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Showing content with the highest reputation on 2021-04-10 in all areas

  1. Some 0 a.d & mods mechanics in age of empires 4. - Collect food with cavalry/scout - Mongolian pack/unpack buildings - Towers seem to shoot arrows according to the number of soldiers garrisoned. - Can garrison units in ram and siege towers.
    3 points
  2. Also units are on the walls.
    2 points
  3. What if they get a free scout cav at the beginning of a match? Does nothing but scout and build outposts?
    2 points
  4. Yes. I remember now. In your map XML file: { "AISeed": 0, "CircularMap": true, "Description": "Northern Italy near the Alps is called Cisalpine Gaul by the Romans. It's a fertile area contested by the Gauls, Etruscans, and Romans alike. ", "Keywords": [ "new" ], "DisabledTechnologies": [ "pair_farming_01", "pair_farming_02", "celts/gather_farming_harvester", "gather_farming_cultivation", "ptolemies/gather_grain_water_wheel", "ptolemies/gather_grain_well_sweep", "farms_crop_rotation", "vision_defense_tower" ], "LockTeams": false, "Name": "Cisalpine Winter (2 players)", "PlayerData": [ "", { "Name": "Player 1" }, { "Name": "Player 2" } ], "Preview": "cisalpine_winter_2p.png", "RevealMap": false, "VictoryConditions": [ "domination" ] } See "DisabledTechnologies" section. Just put the phases you want to disable there.
    2 points
  5. Lone developers working on vanity projects do exist, and I suggested 0AD isn't that project (which it isn't). But when context is taken into consideration and is applied logically, that also suggests that not all lone developers are working purely on vanity projects, which clearly they aren't - and clearly I didn't suggest they were either - nor did I suggest a lone developer working on a vanity project is good or bad. The logic you're applying is akin to announcing that I'm allergic to rabbits, therefore I must be anti or against all furry animals, presumably because you say I do. And exactly what is wrong with a lone developer working on a vanity project if that's what makes them happy?
    2 points
  6. There might be a way to disable the techs in specific map XML files.
    2 points
  7. Hi @happyconcepts - I'm sorry you feel you've had a bad time of it. I don't know the circumstances, possibly a little elaboration would help in understanding? Regarding your comments directly towards me, I don't understand your comment about my 'anti attitude against lone developers.' I'm not clear precisely what you mean, and apologies if I've misunderstood. I'm certainly not anti or against lone developers and don't think I've ever expressed any such opinion. And my personal marketing of my Youtube channel has been fairly standard - I post regularly on the 0AD forum, Reddit, Facebook, Twitter and few discords, with varying levels of engagement. 0AD is a niche game, and commentary on matches is 'more niche.' It's not something that is going to blow up and go viral in a couple of months. My channels growth in terms of views, watch time and subs is roughly in line with how the Tom0AD channel (the biggest 0AD youtube themed channel and far more established than mine) grew in it's first year, fairly slow but steady. Month on month there has been a proportional increase on all metrics, and I can accurately measure what kind of impact my marketing efforts have had. On balance, while I'd love to have a bigger audience instantly, getting an extra 30 odd subs each month (44 last month, hoping for 50 in April) is sustainable growth. I believe the strategy I've employed would scale up proportionally for an appropriate game with a much more vast audience, but I like 0AD
    2 points
  8. The “WFG” PPA is maintained solely by ricotz an Ubuntu maintainer. He has problems compiling the game (Mostly spidermonkey) with Ubuntu's special hardening flags and as of three weeks ago he still hasn't found a solution. Fabio's ppa works because he doesn't use those flags. So, until this is resolved with the Spidermonkey developpers it is unlikely it will get updated. Sorry for the inconvenience.
    2 points
  9. Yes, reforms sounds good. Sacred band units vs. Hannibal veterans and elephants
    2 points
  10. Hi guys!!! There is an excellent Real-Time-Conquest game that is being developed, it is almost done and it's scheduled to be out in June 2021, we need your support to reach the goal in Kickstarter!! Please check it out, a $5 will get you the full game on steam once the Kickstarter is funded!! Link to the Kickstarter: https://www.kickstarter.com/projects/imperivm-hd/imperivm-rtc-hd-edition-great-battles-of-rome/ Trailer: https://www.youtube.com/watch?v=YGDOtx3SFaA
    1 point
  11. 1. That Scout cav bringing back the entire deer carcass is pretty darn cool. 2. I like the dead/depleted berry bush. 3. I love the gold "veins" on the mines. 4. Cliffs and mountain tops are pretty awesome. 5. The grass actors are very nice. 6. The farm fields changing colors is something I've wanted for 0 A.D.
