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

  1. I'm happy to help, @alre! My online time is quite few lately, so it has to be asynchronous I guess, but if I can find your code somewhere (a patch on Phabricator is just as valid (and even preferential for me) since we can rebase it on-the-go) I may be able to point out what and why needs changing. (In short, please still upload on Phabricator (https://trac.wildfiregames.com/wiki/Phabricator) and I'll help you rebase it, or rebase on your behalf (if you agree).)
    2 points
  2. If you just want them all to look the same, try using the actor files by reducing variants. public/art/actors/units/kushites/female_citizen.xml public/art/actors/props/units/heads/head_kush_fem_light.xml
    2 points
  3. You are in the wrong place. You are here: /Library/Application Support You need to go here: /Users/picus/Library/Application Support Edit1: Private message from @g33z3r After disabling "Antialiasing" the problem was solved. See IRC 0ad conversation 3/Oct/21.
    2 points
  4. Buenos días/tardes/noches; -Esta es mi idea para los héroes de Lusitania. 1.Viriato; ------------------------------------- (Viriato /¿Virilos?) 2.Punico; ------------------------------------ (Apimano) 3.Cauceno; ---------------------------------- (Kaikainos) -Descripciones de los héroes; Viriato ; -Sería héroe porque consiguió las mayores victorias en batallas , humilló e impuso la paz a la propia Roma y es el caudillo más famoso. -Físico; Dos modalidades una de infantería y otra de caballería. Unidad de arma cuerpo a cuerpo(espada). -Bonus; 1)Al ser un pastor originalmente , Viriato puede reclutar cabezas de ganado , cabras , ovejas , vacas y sacrificarlas para comida. 2)Mientras está viva la unidad de Viriato, los corrales son más baratos, el ganado es más baratos , engorda más y se mueve más rápido. (Sin textura aún) Púnico; -Sería héroe porque fue el primer Gran caudillo lusitano del que hay registros , el fue quién comenzó las Guerras Lusitanas y fue el primero en hacer una gran coalición con otras tribus como los Vetones y Turdetanos. -Físico; Unidad de caballería. Unidad de arma a distancia (venablos). -Bonus; 1)Al ser el caudillo que estableció una alianza con los vetones , que pueda reclutar auxiliares vetones más baratos y rápido que en los castros vetones. 2)Mientras está viva la unidad de Púnico, los castros vetones son más fuertes , las unidades auxiliares vetonas se mueven más rápido y ganan más puntos de resistencia. (Textura de Púnico) Cauceno; -Sería héroe porque consiguió la proeza de ser el Primer Líder lusitano en cruzar a África del que hay registros, el fue el único caudillo en derrotar a los romanos en dos continentes además de derrotar y sitiar a varios aliados de los romanos ,como tribus númidas e íberas. -Físico; Unidad de caballería. Unidad de arma cuerpo a cuerpo (tridente) -Bonus; 1)Al ser muy posible una alianza con Cartago para cruzar a África, puede construir factorías púnicas más baratas y en menor tiempo que otras unidades. 2)Mientras está viva la unidad de Cauceno, los navíos mercaderes fenicios y los trirremes cartagineses se mueven más rápidos ,son más baratos y los barcos guarecen a más unidades en su interior. (Textura de Cauceno) -Estas texturas están sacadas de las unidades campeonas lusitanas que ya hice , pero llevan extras como ; Torques celtas. Tabardos de cuero. Capas de cuero. Grebas diferentes. Cinturones diferentes (con hebillas). Abalorios de oro. Disculpen las molestias*
    1 point
  5. ctrl+s? wiki/HotKeys#Cameramanipulation Edit1: for changing the maximum/minimum camera zoom, see wiki/FAQ#General
    1 point
  6. Apparently people haven't read my post carefully. The process is named "main". It is not named "pyrogenesis" or "0ad". It is named "main". The process name is "main". Type killall -9 main
    1 point
  7. There is "battalion-ish" support now committed. It's rough, but I have ideas on how to improve it for EA's purposes.
    1 point
  8. It is eerie quiet lately. I'm trying to fix some bugs, make some small improvements, get some other/new contributors up to speed, but the problem really is time. @bb_ has some interesting patches up their sleeve though.
    1 point
  9. If we take ptolemies food trickle, pyramid available in p1 or starting initial soldiers, they would all be different form of economic bonuses (if we can call them bonuses?) allowing to differentiate gameplay and strategies. The food trickle is inherent to the civilization and can't be lost. pyramids need to be built, the player would have to decide how to implement his economic bonus by deciding the position of his pyramid: food, wood... That bonus would be also at risk since the pyramid might be lost. A starting additional soldiers would also bring an economic boost, the player could decide whether he wants to apply it to any resources. The bonus resulting from that starting soldiers could be lost or even converted into an aggressive advantage. Differentiation of economic bonuses should allow for different strategies and allow for some uniqueness. If you want a particular civilization to have economic bonuses with respect to other civilization, we should also consider removing map unbalances in starting resources as part of the civilization design plan. I am not arguing that it is not possible, just that citizen soldiers will make balancing the different civilization with economic bonus only to a few civilization very difficult.
