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Grapjas

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Posts posted by Grapjas

  1. 8 hours ago, Stan` said:

    We have too many distros on Linux/BSD to provide binaries Ubuntu, Debian, Gentoo, Arch Linux, Mageia, Haiku, FreeBSD,OpenBSD, NetBSD to just name a few.

    In December 2018 we released, and things seemed to get back to normal. However most of the team was weared down because of the GDPR compliance the long time without commit, and the rushed re-release due to segfaults.

    Then, people also got very busy with life, leaving only a handful of developpers, most of which could not tackle the challenges at the time, either by lack of knowledge, time, or both.  Time passed by with little activity on the programming side, while the art part got a lot of changes.  At each big holidays we were waiting for someone to finally get the time to tackle the spidermonkey upgrade, which was the big roadblock, along with macOS issues (hidpi, sdl2 etc) and the occasional library upgrade e.g. NVTT and each time, he either ran out of time, or had to tackle other problems and could not deliver. this went on for at least a year.

    In July last year, I burnt out. I had a big breakdown and left 0 A.D. for almost a month. After this sad episode, I decided that I wanted to give it one last shot, or let the game die on its own. So I took even more things on my shoulders than I ever did before, trying to micromanage everyone, get people in touch, fix some issues on my own, talk to maintainers, get help from other projects, look for new contributors. and generally try to move the project forward, even though forward was as blurry as "get a release done".

    Around september wraitii got back and the heavy task of finishing spidermonkey was given to him.  In December  he was almost done, and since that made a release possible, all the energy was shifted towards fixing the game breaking bugs, and releasing. I think we're at the end of the tunnel here.

     

     

     

    Ya'll do a @#$% ton of work and barely get recognition from it, it's almost a crime. It impressed me while being on the dev IRC chat how many work you all are doing behind the scene, while still helping out noobs like me with small problems. I saw alot of tickets being made/solved/adjusted. So thanks devs for all the hard work so far and getting this next release ready.

     

    • Thanks 4
  2. 16 hours ago, wowgetoffyourcellphone said:

    Indeed. On skirmish maps, non-Iberian players can get the FOW lifted where the skirmish replacer Iberian walls had been placed. Would be nice if this were not so (perhaps when the map is loaded vision can be initialized after the skirmish replacer units have been set, or something). 

    It's pretty much the only thing that keeps my mod from being entirely automated. I already have the code finished to do all the location mapping automatically but i cant use it because the previous spot will be visible without a manual workaround. Maybe one of the devs want to make a function in the future for us to reset exlored areas, but i'm sure they are busy enough as is already. Still hoping though ^_^

    • Like 1
  3. Small update. Added a new variable to a map's script: 

    // Setting this to true returns player entities to their original spot before randomnization (useful for atlas).
    var g_atlasEditor = "false";

    It does what the comment says. I also recommend loading in TriggerHelper.js in your map's xml file so atlas editor can open the map without any errors. Check my maps in the mod as examples. Updated the OP download.

    Not relevant anymore.

  4. 4 minutes ago, nifa said:

    I imagine it like having a contract with them, and if you can't pay they just leave.

    I think a better solution would be that the mercenaries get demoralized, meaning their stats (ATT/DEF) will be lowered if you dont have the resources to upkeep them. Im not sure if this upkeep mechanic fits into the game at all though, but it's not a bad suggestion.

  5. 1 hour ago, cowehe8775 said:

    In the Alpha version Mercenaries are way to expensive and cost almost as much as champions.

    I still like this idea i had about this; Make mercenary cost relatively low at the start of the game  and increase the price every time the unit gets bought.

  6. 1.png.4b778b77db8c2f0aab6a8de13b2b12cf.png2.png.f634ce7cdeb2765bb056a9f78481ee77.png3.png.2de75725a1d835e71673bba23aca6b69.png4_rebalance.png.28969395f3e0dcbdd4fd4ed7c8daf9ce.png5.png.1fc0af21e7825b3f270eef10c610232d.png6.png.825eff256d485305cf16bfef6be93de2.png7_pathbeyond.png.f6eed4c927eea903b91ff2d1d9589b45.png8.X.png.98c9c659bdb4cc7292e5f35e38f75051.png

    1696577853_NewProject(44).png.066242d786e2362d5614f72737ab0f7d.png1211812049_NewProject(42).png.682bb2d7f906190c85b0eb7b3070f5a1.png1933863860_NewProject(41).png.94af05b5519323b86601f24de4860a3a.png

    Please report any bugs you find here or on Github(preferably) and feedback is greatly appreciated!

