Jump to content

hyperion

WFG Programming Team
  • Posts

    933
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by hyperion

  1. We still lack an AI that can play competitively and this likely won't change
  2. Thanks as well! Some tips for packaging a mod: Mod is named palisades (lowercase (good)) in mod.json, so should live in a directory palisades (lowercase), only some windows filesystem don't care about case. Mod (the zip archive) should not have a root folder "Palisades" to allow installation via drag and drop / open with ... / as argument to 0ad on CLI. Naming convention is <mod name>-<mod version>.zip, ie. palisades-0.0.1.zip Mod version ideally gives a hint as to which alpha it's compatible with, ie. 0.27.0 would be a decent pick, then the next iteration for the same alpha would be 0.27.1 Guess only the second point is really important as it allows to share mods with everyone and not just tech savvy people.
  3. Looks so much better that I personally wouldn't care about the performance and use it if you provide a mod
  4. Should be placing foundations as well. @LetswaveaBook, there quite a few aspects you haven't clearly outlined, like how are placements triggered, how are resource cost handled, outlaying algorithm etc. Anyway I don't see a way to abuse current mechanics to do what you want, so you will inevitably have to write some code. If you limit yourself to the special case of placing farms around a farmstead this doesn't seem all to difficult tho.
  5. I wouldn't call it dumb at all but something deserving a fair discussion, fire damage could be changed to damage garrisoned units to sell it as plausible but then people will pop up and request torch throwers, so I'd rather not As for units getting damaged on collapse, I don't think that's helpful in making turtleing actually useful but still beatable across all skill levels. To get there I'm pretty sure all civs need some ranged siege and repairing needs to cost some resources.
  6. Seems it can't find mod mod or public mod, check your logs for further hints.
  7. There is something called EjectHealth, so units get ejected even before collapse. If they can't be ejected they die, example ship far off shore. Works currently exactly as title requests. "Accurate and realistic" is a broken argument, it doesn't care at all about play-ability and could even be used to argue for the opposite just as well, like who in their right mind wouldn't evacuate before it's to late ...
  8. Even then, the one hosting still gets all messages. Scrambling ip address, so the mainlog can be posted as-is is somewhat reasonable, but it won't help at all to prevent users to get the ip of peers. The question is are you willing to pay for playing online, if there are enough such user then having dedicated servers might be an option. Then some "cheating" can be fixed, notably the quit rated game one.
  9. One could make a case that easier means one less item where players can make a difference to their peers. I don't particularly care here. If you add this then the question how the handle other "conveniences" such as cancel / pause / reorder not just theoretically but with an intuitive UI needs an answer.
  10. The advantage of it being a copy of public is easy to review patches and for them to be easily backported to vanilla. I agree with @causative that a filter when building the mod for mod.io would be reasonable, tho I'd build it around git diff --name-status
  11. A hopefully simple example: Little Alice and little Bob are playing ball on top of Eiffel Tower. When passing the ball to Bob he fails to catch it and Alice shot falls all the way to the ground. Grown Robert picks up the ball, and has he is a grown up he has further range and is able to throw the ball all the way back to where Alice is if she where on the ground. Is Robert able to pass the ball back to Alice?
  12. Well, they wouldn't be just circles anymore. There was a patch for a more accurate range indicator at some point, don't ask me what became of it. Because it wouldn't be correct in the general case as was pointed out, whether this is of concern we can argue about. Just because some people don't understand the relation between elevation and range isn't a sufficient reason in my eyes to throw away what we have tho.
  13. Pretty sure wow didn't mean to just touch the mod.io browser and leave the more problematic mod-selector as is. As for the problem raised of figuring out what exists such a browser will be a sub-optimal choice anyway, it won't ever have more info than https://www.moddb.com/games/0-ad/mods and only covers a minor part of the mods available.
  14. An image can be packaged into the mod as well, no need to fetch it from somewhere else. If the mod is signed so is a bundled image. This covers the mod selector. So this leaves what to do about a mod.io browser, relying on mod.io having the necessary tools and report mechanisms sounds good enough for now.
  15. Right click, open with ... 0ad -> done installing
  16. Don't know how you tested, anyway simply setting it to 10% to make the effect more pronounced and running combat demo huge I see quite the difference (actually more than predicted). Given that this change also has an effect on unit composition I'd expect an even more favorable result for regular game play.
  17. The tech I posted impacts bolt, structures, ships and ele archers all the same, whether this is as it should be is up for debate. I never claimed zero side effects, but there is a difference between a few and many all over the place. One possible side effect of the half dps change might be better performance of the game for example.
  18. @nz., there was an issue with dns for a couple hours, should be fixed now. Give it another try.
  19. Which is as intended, ranged units shouldn't matter much in straight up fights but having to make use of obstructions like natural chockpoints or walls to be really useful. If a micro god can get value from ranged units that's fine too. Bolt shooters also do ranged damage, so also affected by half dps. Btw, a couple alphas back you didn't even need a small army to defend a small mass of bolt shooters for them to be invulnerable.
  20. ranged vs buildings, ranged vs sieges isn't meant to be a thing in the first place, ranged vs units is the whole point of this change.
  21. It's the obvious solution without a dozen side effects. I still feel @Feldfeld suggestion of halving ranged damage as a start the most reasonable approach. Those willing to test may drop the following into simulation/data/technologies { "autoResearch": true, "modifications": [ { "value": "Attack/Ranged/Damage/Hack", "multiply": 0.5 }, { "value": "Attack/Ranged/Damage/Pierce", "multiply": 0.5 }, { "value": "Attack/Ranged/Damage/Crush", "multiply": 0.5 } ] } Adjust multiplier as you see fit.
  22. Assuming healers have large vision range would this not mean making healing ranged units rather tricky?
  23. Ranged units have to high dps so let's change all else.
  24. Probably because you are a new user, so some "spam protection" will be imposed on you for some time.
×
×
  • Create New...