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Showing content with the highest reputation on 2025-02-07 in all areas

  1. autociv.zip Here is autociv with overlay stats, as well as option compatibility with other mods fixed. (I was asked to do this for a while lol)
    8 points
  2. Also had troubles, you might want to try the patch which is an extract from a wip branch. Might or might not fix your issue. Anyway a web dev should look into modernizing this one. profiler2.patch
    2 points
  3. @Emacz, you should do this, it will help you NOT wast time on very lame syntax mistakes. As well, modifying the templates, you will always work with objects and arrays. So it would be useful for you to memorize their structure.
    2 points
  4. I recommend to use a text editor with syntax highlighting.
    2 points
  5. Persians, Ptolemies, Carthaginians, too. And possibly the nomad civs a couple releases from now: Scythians, Xiongnu.
    2 points
  6. Civilizational development was higher by a large margin in certain regions of the word (Parts of Europe, North Africa, Middle East and East Asia) during the game's time frame and it matches that reality There are plenty of peoples in the same region that could still be added without nonsensical balancing, but yet "Nooooo, you should prioritize those guys with nice pottery in the Amazon [and somehow come up with equivalents for cavalry, ironworking, fortifications, etc] or else you are eurocentric!" If a game looks for historical accuracy, it has to be representative of the situation at the time, not distort it to please people's wishful thinking or minimize their self-pity Good lord, South Americans have to get over that delusion that other people are deliberately trying to downplay them. We have digged our own victimization holes
    2 points
  7. 0 AD is the only thing i know that still is
    1 point
  8. @Itms told me he'd look into it. I gave him access to a win7 VM.
    1 point
  9. Pull Request: https://gitea.wildfiregames.com/0ad/0ad/pulls/7604
    1 point
  10. Yep, looks like my example was missing a set of brackets for each entity.
    1 point
  11. @MetaPhyZic how you can edit the colours of trees: 1. Go into art/textures/skins/gaia 2. Find all trees_cypress_*.png. they should look purple by default. 3. Open them with gimp or some other drawing software 4. Colour them the colour you want and save Restart 0ad and you should see the trees change colour. The same method can be used to change the colour scheme of other things
    1 point
  12. Han farming techs have been adjusted https://gitea.wildfiregames.com/0ad/0ad/commit/5dcef8c17a11c52817bbfb44b569cc8d29adde4a If P0 is the productivity of the first worker, then Pn would be the productivity of the (n+1)th worker I think. AI still has ways to go
    1 point
  13. Yep! Variants for all the biomes that use the newer (big, the 2 middle ones as shown in the video) models. The only one that doesn't is the Alpine-Arctic ore, because it requires a "snow cap" prop, and such a prop I think would be stifling for the small ore models and hurt recognition. Will just use aegean_small_01 for that one. I think these run enough shades and colors that they can apply to almost any appropriate biome (for instance, Badlands, Sahara, or Savanna could all be used for the "Persia" biome or a "Middle Eastern" map, depending on the color of mountains and cliff terrains you're using). You don't see the filename in-game, so that's irrelevant to the player. All that matters is that the metal ore templates used match the map's color scheme.
    1 point
  14. Very cool, @wowgetoffyourcellphone. Are you making desert variants of those too? Don't quite understand what you mean... (the cursor changes as intended)
    1 point
  15. overlay stats + small adjustments Latest fixed overlay stats - thanks Atrik set ceasefire automatically in some maps. send message to all about ceasefire state send ceasefire messages in countdown messages
    1 point
  16. I feel personally offended by this statement about scythians. Also, germanic tribes, maybe cherusci? Nobody care about mezoamerican civ, that didn't even had a chance to fight irl against African/Asian/Europeans. So i call your idea wrong and insulting.
    1 point
  17. I think 0 A.D. is doing great. I've been here for almost two years and the forum is the busiest.
    1 point
  18. do have solution already? i have asked geminie: { // ... other tech properties (name, description, etc.) ... "requirements": { "all": [ { "entity": { "class": "Village", "number": 25 } }, { "entity": { "class": "Town", "number": 2 } } ] } // ... other tech properties ... }
    1 point
  19. For me it happens without formations as well.
    1 point
  20. AppImages are available from https://github.com/0ad-matters/0ad-appimage/releases
    1 point
  21. I ready it, but again it still so new to me. I took a look and wasnt sure. I spent like 6 hours working on 2-3 templates doing them over and over trying to figure out what was wrong. Im so inefficient at this.
    1 point
  22. "requirements": { "all": [ "entity": { "class": "Village", "number": 25 } "entity": { "class": "Town", "number": 2 } ] }, Something like this. Also, in json files, we use tabs instead of spaces. In XML files, such as actors or templates, we use two spaces in lieu of tabs. Also, "any" instead of "all" in a situation like this gives the player to either build 25 village phase structures or 2 town phase strictures, which could be interesting depending on what you're going for. Make sure to be very explicit about the requirements in your "tooltip:" section. I hope this helps!
