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feneur

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Posts posted by feneur

  1. 15 minutes ago, MythyCool said:

    should i re download the game in a different folder to see the files?

    There should be no need to. If you didn't change anything when installing the game you should just be able to copy and paste %localappdata%\0 A.D. Alpha\binaries\data\mods\public\public.zip into the address field, then press enter, see the attached image.

    explorer.png

    • Like 2
  2. 1 minute ago, MythyCool said:

    thank you for your help i cant find the files for the units and civs im on windows.

    im on windows.

    4

    https://trac.wildfiregames.com/wiki/Modding_Guide is a good place to start, as well as https://trac.wildfiregames.com/wiki/Mod_Layout for where to find which files (you only need to include the folders/files you are modifying, no need to have it all if you are just editing parts of it, but it's probably a good idea to read through it all anyway so you know what is available). There isn't just one file which contains everything for one civilization though, so the best way to learn what you can do/need to edit to do what you want is probably to go through a few different files. A good start is probably the civ files in binaries\data\mods\public\public.zip\simulation\data\civs and the unit files in binaries\data\mods\public\public.zip\simulation\templates and more specifically in binaries\data\mods\public\public.zip\simulation\templates\units . The files inherit from other files, so something might be defined in one file, and then another file builds upon it - or changes something - so you don't need to add everything for every unit in every file, but it does mean that you might need to go "higher up in the chain" to see some specific data, if you only want to change for example the unit information but not the stats it's probably mostly going to be the most specific files you want to edit.

    • Like 1
  3. 3 hours ago, elexis said:

    Seems unfortunate if we can't reward donors even with a simple "thank you" message or donors badge (hint) if we never know who donated.

    We do get an email with information when someone donates via Click and Pledge, but apparently not when someone donates via PayPal. As for rewarding people who donate, sure, but should everyone be rewarded the same way (even if they just donate whatever is the lowest amount PayPal allows)? Should we put in the effort when we receive confirmation of a donation to check whether there is a forum account registered with that email address/send an email asking whether they have one?

    • Like 1
  4. 4 hours ago, Servo said:

    The Carthage has 950 units at this time and can’t spam more due to pop cap. It’s teamate Persia has around 400 but since both are aggressive it keeps sending attacking forces by the 30’s per ship. 

    I think the AI needs to be programmed not to spam more units if their target attacking pop is not dispatched. 

    I tried to eliminate all those units stuck by attacking but they are too strong. I need to cheat to get it back to fluid game again. 

    I think there needs to be done on water maps too, by making water maps with wide beaches and passageways so units like ships won’t be crowded. 

     

    Well, maybe people shouldn't play with over 200 population limit on small/water maps? Because that seems like it will cause issues regardless of how optimized the game is or what the AI is adapted to :P I guess there is a value in testing with insane numbers though as it might make it easier to find issues which are common in those cases but rarer with lower pop limits.

    • Like 1
  5. I would actually suggest that individual developers set up semi-official Patreons themselves, that way it wouldn't complicate things for SPI, and it could probably help make it more apparent that the patreons would be helping an actual human being and not just a faceless organization =)

    • Like 4
  6. Wow, that takes me back =) I played it a bit, I think, it might have been The Guild 2 the base game though, or perhaps both. Was a long time ago, maybe I should try it again. I bought it/them via the Gamestop app though and haven't been able to access them for years, so I'd probably have to buy it again :unsure: I remember spending some effort trying to become part of the city council, but if I remember correctly it was pretty difficult. At least to stay in power :)

  7. If you look at it from the other side: someone is playing, then leaves. How can then the other player know anything about why the first player leaves? From the limited information available it is as easy to believe that someone is cheating as that someone is having issues with their internet connection. You can, however, report it here in the forums and it can be looked into, it's a lot more likely that the moderators will be positive towards you if you don't call people weirdoes or assume that there is some bad intention without more information (that is kind of the same thing as you are accusing the moderator/community of after all). 

    @user1

    @Hannibal_Barca

    • Thanks 3
  8. 1 hour ago, Sturm said:

    Another one that may be useful for 0 A.D. and its mods...

    Indiana University Publishes 3-D Models of More Than 300 Renaissance Treasures From the Uffizi Gallery’s Collection Online

    https://news.artnet.com/art-world/indiana-university-uffizi-gallery-1332494

    As references, sure, but they've not made them available under any license which allows reuse, so the actual models can't be used.

  9. This is mentioned here: 

    But to answer your question: it's impossible to say (and to some extent to do as well, a game completely free from lag is probably not possible to achieve) as the issue is too complex. It's not just one little thing that can be improved and fix the problem, but rather a lot of smaller and bigger issues which together mean that the game doesn't run well enough under certain circumstances. To complicate it further plenty of the improvements needed to get the lag down to acceptable levels are among the most complicated areas of programming (perhaps especially pathfinding - how the units move around), so it's not just a matter of finding more people to work on it either as they not only need to be (or become) very skilled, they also need to be very familiar with the 0 A.D. code.

    All in all, this means that while small improvements continue to be made it will take a lot of time and a lot of work before lag is reduced enough. And that is not necessarily easy to define either. If you only play on small maps, using a few units, with only one other player, no AIs, are on the same local network or have a good internet connection, etc it's probably running pretty well already. But if you want to play on bigger maps, with more units, etc it will take a while before it runs well. If you also want to have all the graphical features set to max/enabled or don't have a very fast computer, or have high requirements for the number of frames per second you need to be able to enjoy the game, then it will take even longer.

    • Like 3
  10. 8 minutes ago, OPEJ said:

    I found the reason ,Thx all

    Please mention it to help others running into the same issue in the future  ;)

     

    I think the root attach point is created/approximated automatically for all models.

    • Like 1
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