    DOWNLOAD

    For A26 i made this temporary release, which should work fine but isn't tested much and the han are excluded.

    grapejuice-3.1.7_A26_semirelease.zipgrapejuice-3.1.7_A26_semirelease.pyromod

     

    A25b versions (old)

    grapejuice_3.1.6_A25b.zipgrapejuice_3.1.6_A25b.pyromod

    image.png.808ccfa91106b3adb5ea635a675d687f.png

    text version of mod features

    Spoiler

    About Grapejuice

    This mod aims to bring interesting new mechanics to the player, and- to some extend- increase realism. It started out simple with just adding 2 maps and randomnization. Then quickly became quite larger. 

    The name mods name "Grapejuice" is inspired by people that misunderstand my nickname Grapjas for Grapejuice or think it's in any way related to it. Even though it's not i think it's quite a funny misunderstanding to me, so i embrace it. Grapjas is a Dutch word and means "Joker" (not as in batman joker though, lol). 

    No doubt about it, this mod has much room for improvement, and may run things in an suboptimal way because i'm still learning alot. But i'll try to improve. 

    Please report any issues you may find here on the forum or open a new issue on Github.


    TL;DR version of what Grapejuice adds: 
    •    Total rebalance of all units, per civ and even per rank. 
    •    Ranged units have ammo.
    •    With the new ammo feature, theres a new re-arm aura at military buildings.  
    •    Units can charge the enemy for bonus damage. 
    •    Units enter a wounded state when their health is low.
    •    Various units have secondary weapons.
    •    Espionage tech has been reworked.
    •    Promotion has been reworked.
    •    Some techs have been reworked.
    •    Priests have been reworked and they can make a building that's new, "Field Camp".
    •    Some particle effects have been added and others have been reworked.
    •    2 New skirmish maps.
    •    Player position randomnization for supported skirmish maps.

    For the more detailed version of these changes read further down below (in the same order).


    Total Rebalance

    Every single unit has received individual balance changes based on their appearance ingame. The result of this is that civilizations feel much more unique. It makes Mauryans the quick moving and agile attackers, the Romans the well equipped but less mobile force and so on.
    In short the balance goes as follows: 
    •    Lightweight units have low armor, but are fast movers and attackers. 
    •    Heavyweight units move and attack slow but can endure much more damage. 
    The weight of weapons and shield size is being taken into account aswell. For the full in-dept view of the rebalance click here

    There are however, also some general balance changes:
    •    Pikemen got their hack damage removed and now have a 5x cavalry bonus damage instead of 3x.
    •    Spearmen got their cavalry bonus damage removed. Increased their piercing damage and lowered their hack damage.
    •    Soldier melee cavalry got their health reduced by 40 hp.
    •    Support units: 
        •    Females now have twice as much health. 
        •    Females/priests/traders have the defense/speed of an unarmored unit. 
        •    War dogs have much less health now, though still very fast and gave them more attack.
    •    Siege changes: 
        •    Rams only cost (alot) of wood, siege towers/throwers/shooters mostly cost wood and some stone/metal. 
        •    All types of elephants can be trained at the town phase and only cost (alot) of food. 
             Melee elephants are no longer siege units like they were but more of a shock unit with high pierce damage. 
             Elephant archers have much more ammo than horse archers. 
        •    Siege tower now shoots equal amount of arrows to number of garrisoned RANGED units (was capped before) and have an ammo pool. 
        •    All siege units now have much less pierce ressistance, because human ranged units (and also defense structures) 
             can't attack siege with ranged weapons anymore.
        •    Bolt shooters can now quite effectively counter siege units (as intended). 
        •    Mechanical siege units received some hack ressistance buffs, making it equal to the new pierce ressistance.
    •    Ranged units  will recieve 10% weapon damage bonus for both weapons per rank. 
         Melee units will receive 20% weapon damage bonus per rank. 
         Elephant archers regain 20% of their ammo back on rank up.
    •    Ranged units attack damage changes: 
        •    Javelin: Very high attack, low range, low ammo, low projectile speed, low spread - Cavalry have increased spread. 
        •    Bow: Good attack, high range, decent ammo, very high projectile speed, high spread - cavalry have less range. 
        •    Slingers: Low attack, medium-high range, plenty ammo, medium-high projectile speed, medium spread.
    •    Heroes and champions now have the same attack damage per weapon type. 