    1 point
  12. DE's Libyan, Bedouin, and Arabic units (some textures taken from MAD) might work for inspiration?
    1 point
  13. No textures aren't kept. One texture per dae only. You need to create xml files to match textures and dae
    1 point
  14. I think that the gather rates are fine. The cav is specialized in hunting, so it's much faster, but it can't do anything else. This makes it also possible to replace in the late game the farming by corralling, which rewards skillful play! It's no problem neither that chicken are close to the CC. Conclusion: Just don't change anything
    1 point
  15. I'm adding @Freagarach @wraitii who worked on them. As far as I know it's not possible to add an actor on the fly so you won't be able to make particles pop (please note that particles are not displayed on all computers (if they have them disabled)) so it might give some players an unfair advantage; We currently do not support multiple states at the same time, so you can't be burnt+poisoned without hacking stuff around. And the code currently doesn't do anything actor wise. <group> <variant frequency="1" name="idle"/> <!-- None of this currently works but that's how it should be done. --> <variant frequency="1" name="poisoned"> <props> <prop actor="poison.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="burnt"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> <!-- The two things below would be a hack --> <variant frequency="1" name="burnt+poisoned"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> <variant frequency="1" name="poisoned+burnt"> <props> <prop actor="fire.xml" attachpoint="root"/> </props> </variant> </group>
    1 point
  16. hey guys awesome community you got here, i was wondering is there any way to lock the phase upgrades ingame?
    1 point
  17. awesome, thnx a lot i go try it out
    1 point
  18. I got this from a mod on github Sciguy42. I believe that something like this disabling the phase city technology. https://github.com/SciGuy42/Macedonia_0ad/blob/master/maps/scenarios/Macedonia_22.js (In this example he is disabling the possibility to build several buildings and units for all civs for this map only.) var disabledTemplates = (civ) => [ // Economic structures "structures/" + civ + "_corral", "structures/" + civ + "_farmstead", "structures/" + civ + "_field", "structures/" + civ + "_storehouse", "structures/" + civ + "_rotarymill", "structures/" + civ + "_market", // Expansions "structures/" + civ + "_civil_centre", "structures/" + civ + "_military_colony", // Walls "structures/" + civ + "_wallset_stone", "structures/rome_wallset_siege", "other/wallset_palisade", // Shoreline "structures/" + civ + "_dock", "structures/brit_crannog", "structures/cart_super_dock", "structures/ptol_lighthouse", //villagers "units/" + civ + "_support_female_citizen" ];
    1 point
  19. He's been there for longer than you and probably I. Snaps aren't hard to install.
    1 point
  20. I've seen something like this once in the javascript of a community map.
    1 point
  21. well the errors from maps comes from the fact that the ponies mod was originally done for A16 that later without the maps i believe was ported to A23 so the scenarios need to be ported from A16 to A24 with the mod from A23 to A24 because i remember that when I played those maps I got sometimes those errors too or black screen @Stan` @Lopess @Angen
    1 point
  22. What do you mean lock? You mean keep the match to a specific phase?
    1 point
  23. 1 point
  24. I believe that is in the works. There is a patch for it already.
    1 point
  25. We test many solutions in DE. I'm talking about what was effective, it is best to make bonuses outside the city, for famland, basically encourage build outside of territory.
    1 point
  26. It will be a beautiful addition to the Carthaginians!
    1 point
  27. "Mighty" is an understatement, they are OP. How can they be "pretty easy to kill" and how don't they do much damage?
    1 point
  28. Just another Sunday in open source land!
    1 point
  29. The architecture is a bit interesting. The church looks in the style of Norman architecture. The odd parts are the thatched roof houses, which look like they come from the ninth century instead; another strange thing is the use of red bricks with some structures. It's like Keble College built hundreds of years earlier.
    1 point
  30. And @mysticjim with your anti attitude against "lone indie devs" etc on top of a fairly poor job marketing your youtube from a traffic perspective...I am afraid I dont see how you are the solution.
    0 points
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