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  1. Adding to what @Mentulasaid: the reason for adding ~ and !!! In different places of the file name is to control the loading order of the files. The script files in pyrogeneisis are always loaded following the ASCII order and adding a ~ in the end of the file name will guarantee that is loaded after the original file you want to modify. Likewise if you want to load a file before another you will need to add !!! In the begging of you file name. Reference: https://trac.wildfiregames.com/wiki/ModdingGuiAndSimulation https://en.m.wikipedia.org/wiki/ASCII#Printable_character_table
    2 points
  2. I finally found out where to talk about 0AD. To the devs, I hope that you keep working on this game and making new and improved updates. This game has been lots and lots of fun, thank you for making something like this i couldn't find any other games like this that I like that are even close to this one. -Some random user who joined today.
    2 points
  3. I can answer, even if I'm not nani. Very important questions - which eventually can be rephrased as "why use proxies?". I hope the rest of this post will clarify. There are various reasons, I'll just state the two I find most important. One reason is compatibility with other mods. Imagine two mods overwriting the same init function: then, only the last loaded mod will work, whereas the first loaded mod will not work - not nice for users. Additionally: if you develop a mod, you expect to develop your code based on options.js from the public mod, right? But if this file is replaced by some arbitrary custom file, you can never know if your code will work properly. In other words, if you want your mod to be compatible with other mods, then you should let the other files exist, and not overwrite them. Another reason is compatibility with 0 A.D. itself. When a new patch or version of the public mod is released, it may happen that options.js gets changed too, as part of the update. If so, you (the mod developer) must take care of replacing that file too, and release a new version of your mod with the new file. And you have to do the same will all other files that have changed... dirty job indeed! Instead, if you build your mod around existing files, your code will (most likely) work straightforward - without having to check for all files that have changed and replace them one by one. So, what does it mean to build around existing files? And what should modders do? Answer is: use PROXIES! Javascript Proxies (similar to Python decorators - I seem to remember you like Python) ensure that modded objects wrap existing objects without overwriting them. An example: by using a proxy, you can run your custom init function after, before or around the original init function. And this is exactly what happens inside options~autociv.js! patchApplyN is a brilliant example of a proxy: it executes custom code around the original init function in options.js. You can find another concrete example of a proxy for the init function in options.js here. Most likely, it is caused by another mod which replaces existing objects/functions/variables/etc. - and if this is the case, you can gently ask the author to get acquainted with proxies.
    2 points
  4. Indeed, it sounds reasonable!
    1 point
  5. if you snipe with slingers you will win fight regardless
    1 point
  6. @Determina @Deicide4u The slings won because their range advantage allowed them to take a first hit at the jav team. At the end of the melee fight, the javs were running forward and having difficulty with pathfinding. This allowed the slings to take further free hits at them. However, with good micro, or if you place both teams at point-blank range, the javs will win. You can't nerf slings too much, otherwise javs are OP (A25). my approach would be a close order, charge straight in into point blank range, have a mixed fight. When all melees are used up, use skirmish formation on the javs. This will increase your opportunity.
    1 point
  7. This is a really good idea! This is what I was thinking to begin with but I do feel like this might be a bit game breaking because of the amount of resources boost for the player and how those resources will just be available immediately, where as the units are idle to begin with and will have journey time etc. But what do you think about this; When a player gets defeated their units will be given to their closest ally, but their resources will go to Gaia then when the attacking player starts destroying buildings the buildings will drop treasure of the amount of some of the resources of the defeated player (maybe if they just destroy the civic centre's and forts because thats where historically treasury's would be?) I was going to make another mod with this idea and call it the "treasury mod" but do you think it should be in this mod? (the image attached would be the cover)
    1 point
  8. The game balance. The Romans already have a Siege Catapult, giving them the Onager for free as well would be too imbalanced.
