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Showing content with the highest reputation on 2025-05-27 in Posts
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3 points
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I worked on 8 colors for the players. Background colors are reserved colors from the original game. I took the chart background, the font halo, trees and terrains. To get one color for each I blurred the terrain. To get 8 new player colors I used some approach with CIELAB which should be better than HSV. CIECAM02 should be even better. In this python script a color distance is calculated. One can compare the numerical value from player vs. background and then player vs. player. Since this is also subjective the colors are then plotted. On this plot one can see and compare if this colors look good and are distinguishable next to each other. These are the colors I arrived at: [40, 80, 160], [180, 59, 73], [227, 119, 194], [200, 189, 16], [148, 0, 235], [255, 127, 14], [23, 190, 207], [115, 0, 84] This topic is very important for silhouettes in the forest. But there was also a incident where 2 players captured my cc, the capture bar seemed still over 50% but one of the players had a similar color to mine so I actually missed the 50% mark. I do NOT accept this loss. It was a fault of the game. color_by_distance.py2 points
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@Grautvornix Could you make a clean install, e.g. uninstall the game through the windows tool, and then reinstall? Just to see if the warning you got was because of the old installer.2 points
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UPDATE: Version 0.11.1 Balance Increased income from retail trade (multiplier = 3.25) Increased income from deposits from 1 to 1.5% The amount of resources on the map has been increased by 4 times. Bot The resource gathering speed for the player and the bot is the same and does not depend on the selected game difficulty level. Added a garrison function for training units (infantry and cavalry). After recruitment, idle units will enter the building to gain experience and increase their rank. The maximum number of support units is set at 1/3 of the unit limit. UPDATE: Version 0.11.0 -The PETRA Expert Volatile Market bot is integrated into the mod. Other bots do not support the new features. -Coin balance statistics for units and buildings have been added (on the left side of the screen). -A calendar system has been added (bonuses for gathering resources depending on the season and month). -The length of a month in the game is 1 minute. -Each month has a base multiplier for resource gathering speed, to which a random number is added. Thus, in January of the first year, the resource gathering speed will differ from the gathering speed in January of the following year, and so on. -During the winter months, resource gathering is significantly slowed down and increases towards the end of summer. -Grain gathering is mainly possible in summer (the highest bonus is in August), while in winter and some months of spring and autumn, gathering is DISABLED. -Resource gathering is disabled for infantry. -Due to bonuses, Support units will be able to gather more resources in 12 minutes (a full game year) than Support + Infantry in the base game in the same amount of time. -Arrows are disabled for Civic Centers. UPDATE: Version 0.10.0 - Added retail trade - Added transfer of coins to deposit with subsequent income - Statistics for retail trade and deposit - update interval for retail trade and deposit 5 seconds - Barter Multiplier changed to 1.0 for all resources - Income from units and buildings has been reduced by 2 times. UPDATE: Version 0.8.2 - The price update interval on the Market was increased from 7 to 10 seconds. - Barter has 10 times less influence on the change of prices for resources. Thus, reverse barter deals aimed at raising or lowering prices will be unprofitable for the player. At the same time, players have the opportunity to: 1. make highly efficient barters during price jumps. 2. barter resources on roughly equal terms with other players. UPDATE: Version 0.8.1 - Added new resource: Coins - Market prices now change from the start of the game Buildings: - Coins are now required for constructing buildings - Economic and certain other buildings generate coin income - Military buildings require coin maintenance Units: - Coins are now required for training units - Support units generate coin income - Military units consume coin maintenance UPDATE: Version 0.8.0 (compatible with A27) Basic mod functionality. Only dynamic price changes on the Market. Without new resources and other changes. Barter multipliers have been changed(Metal is the most expensive resource) Resource Buying Selling Food 1.0 1.0 Wood 1.1 1.1 Stone 1.15 1.15 Metal 1.2 1.2 Changelog for А26 Installation method: download archive Right-click on the downloaded file Select tab: Open With... specify 0 AD. In the Settings menu the Mod should be displayed in Green color. Enable mod Save and Restart the game volatile-market.zip1 point
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1 point
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Works seamlessly as intended now, that was it! Thank you very much!1 point
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1 point
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yeah, we tried that a little, but then decided to go back up because its kinda nice to be able to differentiate between the range repeats and what not so they aren't all the same.1 point
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@Dakara is just trolling you. the only counter to champ spear cav are mustangs. Create them by typing “how do you turn this on?” into chat1 point
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See https://github.com/oSoMoN/0ad-snap/issues/1 You might try to use the PPA instead.1 point
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ahh, I was sure that gladiators existed. I saw them in atlas1 point
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Celts, Hellenes, Gauls, Celtiberian, Carthaginian, Romans The assets are still available for mods to use and we can resurrect them in some mod.1 point
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This heavily depends on the number of champions, as they get exponentially more powerful in numbers. Early game CS army without upgrades fares poorly, especially as Spartiates get promoted to Olympic status. EDIT: But yeah, if your opponent gets to train 20 Spartiates, you should have enough citizen soldiers to defend by then. Those champions aren't cheap. However, you'd need a lot to hold that many with acceptable losses, so make sure you scout what he's doing.0 points
