
Feldfeld
Balancing Advisors-
Posts
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Joined
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Days Won
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Everything posted by Feldfeld
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Hi guys, I had the idea of making a new random map with multiple purposes : - To adapt a skirmish map from Delenda Est mod and making a random map compatile with it (so, notably to have farmland) - To have randomized but still balanced additionnal ressources near players. They will have the same amount of nearby food (+/- 200) and it can be of same or different types (hunt or berries). So I decided to adapt "Britannic Road" from Delenda Est by @wowgetoffyourcellphone. Thanks to @nani, @badosu and @elexis for answering all my questions on map making Version for vanilla : feldmap.zip Version for Delenda Est : delenda_rm.zip Version for github DE (A24) : delenda_rm_a24.zip
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How to definitively change original hotkeys of the game
Feldfeld replied to Odin_1988's topic in General Discussion
Basically there are 2 ways of changing hotkeys, via local.cfg or via user.cfg. default.cfg should not be changed and has lowest priority, it just represents default hotkeys. I didn't know which has the priority between local.cfg or user.cfg, by the looks of it the later has. I suggest you change all your hotkeys in either file (but prefer not to mix up). If you have hotkey conflict, indeed you have to put unused to the hotkeys you don't want, however don't do it in default.cfg but rather in the file you chose to modify your hotkeys. Edit : also, user.cfg is not inherited by autoCiv but can be modified by it. -
How to definitively change original hotkeys of the game
Feldfeld replied to Odin_1988's topic in General Discussion
Then you can try going to C:\Users\Odin\AppData\Roaming\0ad\binaries\config and edit user.cfg Check if there already are entries for unit training, and if not, add the lines you had in first post (hotkey.session.queueunit.1 = "A" ; add first unit type to queue) etc -
How to definitively change original hotkeys of the game
Feldfeld replied to Odin_1988's topic in General Discussion
Try this : [hotkey.session.queueunit] ; > UNIT TRAINING 1 = "A" ; add first unit type to queue 2 = "Z" ; add second unit type to queue 3 = "E" ; add third unit type to queue 4 = "R" ; add fourth unit type to queue etc. -
0 A.D. ''Primus Pilus'' Tournament (I) (32/32) Players
Feldfeld replied to Stockfish's topic in General Discussion
Feldfeld vs Edwarf Feldfeld vs Edwarf.zip -
0 A.D. ''Primus Pilus'' Tournament (I) (32/32) Players
Feldfeld replied to Stockfish's topic in General Discussion
What are we even supposed to pick as biome ? And why would Jungle (or Savannah) be a problem ? The game won't be laggy with just 2 players and small/medium size and i suppose with the balanced map pack tigers are not going to be a problem ? -
0 A.D. ''Primus Pilus'' Tournament (I) (32/32) Players
Feldfeld replied to Stockfish's topic in General Discussion
Please link me to the relevant patches. I already agree with Valihrant's changes that are extracted from his mod -
0 A.D. ''Primus Pilus'' Tournament (I) (32/32) Players
Feldfeld replied to Stockfish's topic in General Discussion
I register -
0 A.D. ''Primus Pilus'' Tournament (I) (32/32) Players
Feldfeld replied to Stockfish's topic in General Discussion
I'm more likely to enter this evening, I'll be studying this afternoon -
0 A.D. ''Primus Pilus'' Tournament (I) (32/32) Players
Feldfeld replied to Stockfish's topic in General Discussion
Well, there are 3 more events to go, nothing is pressing. I'll probably wait until rules are changed. -
0 A.D. ''Primus Pilus'' Tournament (I) (32/32) Players
Feldfeld replied to Stockfish's topic in General Discussion
The bans should be for both players and picks exclusive to 1 player. The order of the picks might have to be shuffled, too. -
Modern vs Older RTS Discuss
Feldfeld replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Yes you can. Hold Ctrl. Wish we could change the key though -
There were 4 full games before that one. Could send all of them in pm if you want
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There was this try :
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I think it's 79 but you can verify by having an archer shoot an ennemy tower
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I think that it is the mean elevation bonus over all directions. Towers (and other ranged units or buildings) can have a range bonus if they stand higher than their targets. For units the number displayed is the range bonus in the direction they are looking at, for buildings it is a mean range bonus over all directions. The height of the tower is considered in that calculation i assume. Edit : note that it makes the range ring (aura) only approximately correct when elevation changes in the surroundings of the tower
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Well, in a game like this, a very small change can have big consequences, especially when there is no counter system, the stats have to be near perfect.
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It exists in Empires Apart
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At 0:45 something that comes closest to gameplay
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Difficult to call it a gameplay reveal :D
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This is not straightforward because the reason the mod has to be broken in several patches is to organize them functionally in order to indepedently discuss them/ test their behaviour, meaning that a functionnality like the counter system will be spread over several files, but also that a template file can be affected by multiple functionnalities (patches), eg borg's counter system and base stats harmonization. Edit : ah thought you were speaking about borg's mod, in Valihrant's case it's different since most of the changes in files are indeed independant from each other making the process much easier
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Sunday Pro Games 1v1 Tournament Main Thread
Feldfeld replied to HMS-Surprise's topic in Announcements / News
Very nice infographic. I might be able to play in the last 2 weeks or something.- 74 replies
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The ptolemies are the best civilization in multiplayer, just that they can be difficult to handle when we're not used to them/multiplayer.
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Typically, the units that are going to gather wood, here it would be the 4 men. I think the tutorial could mention/emphasize the bonus of international trade, self trading just like that is often not worth it.