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andy5995

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Everything posted by andy5995

  1. Now a square version available AndJam_mainland_squared.js AndJam_mainland_squared.json https://github.com/andy5995/0ad-maps/tree/trunk/maps/random
  2. Jammy figured out an algorithm to put teammates closer together when a random map is generated. https://github.com/andy5995/0ad-maps/tree/trunk/maps/random On Linux, these 2 files can be placed into `~/.local/share/0ad/mods/user/maps/random`. The Windows directory is similar but I'm not exactly sure the location. AndJam_mainland.js AndJam_mainland.json
  3. I put the a23 and a24 version of this mod on GitHub at https://github.com/andy5995/CartographyMode @wowgetoffyourcellphone The a24 branch
  4. I updated this map and renamed the files slightly. Various changes: added roads, improved terrain appearance... aa2020-2_5p.xml aa2020-2_5p.pmp They can be downloaded from https://github.com/andy5995/0ad-maps/tree/trunk/maps/skirmishes
  5. A 3v3 map; all players start on a modified continent map surrounded by water, with a large lake in the middle. May not be balanced for PVP games. You can get the two files from https://github.com/andy5995/0ad-maps/tree/trunk/maps/skirmishes aa2020_3_modified_continent_6p.xml aa2020_3_modified_continent_6p.pmp
  6. A 2v3 map, intended for 2 human players versus the AI. The 2 human players bases are very close together. Updates and other maps can be downloaded from my 0ad Maps GitHub repo. aa2020-1_0.0.1.7z
  7. One of my first attempts at 0 A.D. map making. A 2v3 skirmish map, I created for me and a friend to play vs the AI. It puts us closer together at start, and pits us against 3 AI at the other end of the map. To make this map, I used a randomly generated version of Mainland, set for "Giant" sized (although because the sides are inaccessible, the total land area is about 30% less than a standard Giant sized map. aa2020-2_skirmish_map-0.0.1.7z
  8. @Itms When I download this from the mod center, I get two directories: cartographymode CartographyMode The lowercase one is empty.
  9. It's now publicly available in the mod database. @Itms signed off on it earlier today. Thanks Itms!
  10. Here's a mod for it (GitHub repo): Show Available Housing
  11. @Itms Awesome! That'll save me some time. The one other mod I submitted was called CartographyMode, which provides an option at game setup to enable or disable shared team vision.
  12. Hi @Itms, thanks for the fast reply. I'll re-upload and send you a PM on the forum.. or IRC?
  13. Well @Stan` after waiting for review and approval, I logged in to mod.io today to check their status. For the past couple months, said "pending review". Today, they were just gone. Does that mean Items reviewed and rejected the mods?
  14. In my opinion, the ceasefire slider/button should be changed. It's confusing because it looks the same as a radio button for the other options, but it's a slider.
  15. Other players I talked to thought this would be a good enhancement, so I created a ticket.
  16. Thanks @Stan` I uploaded another mod, created by a friend of mine. This one enables cartography but only if the option is set during game set-up. https://0ad.mod.io/cartographymode
  17. I didn't notice that the ticket was already closed by @elexis so.. nevermind I uploaded the Vision Sharing mod posted by @MeteoritoAlpha to mod.io (https://0ad.mod.io/vision-sharing-enabled) How long does the approval process typically take for a mod to become available?
  18. I think it would be useful to display available housing that exceeds the pop limit. For example, if you have 250 units and the limit is 250, but there is extra housing, then a display of something like "250/250+30" (if you have 3 extra houses that provide 10 housing units each if 3 other houses are destroyed later). That would be useful because it shows how much "backup" housing you have. A player can decide to stop building houses or build a few extra in case some are destroyed. Should a ticket for this be created?
  19. Thank you very much, @Weber K. And yes, I'll review it for grammar within the next couple days.
  20. The good news is that @elexis raised the priority of the existing ticket today.
  21. Maybe some new, helpful info for the devs from this recent post
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