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Zeta1127

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Everything posted by Zeta1127

  1. The Structure Tree has a display issue with Trainer Units in 1920x1080 where they overlap the Village/Town Phase buildings and units for the Athenians and the Persians. I am not sure if it would be an issue with a widescreen resolution like 1600x900, since resolutions are definitely a major consideration for UI/UX presentation. It is a relatively minor issue for the Athenians, but the Persians have a lot of Trainer Units, so everything just runs together. The Trainer Units being on the right side is fine, but fitting all of that information on one screen is definitely a challenge. The bottom right corner has plenty of space to work with, since fewer structures are unlocked in later phases, so finding a clean way to fit Trainer Units there would probably be the best solution.
  2. I am finally back to working on Empires Extended. Apparently, I hadn't updated things since Alpha 22. I have fixed the various tower templates, but it appears to be complaining about unit props and stuff.
  3. I don't think I need to be told about Delenda Est, considering I ported some of the new civilizations, including the Thebans, into an expansion.
  4. I just said the Thebans, because I really want them, since they are the biggest hole in being able to do the Peloponnesian War, and to a lesser extent the Greek-Persian Wars, properly. Syracuse is definitely on the short list, along with Numidia, Pontus, and Parthia, for other civilizations to include in Empires Ascendant.
  5. Because 0 A.D. is still in development, and what the full release of Part 1 Empires Ascendant will look like still isn't known quite yet. The decision to add the Successors and Mauryans, split the Hellenes into the Athenians, Spartans, and Macedonians, and the Celts into the Britons and Gauls, were both rather sudden changes. If I am not mistaken, some work has gone into triggers, which are a major roadblock for campaigns and are technically planned for Part 2 Empires Besieged. With that development, I honestly wouldn't be shocked if campaigns for Empires Ascendant were revisited eventually, which would probably lead to the inclusion of the Thebans.
  6. Threads have occasionally been not loading for me as well, such as the Stable/Archery Range/Workshop thread.
  7. If people enjoy this release, I will see about more formally releasing it on a place like ModDB. I am just testing the waters with this release.
  8. I attached the latest version of 0 A.D. Empires Extended to the original post as a zip file, we will see how it goes.
  9. There was also a small issue with the Theban Fire Raiser, which I also fixed, so as near as I can tell, the mod is fully ported to Alpha 22. I am still interested in releasing 0 A.D. Empires Extended to the public, but it is a lot of work to manage a released mod, so I am still hesitant to do it.
  10. Indeed, between Civic Centers, Fortresses, and Towers, there isn't generally enough stone leftover for walls, unless it is a relatively short wall at something along the lines of an isthmus or acropolis. I love building walls, but I can almost never justify building them, especially with the age old inability to replace Wall Towers problem.
  11. I have been wondering that too, I don't see a release for Alpha 22.
  12. I just got around to updating Empires Extended for Alpha 22. It has gone well so far, other than some minor changes to the Sentry Tower template and some aura changes for the Theatron and Wonders. The only problem now is I am getting a WARNING: Unknown requirement operator: class. Okay, that warning ended up just being a small change to the phase techs.
  13. Separate Archery Range and Stables will help fix some of DarcReaver's lack of strategy and progression problems.
  14. I got stuck on A Wonder of the World, the enemy ships with better range are really hard to deal with. I wanted to complete the Egypt campaign before moving on to other campaigns, so I ended up not doing any of the other campaigns. I was more of AoE2 player thanks to Star Wars: Galactic Battlegrounds, so I beat most of those campaigns at one point or another. Both of my XP computers haven't been working since February, so I haven't even been able to try in some time.
  15. Well, the AI is definitely frustrating at present, since the AI pretty much just rushes to a blob of units without much strategy, but that can be improved in time, especially with formations.
  16. I play singleplayer, because I consider multiplayer to be optional, which is why I rarely play multiplayer games and haven't taken to kindly to the shift in focus toward online multiplayer that has occurred in recent years. Perhaps an increase in training time is necessary in order to slow down the game a bit. But other than that, formations with bonuses to adequately portray ancient warfare, food trickle and other bonuses from the Corral, and proper naval combat are all that is needed at this point.
  17. RotE/Terra Magna, along with most of the Council of Modders projects, and 0 A.D. Empires Extended are primarily just adding civilizations, not dramatically changing gameplay. Everything else is either balance mods or almost total conversion mods like Delenda Est. I have actually seriously considered trying to formally contribute to 0 A.D., even using 0 A.D. Empires Extended as a bit of a test bed to see if I could get food trickle for garrisoned Corrals working, but I have decided that suggesting ideas, providing feedback, and limited modding is all I can justify due to my job search going so poorly.
  18. There is also my mod, 0 A.D. Empires Expanded, but I haven't updated it to Alpha 22 or released it to the public.
  19. I haven't even got around to porting 0 A.D. Empires Extended, my add-on or expansion mod that ports some Delenda Est civilizations into a RotE/Terra Magna style mod, to Alpha 22 or contributed to 0 A.D. yet, because my job search has gone so poorly, so I can't justify getting into a free project or modding. The constant changes and wide variety of opinions definitely make doing anything for 0 A.D. difficult, but somehow the project keeps progressing and looking pretty good as Alphas progress.
  20. Okay, lets try that again. ERROR: JavaScript error: simulation/ai/common-api/entity.js line 29 TypeError: value is null m.Template<.get@simulation/ai/common-api/entity.js:29:1 m.Template<.resourceSupplyType@simulation/ai/common-api/entity.js:348:8 m.SharedScript.prototype.createResourceMaps@simulation/ai/common-api/terrain-analysis.js:400:35 m.SharedScript.prototype.init@simulation/ai/common-api/shared.js:211:2 InitGame@simulation/helpers/InitGame.js:78:2
  21. This is the main warning I have encountered. ERROR: JavaScript error: simulation/ai/petra/_petrabot.js line 106 TypeError: this.gameState is undefined m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:106:2 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:2
  22. There are definitely some issues with AI allies in Alpha 22. Debug warnings consistently show up on large maps with AI that have allies.
  23. Champions and Women are both treated as different units when trained from the Barracks and House verse the Fortress and Civic Center, respectively. This is part of the reason why I never boom with Houses.
  24. Actually, I didn't complete delete Empires Extended, I forgot I still had the files in Documents, so it will be even faster to port for Alpha 22.
  25. This is one of the main criticisms that Darc has with the game.
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