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Showing content with the highest reputation on 2017-11-10 in all areas

  1. Recently i've made a small test in the UnitAi file which changed how the unit run into a fight and submitted the dif to some web page i forgot the name,. In August i've tested the same code with small changes about distance, before the unit just run's even if the unit was very far away when the order for attack was given, but specifying limits of distance (Minimum distance for start running, run, maximum distance for start running) the unit walked if it was outside the minimum range, and if it was in the range they charge (Every unit) assuming the changes works like planned making the units run into battle (Like Total War series when the cavalry/infantry reach their target they charge) that would need some gameplay balancing over the cavalry?
    4 points
  2. Observer fix and AI auto select for civ_choices.js function initCivChoicesDialog() { for(let player in g_Players) { //unlock teck for AI if( g_GameAttributes.settings.PlayerData[ player ] ) //Observers have no player data if( g_GameAttributes.settings.PlayerData[ player ].AI != "" ) { let aiPlayer = g_Players[player]; let civChoices = g_CivData[aiPlayer.civ].CivChoices; if( civChoices ) { let randomi = Math.floor( Math.random()* (g_CivData[aiPlayer.civ].CivChoices.length)); Engine.PostNetworkCommand({ "type": "civ-choice", "template": g_CivData[aiPlayer.civ].CivChoices[randomi] }); //warn(player +" AI choose: "+g_CivData[aiPlayer.civ].CivChoices[randomi]); //Unsure how to make petra unlock it though Engine.GetGUIObjectByName("civChoicesDialogPanel").hidden = true; } } } if( Engine.GetPlayerID() == -1) { //observers have no playerData return; } let currentPlayer = g_Players[Engine.GetPlayerID()]; //choice menu for players let civChoices = g_CivData[currentPlayer.civ].CivChoices; if (civChoices) { for (let i = 0; i < civChoices.length; ++i) { if( civChoices[i] == undefined) continue; let civChoiceButton = Engine.GetGUIObjectByName("civChoice[" + i + "]"); civChoiceButton.caption = GetTechnologyData(civChoices[i]).name.generic; let size = civChoiceButton.size; size.top = 20 * i; size.bottom = 20 * (i + 1); civChoiceButton.size = size; civChoiceButton.onPress = (function(tech) { return function() { //warn("playerSelected:"+tech ); Engine.PostNetworkCommand({ "type": "civ-choice", "template": tech }); Engine.GetGUIObjectByName("civChoicesDialogPanel").hidden = true; }})(civChoices[i]); civChoiceButton.hidden = false; } Engine.GetGUIObjectByName("civChoicesDialogPanel").hidden = false; } } Until petra is patched, which mimo seems to know everything needed to be done, the AI doesn't quite work well. Note: gerudo's won't train any sheep for some reason and I can't figure out why. It might be something wrong with the pig template. I don't know missing Unit tag? I did edit petra to get hyrule to build farms and start building civcentres early. I'm impatient for a mod friendly AI. I don't know if mimo's edits will work with A22 as it is or not. I don't quite know how to download a folder from the tracbrowser anyway. He's seemed to have removed the mod breaking aspect of petra: which was using direct template names and not gathering them off the <Classes> tag (NOTE: VisibleClasses are completely different). You may want to revisit some files and make sure they have the proper tags. I had to add "Field" to the hyrule's farmstead/field combo for my petra edits to work properly. Anyway: Hyrule Conquest Opinions - probably already addressed these in this forum somewhere. Training times are 30 seconds. One minute for 2 soldiers... I don't like that really. You may have to edit petra's researchManager quiet a bit to get some of the techs to work for the AI. I'll look over them but I want to see if mimo's AI does this already. The building models are quite huge the AI (and people) will have trouble expanding with the small amount of territory influence they add ( and the 'must build in own territory' limitation). You can edit the limitation by adding neutral to the build restrictions territory tag. You may have to set the territory influence to 0. I'm not sure if petra really cares about the neutral tag though. I have yet to properly look over A23's future version to see if that's changed. They didn't seem to notice it or take advantage of it in delenda though. UPDATE: ... -.- It doesn't seem to unlock the tech for the AI. It will pick one. I'm not sure how to force the tech to be unlocked.
    2 points
  3. Finally after exams were done and having a free day, had time to rethink and code a bit on this: I took the approach without the more options window, but made the panel where the options are hide-able: This solves both the problem of "not enough chat space", since when hiding the panel, we have the original chat space. And the "asks for scrollbar" problem since it is rather easy (and already code :P) to allow multiple columns of options, so there certainly is enough space (true the chat space become very small as min res is even smaller in width...): Yet there are still some bugs/ ugliness which aren't really visible on the screenshots that needs to be fixed first.
    1 point
  4. You should find the logs here /home/username/.config/0ad/logs the ones to post are interestinglog.html and the system_info.txt Enjoy the Choice
    1 point
  5. Some new screenshots from the game. It is completely done and now I only want to add more models to the empty locations to make the game flawless
    1 point
  6. But romans Consuls(Heroes) all they are the same. I can make a portrait, because they aren't accurate at all.
    1 point
  7. This would make a great tech icon. This is a good start for the archery range. Needs some texturizing. Shake and Bake.
    1 point
  8. Changes: Fixed attack times Changed relax 2 handed spear animation Cavalry spearman recharge time in template files changed from (3500) to (1400) for fast attack animation Cavalry swordsman recharge time in template files changed from (750) to (1050) for fast attack animation Added the small shield variant Horse_new.7z
    1 point
  9. Yeah, I hesitated to add them, but it makes sense. Now let's make those actors I'll commit it when I'm done with that. By the way @LordGood You should make the macedonian one next, they deserved it after all that time :), Also the name is not consistent anymore with the rest. Should I go with the gauls afterwards ?
    1 point
  10. Hi, my friend @wraitii. This problem has been solved, and I am very grateful to my old friend wraitii's patch, and the patches he offered helped me solve this problem, thanks again.
    1 point
  11. Hello, I'm one of the on-off two members of "Hyrule Conquest Team," we haven't had much to do as with the engine switch neph is able to do most of its without needing any additional help, so I've been keeping myself busy trying to understand the 0 AD engine and help fix errors and bugs to the best of my ability. I've noticed, at least in my game, the temporary hero selection screen has stopped working in single-player, with the attached error message. If anyone has any idea as to what problem with that GUI file is please let me know. And thanks for all the help with Hyrule Conquest, it's nice to meet you all @Lion.Kanzen That armor is being used for the Lanayru Zora faction, these Zora Neph is working on, the Dominion Zora, have a much fancier gold/sapphire aesthetic
    1 point
  12. It was never built. I'd rather they have a real wonder when we have so many other great structures from this age to choose from.
    1 point
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