    1 point
  10. @ValihrAnt is leading a thread for coming up with civilization economic bonuses. For example, one idea for kushite eco bonus is farms and corrals are 50% cheaper.
    1 point
  11. We can give factions each an economic bonus such that it cancels out, or we can give none of them an economic bonus. I don't see why the difficult option would be worth the effort. That feels weird to me. I would prefer to make the trumpeter champion useful. Maybe the trumpeter is all ready useful, but it does not see a lot of play. I like this idea, but I doubt if it works in practise. If they are weak, they can be hunted down by cavalry and most often, players place their buildings such that there is not much to be captured. However adding extra units in the game is not bad as nobody forces players to make them. I think the game should be balanced on maps such as mainland. Other maps might not be balanced. If people like to create other maps, they need to keep balance in mind. So that might sound the same, but it is a different way of thinking about it.
    1 point
  12. I find it good that some civilizations are poor in siege units. Rome is ROME. Is a highly developed civilization with excellent siege capacity. Wall, military camp, long-range siege. To counter them the Gauls can send cavalry raids in ennemy base, attempt to kill the sieges with sword cav. Rome is good design differentiation. Gauls lacks something, but it good too. Gauls has the unit which decreases the enemy attack it is nice and the buildings are faster to build. Good food production in the fields. We can have little idea very easy. Delete all tech for boost monk (druid) on temple and remplace by an unique tech which teaches druids to morally boost their allies. When druide heal ally they boost 20% dammage for 5 seconds of the unit. Very usefull on infantery fight. So we can imagine druide with mounted druid (but produce in temple or in stable if temple is already built ?) If the idea about the druids refused. We can create new unit produced from house. A pillager unit with flashlight and a small dagger, very fragile and bonus plunder multiplied by 3. This unit can burn building, but they are very weak in fight ! Fast moving like a skirmish unit. 40 wood 40 food and the unit pick up ressource at 0.4 Ratio -> it will be well written that this is a poor collection unit.
    1 point
  13. 1 point
  14. About the rice again: From my point of view, this could be a middle ground between the extreme square rice fields that are currently left in the han mod and the eyecandy round ones (Although the eyecandy ones would still be my first choice). And I guess one could also make this design adaptive to the terrain as it is also comprised out of smaller units. But I would still like the rice to be a little less perfect grid like and the dividing lines a bit less straight.
    1 point
  15. Regarding the need for placing additional information about enabled mods, I decided to create a new thread for it, as it is not related to this "shiny - an alternative main menu UI" mod by @maroder For interested people, please look there. Now BTT, and please accept my apologies for my OT stuff here.
    1 point
  16. Yes, I just hit "Continue", entered some info, and added O7 (CatchAll) as Reviewers. Thanks to @maroder and @Angenfor helping me with my first diff.
    1 point
  17. You need to actually create differential.
    1 point
  18. Done: https://code.wildfiregames.com/differential/diff/18563/
    1 point
  19. Yes but no errors != Fine. We need to keep actor files consistent for variants. This allows for instance a mod to replace all projectiles at once by changing one file not 300.
    1 point
  20. Thank you so much! The result is now this (I did 'svn up' right before the diff) - PS: Now from the root folder: modmod.xml.patch I already have an account.
    1 point
  21. So like this: Here is the diff: 114c114 < <translatableAttribute id="caption">Enabled Mods</translatableAttribute> --- > <translatableAttribute id="caption">Enabled Mods (loaded from top to bottom, i.e. bottom ones might overwrite settings from top ones)</translatableAttribute> Unified: --- modmod.xml_ORG 2021-08-31 15:28:30.858046000 +0200 +++ modmod.xml 2021-09-03 09:58:26.357587903 +0200 @@ -111,7 +111,7 @@ <object size="16 62% 100%-15 100%-84"> <object style="ModernLabelText" type="text" size="0 5 100% 25"> - <translatableAttribute id="caption">Enabled Mods</translatableAttribute> + <translatableAttribute id="caption">Enabled Mods (loaded from top to bottom, i.e. bottom ones might overwrite settings from top ones)</translatableAttribute> </object> <object name="modsEnabledList" @maroder@Stan` Is this content-wise ok and is also the diff ok to be used? How would I (if I were entitled doing so) proceed if you agree?