    Ammo

    Ranged units, including siege units, have ammo and will need to reload their ammo at the new re-arm aura. Slingers will regain ammo slowly anywhere. 
    The pink statusbar represents the unit ammo.


    Re-Arm Aura

    Military buildings and also the forge have the new re-arm aura. Ranged units inside it will fully restock their ammo every 3s. You need to have at least 1 forge on the field for the aura to work, meaning that the forge now plays a very important role and capturing it can severely weaken the enemy. Some military buildings have a bigger aura than others. 


    Charge Attack

    All human military units and also rams have energy and will use it automatically to charge their target within a certain range. While charging, the unit will consume energy at a rate. If they had energy left when reaching their target, they will deal bonus damage on that blow and consume the energy they had left. Rams total energy and bonus damage is based on the number of garrisoned units inside it. Units will only recharge energy is they are completely idle.
    The yellow statusbar represents the units energy.


    Wounded State

    All units (even wildlife, siege etc), will enter a wounded state when their health drops below a certain treshold. This will make you think twice before commiting your army to fight because retreating may not be so easy anymore. They will receive movement and attack speed penalties while in this state. The state gets removed when units are healed/repaired to above that treshold.


    Secondary Weapons

    Pretty much all ranged units and some melee units have secondary weapons. They will automatically switch to melee weapons and otherwise use ranged based on these conditions:
    •    If the targetted unit is getting to close.
    •    The target is a siege unit or a wall.
    •    The unit is out of ammo.


    Espionage Tech Rework

    Players will no longer be able to automatically see enemy unit stats. They will need to send spies via the espionage tech that will gather information about their infastructure and equipment. After buying the tech this information becomes available to you.


    Promotion Rework

    If there is a champion version of a unit type available, soldiers of that unit type will be able to promote as one. This means there are 4 promotion ranks available to some units. For example: If you play as the Athenians, the Athenian hoplite soldiers (unit type: spearmen) will be able to promote to city guards (unit type: spearmen) in the 4th rank. Can you make your men survive long enough to see them get promoted to champion status?


    Defensive Techs Rework

    Instead of 4 upgrades there are now just 2. They both give a positive and a negative bonus. Example: Soldiers +3 crush, +1 hack and pierce ressistance. 50ms attack and 0.25 movement speed penalty.


    Priest Rework

    Priests can no longer perform fantasy heals. They instead heal garrisoned units at a rate (stacks) in the structure they are in. In addition to this, they are the only one who can be appointed to make the new "Field Camp" building that is available to all civs. This building can be created in all territories and serves as a resting place for soldiers. Soldiers will heal slowly and can be increased by adding priests. But be aware, even though it cannot be captured, it's destroyed really easily.


    Particle Reworks And Additions

    Arrows now have slightly visible trails. Flaming projectiles like javelins, arrows and siege stones got their particles reworked.


    2 New Skirmish maps

    "A Path Beyond II" and "X". Both are 8 player maps. For a more visual presentation check the forum posts.


    Player Position Randomnization

    Supported maps can be found under the grapejuice filter, or you can simply check if they have my mod logo on them in the preview. Normally, skirmish map positions are always divided the same. For example: If you would always be in slot 2 at the game setup, you would always get the same starting position on that map. 

    The new randomnization aims to make a change to that. No matter in which slot you are, players will be randomly placed across the available starting positions. It will keep teams together and it will NOT break the maps design (for instance if a map has 2 islands, it will make sure the teams are divided correctly between the islands).