    1 point
  23. @Norse_Harold @Dunedan We need to provide a more detailed error message. I have talked to numerous people with this problem and I have yet to find a single one who the current one actually helped. Instead, in most cases it actually misled players into believing they would be able to resolve the issue by port forwarding. And, of course, it completely misses the entire situation of double NATs. Ideally, it'd also provide some first troubleshooting steps or at least link to the designated section in the FAQ (which is too brief and technical in my opinion right now too).
    1 point
  24. Seems like the gitea is down every once in a while...
    1 point
  25. Other techs make use of "any" and "all" to specify compound requirements. I think using "all" might work here.
    1 point
  26. I recommend doing combat demo huge without the petra AI. It helps to have that variable out of the picture. Same for profiling.
    1 point
  27. Without F11 it's hard to tell if it's simulation lag or graphics lag. Right maybe someone has a copy somewhere. Else might be possible to recompile
    1 point
  28. That's a very good example of the problem (kudos for the idea of making a video out of it. so obvious, but nobody did it so far). Just watch the first 20 seconds, when the blue spearmen are moving prior to engaging in the fight. FPS are ~30, but it looks really choppy.
    1 point
  29. Could you name three historical figures from any pre-columbian civilizations who lived during the time-frame 500 BC to 100 AD?
    1 point
  30. 1 point
  31. I miss Jebel! who wants to do one with me? when it came out it was hyped for over 3 months, despite the flaws we had a lot of fun. Until someone finally took over the mountain and used OP bolts #Kush we need more little game
    1 point
  32. Ah, and the economy walkthrough's status doesn't update after completing it? I honestly don't know if and how campaigns are currently supposed to end, but that actually sounds like a bug.
    1 point
  33. There is no "0.a.d" here, it's a community and no one earns anything for developing or creating mods, so as a tip, help the team with your knowledge or something like that ( at least respect or constructive criticism), since the game is not paid.
    1 point
  34. The mods that you remember are from A26. They are not compatible with A27. You need to wait until the authors make changes so that it becomes compatible. An even better way is you do the mods yourself. Edit the mod.json then debug. The content has only increased with new features and actors. Yes, the performance optimisation is disappointing. However, that's a long time issue and is attributed to the program being single-core process. If you know C++ maybe you can edit the engine code to make it multiprocessed. Finally, I get these bugs are frustrating but you could have been more polite...
    1 point
  35. Sorry to hear. Could you be a bit more specific what it is exactly that you criticise?
    1 point
  36. Hi, as far as i know, the economy tutorial has no sequels.
    1 point
  37. You can send them the promotional video with Chinese subtitles that I posted on bilibili, as well as the video I made before that introduces the game mechanics and how to install the Chinese mod. 【【0 A·D】内测版27“烈火”宣传片。】 https://www.bilibili.com/video/BV1T5FeeaEJu/?share_source=copy_web&vd_source=08a8daec5707d1f7b5b38912e5ff5bd4 【【0 A·D】游戏如何设置汉文和其他模组】 https://www.bilibili.com/video/BV1Vb411c7eM/?share_source=copy_web&vd_source=08a8daec5707d1f7b5b38912e5ff5bd4 【【0 A·D】从《帝国时代2》Mod到独立游戏,喜欢帝国时代就绝不要错过这款免费的《0·A·D》】 https://www.bilibili.com/video/BV1rW41127qu/?share_source=copy_web&vd_source=08a8daec5707d1f7b5b38912e5ff5bd4
    1 point
  38. I'm glad that the discussions we had over two years ago are now being able to move forward as part of the game.
    1 point
  39. There is already a map I think, Persian highland maybe, where the centre is unbuildable, you can only get there mining. I haven't try, but you can't put a building on it, so I expect that a farm cannot be built on it either. So the mechanism is here, it is mainly a question of having maybe more "unbuildable" style of terrain so you can create maps where exploring the map and fighting for/defending arable land become a important part of the game. Couple this with the building with aura giving a boost should open quite a few option, especially if we allow building such units. Different civ could have different building (well, mill, etc) Additionnally to this farm issue, is there any evidence in antiquity of a civ managing/planting forest for wood resource, more than just exploiting natural wood? that would be a nice added benefit in some maps to be able to plant wood (providing the land is fertile enough ;-) ). Same mecanism as in DelendaEst in where we can plant cash crops.
    1 point
  40. Well, while taking fewer diminishing returns is an advantage, it's dissociated from farming tech research time. I think they should be harmonized. And this is clearly an oversight as demonstrated by OP. These reports should always be encouraged regardless of the decision we take from it. By the way, in A26 release, the Han farming technologies had no effect at all, so after all it's still an improvement
    1 point
  41. Citation needed!!! In my impression, exactly the opposite occurs. Apparently, experienced users know "the tactic" of how to win 0 A.D. matches, but this is not something obvious or easily assimilated by most players, especially those who do not play regularly. Perhaps it is the case that we think about how to improve 0 A.D. video tutorials.
    1 point
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