    1 point
  22. Thank you. I understand that the user needs to read the docs that go along with the mods to see whether they change a lot or less, and then decide on the order of the mods to be loaded, and that this cannot be automated. However, at the moment it seems that the user needs to first deactivate all/or affected mods and then acivate them again so they come loaded in the correct order. Wouldn't it make sense then to add a possibility to resort mods manually and add a button "Reload"? PS: Would this describe it correctly?
    1 point
  23. If I see it right, the user can change the sorting of the available mods but not of the enabled mods. A longer explanation might be necessary but the crisper, the better. Admittedly, I still have problems to fully understand what really matters in regard to the order of installed mods (either via mod.io or manually). Hence, currently I don't know how to proceed. I'm happy to further discuss it here. @maroder Please accept my apologies that the thread about your great mod got hijacked a bit. If I shall open an extra thread about the order of mods in general, I am happy to do so.
    1 point
  24. I think the terms are a bit problematic here. For the game installed means you have downloaded them and but them in the mods directory. For that the order is not important. Only if you enable the installed mods the order gets important. The problem here is that in normal language use enable = install.... (Or at least I use it interchangeably, so my fault for causing confusion)
    1 point
  25. If the order of installation matters and not the name, then I would think it makes sense to show the mods in order of installation.
    1 point
  26. How about this? In SVN the result looks like this: This is the file I edited: /binaries/data/mods/mod/gui/modmod/modmod.xml I would like to create a diff, if the above change makes sense at all. I am currently on Debian 11.
    1 point
  27. sorry can't reproduce your errors. It works fine for me with the following versions and installation order: It also works for me in combination with autociv: Do you use a different versions of boonGUI?
    1 point
  28. Not sure if it is BoonGUI or Shiny mod that are causing trouble. It was working fine yesterday. I did notting inbetween so strangely today I got the same looking error beaviour as yesterday. I just see the background image and the white line in the start screen. And theese errors appear: https://pastebin.com/deuSGaAU Removing Shiny from folder and then disabling it removes errors.
    1 point
  29. Would in binaries/data/mods/mod/gui. Not sure where you'd add it though
    1 point
  30. Can we add a note for the enabled mods? If yes, where in the code would I find this?
    1 point
  31. By default the installed mods are sorted by name. You can sort them by version, by folder, by dependencies, by website and by display name. For enabled mods, the top one is the first one that gets overriden by all the mods below it.
    1 point
  32. Should this also be clarified by a note in 0 A.D.? I.e. installed mods are sorted by installation date/time, sorted downwards and that the order could matter.
    1 point
  33. yeah good point. You are right the latest installed mod is shown on the bottom of the list. Gonna edit my comments to clarify that.
    1 point
  34. Ok, I got it working fine now it seems. Maybe there is importance of what order the mods are installed? In working order on my system: -Autociv -BoonGUI -Shiny Thanks for good work
    1 point
  35. Completly broke my installation. I have tried to reinstall, uninstall and remove all asosiated folders etc. No matter what i do i just get the new background with no functional text links as should be. And there is a whole lot of errors. Also the full screen mode override even taskmanager so I have to reboot to do anything after an attempt to open 0ad. https://pastebin.com/gMQJ3Stw EDIT: Found mods in the very place they were supposed to be. I used to have a different path "My Games\0ad" on D drive. But after a recent reinstallation it is located in C drive. Shall see if I can get it working now.
    1 point
  36. alright, thought so. Well if I find no nice solution, option B is to make new dark backgrounds.
    1 point
  37. Ah right :/ Then it should be done in the gui shader and that probably requires c++ changes...
    1 point
  38. That's what I did in my tests: Maybe I overlook something, but wouldn't that mean that I have to do this for every button and every translation? thanks, will have a look again. My main issue is that I prefer the above style ^ over this:
    1 point
  39. Look at the base styles and how they are defined, you can control how the textures are streched when the dimensions change, perfectly doable with current gui code.
    1 point
  40. Well you could render the text on a purple background and generate a drop shadow from it in gimp.
    1 point
  41. Tried that, but then you have to use a very blurred shadow to accommodate for the different strings and translations and in the end its looks more like a smudge. But yes I will try to find an option that works with light backgrounds.
    1 point
  42. A way to do it would be to create fake buttons with the dropshadow
    1 point
  43. Don't think it's possible due to the way fonts are rendered.
    1 point
  44. 1 point
  45. If we could have text with drop shadows, then lighter backgrounds would be okay.
    1 point
  46. Fenris Wolves in Age of Mythology have a similar bonus. The bigger the pack, the faster they move for instance. In Delenda Est, phalangites have the "Massed Pikes" aura that improves their combat effectiveness when fighting in groups. Hoplites have their own aura, called "Shield Wall" which improves their armor values when fighting next to each other.
    1 point
  47. Yeah, a little more like their colorful tunics and textiles:
    1 point
  48. Gaulish less barbaric or rural house.
    1 point
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