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andy5995

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Everything posted by andy5995

  1. @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.
  2. 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.
  3. 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
  4. petra_extreme is a new mod that adds a higher level of difficulty to the AI Download
  5. 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.
  6. 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?
  7. 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
  8. You can use K+Right click to send a flare. I don't know what you mean by "automatically"...
  9. 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.
  10. Looks like this was implemented and the ticket closed: https://trac.wildfiregames.com/ticket/3491 And an open ticket for a map flare (though I don't know yet what the difference is) https://trac.wildfiregames.com/ticket/6078
  11. I tried leaving an inline comment on Fubricator but got an error about permissions I do wonder if another string would be easier to translate. "Shared Vision", "Shared Teammate Vision", "Share Vision with Allies"... ? But any of those may still required a translation comment. What's the format for adding one?
  12. Has anyone else experienced this? After I capture a building, with my units selected, hovering the mouse over the building that needs repairing, the one I just captured shows a harvest icon (wood) instead of a repair (mallet) icon. I experience this about 95% of the time. left-clicking on the mallet on the dashboard works. I've noticed this since a23, and probably in earlier versions but I don't remember for sure. Also see it on a25. My OS is Linux (happens on either Manjaro or Debian), and usually I'm using a self-build. (I took a screenshot but the mouse pointer wasn't captured.)
  13. There's now a patch to add this to the game at https://code.wildfiregames.com/D4191 but it will need feedback and review.
  14. A version for a25 is now available for download on 0ad.mod.io (v0.0.25) Thanks for your work on that, @Jammyjamjamman!
  15. It looks disabled to me. It can't be changed in the case I mentioned (see screenshot in first post). Therefore, from my point of view, the tip should not state that it can be toggled.
  16. Or hide the tip that states that it can be toggled, in cases like that when it can't be toggled.
  17. At the game set-up screen, local match, custom map. No option to turn cheats off, even though on the left, it says "toggle the usability of cheats."
  18. @LangbartIt's been suggested before to add this feature to the game, but it was rejected. There was a ticket created and then closed The link you gave is on a fork of the main repo. There's an open pull request for it at https://github.com/andy5995/CartographyMode/pull/7 . We've been side-tracked for a couple weeks but were planning to do some testing of that patch very soon, then merging it, probably within the next few weeks. After that, I'll submit the update to Itms and mod.io Anybody who wants to test the code as-is and leave feedback on the pull request is encouraged to do so. We'll take any comments into consideration before finalizing the patch. Thanks for your suggestion. I'm glad you like the mod.
  19. The menu shows up correctly when I set to 1.4, which will work just fine for me. I set it to 1.5 before I had cataract surgery last October, so I can see things a lot better anyway.
  20. I'm at revision: 25402 (a25) I'm not able to click the exit button on the main menu. It appears, but not clickable. In my user.cfg, I have gui.scale = "1.5" which I'm sure is related. I'll attach a screenshot... This is how it looks in a24 (which works) And in a25
  21. @wowgetoffyourcellphonecould you open a ticket on the repo and ping "Jammyjamjamman"? He does all the coding for it.
  22. Thank you for the offer @SSplat. That's just a pic I found with an image search. My intention was to post an example, but I didn't have any specific bridge in mind. And I see from this thread that the engine code used to find paths would not be able to distinguish from the top of the bridge and the ... underneath of the bridge
  23. @LopessFirst use the python script as mentioned in the first post. Then use the 7 scripts I've attached, that are based on the 7 patches mentioned by @Nescio None of these 7 scripts require an argument. Just use sh D????.sh Each script will look in a "maps" directory relative to your current directory, and change all maps it finds. There will be no messages output by the scripts (unless there's an error). D1009.sh D1010.sh D2234.sh D2254.sh D2774.sh D3012.sh D3097.sh
  24. I tried migrating this map for a24 but there are still some missing unit/structure messages when it loads. Here's the (incomplete) update... @SSplatYou mentioned bugs in your OP, what exactly are you running into? YingYang.xml YingYang.pmp
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