if we had pure AI player competing on the ladder as long as they don't lag and are visible as AI players.2 points
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Hi! A description of some of the changes and mechanics: Added BOSSY bot +batch size : random number in the range of approximately (5, 30) and increases with population growth +technology manager : increased priority for researching economic technologies from the warehouse, as well as some others + various configuration changes : customizations refer to the level of difficulty very complex + selection of units for rush, etc. increased RESOURCES: increased deposits Each next unit will have some additional bonus, that is, the more units involved, the faster the mining. UNITS: Melee Infantry changed parameters Ranged Infantry changed parameters Added paired branch of technology in the forge. One increases Range and Dispersion, the other decreases Dispersion. The ability to attack buildings is NOT available, but the range for capturing has been increased and a bonus has been added. The Civic Center has access to up to 6 Ram's from the start of the game. Building an Arsenal increases the limit. With these changes, PETRA can be more effective. Foundation Buildings are built with 50 XP and have increased durability. TOWERS Can be built closer together, but increased time to reload. MARKET Resources are exchanged at different rates. Metal is the most expensive. Almost all buildings give a bonus to population so that the AI can scale. NOTE: The mod is in the early testing and balancing phase. It is intended for more advanced players. The highest difficulty level may differ markedly from the vanilla version of the game. Easy difficulty levels look like they should remain unchanged. INSTALLATION: Extract the archive to the folder with mods and activate it in the menu. BOSSY_0_1_0.zip BOSSY_0_1_1.zip1 point
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Some further mockuppery 1. Game logo. The words below the logo could change base on the title of the enabled mod. 2. Click a red button for the main category ("Structures" in this example). Some articles can be listed under multiple categories if they are relevant. 3. A Drop menu quickly slides down 4. And the category header slides out 5. Choosing an item from the Drop menu (3) changes the article's Graphic 6. And the text of the item shows here, complete with a scrollbar on the right. I've only shown the text for the Athenian Civic Center for illustrative purposes. 7. The articles can be cross referenced. We can add inline links to relevant articles (on click), or have tooltips (on hover). In this example, "Solon" is linked because it's the Athenian Catafalque (Relic). "Citizens" is linked to the article under "Civilians and Economics" category that tells about the concept of "Citizens" in the game. "Athens" links to the "Athenians" article under "Cultures and Civilizations." "Greek" links to the culture article. "Council" links to the "Council Chamber" structure article. "Democracy" links to the Athenian civ bonus article. And lastly, "ostracism" links to that technology's article. 8. Back button and a "Random Article" button, akin to Google's old "I'm feeling lucky" button. 5,6, and 7 could be blank until you choose an article from the drop menu (3), or there can be a generic article and graphic detailing what a "Structure" is. Audio: A cool idea I had would be to play the object's selection sound any time you clicked it from the drop menu. So, click the Civic Center article in the list, the Civic Center selection sound plays as the article loads. Click a Technology article, the tech completion sound is played. Click a Civilization's article, there can be either a short civ-specific intro sound, or in the article itself can have a little that plays music from the civ's json.1 point
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Another interesting text: Han cavalry and infantry swordsman https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/93 Question just out of curiosity: Why is the infantry swordsman (who I believe is currently not in the game) called infantry_swordsman_special? What's the special part?1 point
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Dont think so. I could look into making it sometime but i would do it differently than how its currently done in Grapejuice. As a matter of fact, i would probably rewrite Grapejuice entirely because of the things i learned along the way.1 point
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