    Outro

    Hopefully, you'll have fun playing the mod. 
    There are some changes i didn't  mention here, i guess you just have to play and find out for yourself :)

    Once again, if you encounter any bugs/issues (i'm sure there are some) please be sure to report them to me on the forum. I'll do my best to fix them.

     

     

     

    • Like 13
    • Thanks 5
  7. Hi all, 

    I've made a new map that is actually a remake from a map in Red Alert 2: Yuri's revenge. I've played this map quite alot back then because it was definitely one of the harder maps to play out there. It felt as if the AI was extra aggressive on that map in Red Alert. I really like the layout because you can do pretty much any strategy you like with it. Anyway, here a quick comparison:

    A_Path_Beyond_II.thumb.png.4642bec23575e59e9561521136807856.png1135067858_RA2APathBeyondii.thumb.jpg.c07d0ef30170e06f7effaa3229ddd831.jpg

    This map will be included in my new mod that includes player position randomnization and makes sure that ridges cannot be abused by ships by unloading units over them. I've done my own take on the iber defense on the start of the game which can be seen in the screenshots below.

    6.thumb.png.e134284258eb30e2267e67b2b30efa65.png

    1506679300_5(1).thumb.png.d6fa8a4cc6b9e7ff589b94029280165d.png

    2023497252_5(2).thumb.png.5efad5f7959ecb64e08a7a9c200667dd.png

    3.thumb.png.9b0c9c00a7d87d74ef7da064d4edaa90.png

    2.thumb.png.f62aa938f81ae37a993ba6ed7139f8ba.png

    1.thumb.png.5e5e02637390398887a603167e301984.png

    A_Path_Beyond_II_Modio.thumb.jpg.828fc3d42415a115e4bbee2308f1bc09.jpg

     

    Download my mod here New mod: Grapejuice - Game Modification - Wildfire Games Community Forums

    • Like 5
  8. Wouldn't a render range (aka render distance) limiter give a decent boost too? Because if we tilt the camera top down you get much more fps then a side view. Or maybe a slider in the menu to limit render distance for x+z coördinates while ignoring height ( y ) from the equation. Just thinking out loud here.

  9. 16 minutes ago, Nescio said:

    For what's worth, https://en.wikipedia.org/wiki/Camel_racing writes:

    Camels can run at speeds up to 65 km/h (18 m/s; 40 mph) in short sprints and they can maintain a speed of 40 km/h (11 m/s; 25 mph) for an hour.

    Whereas https://en.wikipedia.org/wiki/Horse_gait#Gallop writes horses can maintain their top speed of 40 to 50 km/h for only a few kilometres i.e. a few minutes at most. If we trust Wikipedia on this, then camels should realistically be much faster than horses.

    You are comparing a gallop vs sprint though. A horse can sprint around 80-88 km/h. Which is about ~25% faster than a camel sprint. And obviously the horse has alot more stamina but thats irrelevant for the game.

    17 minutes ago, Nescio said:

    0 A.D. is a historically-inspired fantasy game, though, and gameplay trumps realism.

    Well how a game plays is rather subjective. The other prefers realism, the other balance. Either way, making camels slower is more accurate, and balances them well. I dont think you should bend reality just because its a game but rather only if its the last resort to making a solution. Breaking immersion with unneccessary fantasy elements can be a deal breaker to people. 

  10. 1 hour ago, hyperion said:

    Well the game gets optimized for midland with temperate biome, so high stone and metal cost becomes an issue. Only food and wood is abundant there. So a merc can't cost 100 metal unless you have enough alternative units to choose from.

    Well you are still able to trade though. Also might be an idea to start the prices relatively low for mercs, then increase the price a little each time that unit gets "bought" all the way up to a certain (expensive) limit. 

    1 hour ago, hyperion said:

    I forgot before to mention pikemen were horribly slow, harming economy and were left in the dust by rams.

    I dont know how slow they were, but they are still painfully slow though. Which is fine to me considering how tanky they are :)

  11. 21 minutes ago, hyperion said:

    Once upon a time camels were slow

    I like this. If you calculate camel top speed vs horse top speed irl a camel would be about 25% slower. 

    26 minutes ago, hyperion said:

    and the cost of slinger and mercenaries really did hurt.

