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andy5995

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Everything posted by andy5995

  1. Fixed. Thanks for the report @Old Roman
  2. I've added The Limes to the community maps 2 mod.
  3. I understand. And you bring up a good point. I opened a ticket regarding map licenses. The map looks good, btw
  4. Is there a tool to generate a map preview png file (for art/textures/ui/session/icons/mappreview)?
  5. @PravetzWould you be interested in adding your map to the Community Maps 2 mod?
  6. It looks like the community maps mod hasn't been updated since a23, so I've made a temporary fork of the project called community maps 2 It's pretty basic, but it gives access to the maps again. And I've run some migration scripts on the maps themselves to make them compatible with >=a24. Though I haven't checked them all for warnings or errors. If you notice any problems, just open a ticket on the community maps 2 repo and I'll try to fix things up; or you can make a PR if you feel like it. The pyromod file can be downloaded from the releases section
  7. I put this map, along with the others me and @Jammyjamjammanmodified/created, into a mod. So now it's simply a matter of installing the pyromod file listed at https://github.com/0ad-matters/0ad-maps/releases Any maps from my other forums posts that you downloaded and put into user/maps/random or user/maps/skirmishes can be deleted after the mod is installed.
  8. Attached is a pyromod file of a Kiara bot snapshot at commit 64fa277 on Sep 24, 2021 (for anyone who wants to try it out). kiara-64fa277.pyromod
  9. Do you think that the ability to view the number of units garrisoned in an enemy building would be a good idea?
  10. I've played vs the Catilina AI without the balancing modifications, and it does seem significantly more challenging. I wanted to suggest splitting off your AI modifications to a separate project/mod. I'd like to play with just the Catilina AI but otherwise vanilla 0ad.
  11. I found there's already an extensive thread about a harder AI and a couple that are being worked on are Kiara and Catilini Another related thread (res-gestae-mod) So.. this very simple mod I did is likely not worth trying at this point.
  12. I don't even think this mod works. After more testing, Very Hard AI vs Extreme, I'm not seeing any noticeable difference. Sometimes the VH wins, sometime the Extreme wins. Even if I change the rate of the extreme to 3.5 and build/research time to 0.5.
  13. I've made the rate and time configurable in options->game setup; however, I didn't notice any effect when testing. @Freagarachcan you tell me how to view the values of the rate and time array during game play? Using the Javascript console somehow?
  14. @FreagarachI usually don't play solo... me and Jammy sometimes play vs 3 or 4 VH bots or 5 med bots. But that means we can't play any skirmish maps; there are no 2v4 or 2v5 skirmish maps in the default 0ad distribution. Also, sometimes we play with 1 or 2 other people, in which case 4 or 5 VH bots doesn't make for a challenging game. And then there's the point @Ceresmade @CeresI don't think it's off-topic when when a thread about a mod develops into a discussion about implementing the mod into the main code base.
  15. @Freagarachit would be *really* nice if that rate and time value were configurable in the options. I'm not sure if that could be done though if all players had different values without causing an OOS. I'm guessing it wouldn't be too hard. In a multiplayer game, the rate and build time specified by the host could override the values from all the clients. So basically, if a player joins the game lobby, that would be when the values get sent from the server to the client, as I see it.
  16. I understand everyone would prefer a smarter AI and I would do that if I could, just so you know. A temporary feature? Ok, let me know if you'd like me to submit it as a patch (cc @Stan`). Me and @Jammyjamjammanhave only tested it a little, and I wasn't sure yet about what values to use for the construction time. @CeresI'm not sure yet.
  17. The build time is the same as a "very hard". But the gather and trade rate is quite a bit higher. https://github.com/andy5995/petra_extreme/blob/faa5d1a086fc61af3a89dccb408ab4cfc7cc6e15/simulation/helpers/InitGame.js#L44-L48
  18. petra_extreme is a new mod that adds a higher level of difficulty to the AI Download
  19. OOS fixed. It was on my end, and not related to the mod. I was using data for the a25 public mod from... elsewhere. I'm not sure where yet. but when I ran `pyrogenesis -writableRoot`, the OOS went away. Good enough for now. I'll narrow things down tomorrow probably.
  20. I've played this mod outside the lobby a few times with @Jammyjamjammanand it works fine when using a skirmish map. But... when trying to play on a random map, we get an out of sync (OOS) error right after the game starts (after the map load). We've confirmed his mod data matches mine (he's pulling from my git repo). We're both using a25b. Anyone have any clue as to why this very small mod would cause an OOS in that situation?
  21. I made a mod called 10ad. It changes the game very little. faster (and cheaper) economy upgrades and fewer houses required. ## Details These upgrades are all free and very fast to complete. ### Storehouse and Farmhouse You can do the upgrades immediately after building them. There is only one upgrade for each resource, but it increases your gathering rate to the same value you'd get after doing the village, town, and city upgrade in the unmodded version of 0ad. ### Housing You can do the home garden upgrade immediately after building a house. It will give you an 80% population bonus. Download
  22. You can use K+Right click to send a flare. I don't know what you mean by "automatically"...
  23. I tried editing the wiki to add the K+Right click for the map flare; I reviewed changes before submitting, it showed that almost every line was changed.
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