    1 point
  9. Hey @Duileoga, Nice work there. Good start with your choices for buildings. Rice fields on point. "Jaya Sri Maha Bodhi" is an interesting choice for the wonder. There are others such as "Ruwanweliseya", "Jethvanaramaya" and "Lovamahapaya" which are also wonder material. "Uposathagara" would indeed make a great cultural building, albeit with a purely religious significance. "Thuparamaya" is a specific temple complex and could also only be used in a religious context. The building designs look amazing and quite accurate too. One improvement I would suggest though, is to do with the shape of the roofs. instead of having a curvature on the top part it would look like: https://www.dreamstime.com/photos-images/sinhalese-architecture.html https://amazinglanka.com/wp/ambalama-heritage-of-sri-lanka/ Another idea for a unique building would be a hydro infrastructure as in the Anuradhapura kingdom there were a lot of reservoirs and other infrastructure for water management, irrigation and public use. https://harindabama.com/2016/01/17/anuradhapura-the-advent-of-buddhism-in-sri-lanka/ https://www.sigiriya.info/about-sigiriya/ https://sigiriyafortress.com/sigiriya-water-fountains/
    1 point
  10. I came across this a while ago, I have yet to try it out, but it looks fantastic. It's one of the things that I'd like to pick up or help with, if only I had more time.
    1 point
  11. Good day to you. Unfortunately I'm struggling to find any solid archaeological or literary evidence that can help us. There are only speculations of what it could have been like. The earliest surviving archaeological ruins are from the Vijayanagara Empire in India. But earlier Chola architecture can be found among ruins dating to the Polonnaruwa kingdom in Sri lanka, which is still around 1000-1200 AD. From what is generally accepted to be what life could have been like for Tamil people before 500 B.C. these pictures are the most agreeable. And these. The Tamils were also influenced by the Maurya Empire and that could have shaped the development of their architecture. the temple seen here is thought to be the oldest of the group, dating to the Chola occupation (roughly 993 - 1070 CE). As the shift of the Kingdom's capital from Anuradhapura to Polonnaruwa was at least partly a consequence of the Chola incursions, the Shiva Devalaya is thought to be the oldest surviving monument in the city, predating any Buddhist structures that proliferated after the Cholas were expelled from Ceylon. Somewhat surprisingly, it remains in excellent condition and is the best preserved of the city's Hindu shrines. https://www.orientalarchitecture.com/sid/1882/sri-lanka/polonnaruwa/shiva-devalaya-no-2 These are already showing a distinctive Dravidian architecture style. There are some very old temples in India (like the following one) that are said to date to much earlier than this, except that they have been rebuilt and renovated at more recent periods so it's likely impossible to know what they originally looked like. Evidences prove the origin of the temple in 1st century CE during the Sangam period (3rd Century BCE – 45th Century CE). However, as it stands today, the temple represents an accretion of building activity over centuries, the architectural idioms coming from the several royal dynasties who were captivated by and adored the Temple. Some of these were the early Cholas (1st Century CE) ruling from Uraiyoor situated to the south of Srirangam across the river, later Cholas (13th Century CE) of Pazhaiyaarai and Thanjavur, the Kongu rulers from Tamil west, the Pandyas from south (6th – 10th Centuries CE and 13th – 14th Centuries CE), the Hoysalas (10th – 14th Centuries CE), and the later rulers and viceroys of the celebrated Vijayanagara Empire of Karnataka (16th Century CE). The expansion schemes included addition of functional structures and pavilions of grand temple protocol (like the Mallikarjuna Mandapam) and its growth is a pointer to an antiquity since the time this unique centre of religious devotion had been known to and extolled by a diversity of religious and linguistic groups across the nation periodically surging towards this centre of pilgrimage par excellence. https://whc.unesco.org/en/tentativelists/5894/ Nevertheless I will keep looking, at least to find an accurate written record that will be helpful to envision how to design this civilization.
    1 point
  12. Try to use a small population in the settings, ~200-250. Don't let it develop unless you want to try to contain it, don't use closed maps because it generates lag. Try maps with arctic biomes.
    0 points
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