    I like this too. But because you hire mercs they shouldnt cost food/wood in my opinion, just raise the stone/metal price. Even though most people think slingers are OP, i think the balance between archers/slingers/skirmishers is nearly perfect in itself. It's the army with the better mix (or straight up fantasy heal spam) or micro that often comes out on top. 

    • Like 1
  12. 4 hours ago, Stan` said:

    Before installing i get

    1770834323_image(7).png.9b251e8dc8980e1d785bec80716dead2.png

    During installing i get

    2038818876_image(6).png.284a1c2392b345ea8f31be08fc434fd7.png

    log

    Spoiler

    12:33:04 woensdag 6 januari 2021: [SDKSetup:Error] Config_Products_Install: Installation of Product Microsoft Windows SDK for Windows 7 (failed): Please refer to Samples\Setup\HTML\ConfigDetails.htm document for further information. Stack:    bij SDKSetup.Product.ConfigureRelatedSfx()       bij SDKSetup.Product.ConfigureNewProduct(ManualResetEvent CancelEvent)
    12:33:04 woensdag 6 januari 2021: [SDKSetup:Info] Config_Products_InstallNew: End installation of new product: Microsoft Windows SDK for Windows 7
    12:33:04 woensdag 6 januari 2021: [SDKSetup:Error] Config_Products_Install: Windows SDK Setup (failed): Installation of the "Microsoft Windows SDK for Windows 7" product has reported the following error: Please refer to Samples\Setup\HTML\ConfigDetails.htm document for further information. Stack:    bij SDKSetup.Product.ConfigureNewProduct(ManualResetEvent CancelEvent)       bij SDKSetup.Product.SetupProduct(TaskMode taskMode, ManualResetEvent CancelEvent)       bij SDKSetup.ProductCollection.SetupProducts(TaskMode taskMode, DownloadManager downloadManager, ManualResetEvent cancelEvent)       bij SDKSetup.ConfigProducts.DoCurrentTask(TaskMode Task)
     

    Dont know if you need this info but i got the latest .net framework installed.

  13. I get the following errors when i try to build solution: 

    Spoiler

    Severity    Code    Description    Project    File    Line    Suppression State
    Warning    C4459    declaration of 'prefix' hides global declaration (compiling source file ..\..\..\source\ps\DllLoader.cpp)    engine    e:\devversion\libraries\win32\fmt\include\fmt\format.h    1535    
    Error    C2375    'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\waio.cpp)    lowlevel    c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h    523    
    Warning    C4456    declaration of 'it' hides previous local declaration    gui    e:\devversion\source\gui\objectbases\iguiobject.cpp    369    
    Error    C2375    'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\wfilesystem.cpp)    lowlevel    c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h    523    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    engine    e:\devversion\source\ps\gamesetup\gamesetup.cpp    288    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    149    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    194    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    201    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    231    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    149    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    194    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    201    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    231    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    149    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    194    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    201    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    231    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    149    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    194    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    201    
    Warning    C4456    declaration of 'thiz' hides previous local declaration (compiling source file ..\..\..\source\network\NetMessage.cpp)    network    e:\devversion\source\network\netmessages.h    231    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    simulation2    e:\devversion\source\simulation2\components\ccmppathfinder.cpp    823    
    Warning    C4373    'CCmpGarrisonHolderScripted::SetInitEntities': virtual function overrides 'ICmpGarrisonHolder::SetInitEntities', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers    simulation2    e:\devversion\source\simulation2\components\icmpgarrisonholder.cpp    38    
    Warning    C4373    'CCmpTurretHolderScripted::SetInitEntities': virtual function overrides 'ICmpTurretHolder::SetInitEntities', previous versions of the compiler did not override when parameters only differed by const/volatile qualifiers    simulation2    e:\devversion\source\simulation2\components\icmpturretholder.cpp    53    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    graphics    e:\devversion\source\renderer\renderer.cpp    1298    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    graphics    e:\devversion\source\renderer\renderer.cpp    1324    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    graphics    e:\devversion\source\renderer\renderer.cpp    1344    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    pyrogenesis    e:\devversion\source\main.cpp    241    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    pyrogenesis    e:\devversion\source\main.cpp    375    
    Warning    C4456    declaration of 'profile2__' hides previous local declaration    pyrogenesis    e:\devversion\source\main.cpp    445    
    Error    LNK1181    cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib'    pyrogenesis    E:\devVersion\build\workspaces\vs2017\LINK    1    
    Warning    C4724    potential mod by 0    test    e:\devversion\source\maths\fixed.h    158    
    Error    LNK1181    cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib'    test    E:\devVersion\build\workspaces\vs2017\LINK    1    
     

    The build solution attempt i made after that yielded something different: 

    Spoiler

    Severity    Code    Description    Project    File    Line    Suppression State
    Error    C2375    'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\waio.cpp)    lowlevel    c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h    523    
    Error    C2375    'read': redefinition; different linkage (compiling source file ..\..\..\source\lib\sysdep\os\win\wposix\wfilesystem.cpp)    lowlevel    c:\program files (x86)\windows kits\10\include\10.0.18362.0\ucrt\corecrt_io.h    523    
    Error    LNK1181    cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib'    pyrogenesis    E:\devVersion\build\workspaces\vs2017\LINK    1    
    Warning    C4724    potential mod by 0    test    e:\devversion\source\maths\fixed.h    158    
    Error    LNK1181    cannot open input file 'E:\devVersion\binaries\system\lowlevel.lib'    test    E:\devVersion\build\workspaces\vs2017\LINK    1    
     

     

    I use Visual Studio 2019 and the 'Visual Studio 2017 (v141)' toolset. The active configuration is set to 'Release'. I took the code from: 'git clone https://github.com/0ad/0ad.git'

  14. 26 minutes ago, wowgetoffyourcellphone said:

    Seven Hills

    The 7 hills of Rome and the Tiber River before the city was founded. The Fields of Mars (Campus Martius) and the area of the Forum should be marshy. The Tiber should have an island in it.

     

    Have you got some sources/presentation to go with it? Otherwise i'll check when i'll have the time to do it. Thanks for sharing though :)

  15. @badosu 

        Engine.CameraMoveTo(1000, 800); <-- should be correct, but doesnt work. Gives back 'CameraMoveTo is not a function' even though it's literally used this way in other scripts, like your monitor mod but also in vanilla. Must be a root level issue.

        QueryPlayerIDInterface(1).SetStartingCamera(1000, 0); <-- Throws no errors but doesnt do anything either. 

    Do you maybe have ideas on how i could manipulate where i want the camera to be? It's my only issue left right now with this mod.

     

  16. hi all,

    I had this idea, lets make a thread for map creators where they can get inspiration from. Many of you probably know alot about history especially around 0ad timeframe, and know about interesting battles that have happened or places to recreate. The idea is to share that information here, so that a map creator can pick it up and start working on it. To keep things clear with a nice overview it's probably best to use a format e.g.: 

     ----------------------------------------------------------------------------------------------------------------------------------------

    Name: Battle of Thermopylae

    Type: Historical Battle

    Sources

    Comments/explanation

    Spoiler

    Explain/describe what happened in this section / Unique details that you feel must be included /  Typical historical errors made by people (like spartans werent alone, they had allies with them, est around 7000 total)

    ----------------------------------------------------------------------------------------------------------------------------------------

    If you wish to contribute i'm sure the map creators will be thankful, at the very least i am. Copy and paste the format from above and start sharing (Keep the comments/explanation in a spoiler tag please, for better readibility of the forum). Looking forward to learn some new history.

    A few last notes.

    1. If you as a map creator decide to start working on one of the projects, please call it out in the comments section to prevent more than 1 person working on the same thing.
    2. If you decide to share a battle/historical place make sure your sources are solid, i learned from battle of thermopylae that alot of sources are not credible and often contradictory. Sometimes more than others you will get fed biased information/stories much like the spartans themselves did.
    • Like 3
  17. 3 hours ago, hyperion said:

    Why do you need both Unassigned and Removed?

    To add to stan's answer, an unassigned player is also useful for making scenario maps where you can spawn an uncontrolled player and then control them via scripts. Example: A historic battle scenario where 2 players are allied, 1 is controlled by the player, 1 is unassigned but controlled with scripts (Also, Petra AI wont do anything without a CC). 

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