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gaius

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Everything posted by gaius

  1. @AnnoCrat if u make a random map and wont write in the JSON description file that it will be round, it will be automatically square.
  2. I communicate with Itms all the time, but he is in vacation with bad internet untill 6th august, so we have too wait till then ...
  3. The similiar balancing-mod has now streets, an improved promotion system for Units (Citizen Soldier can now promote up to heroes and beyond), a kind of battalion-production, buildablable catapults, figthting stamina and bonuses for flanking or backstabing an enemy unit etc. https://0ad.mod.io/balancing-mod balancing-mod.2.zip
  4. Picture of roads, auxiliary camp, new champs and heroes, buildable onagers and visible Garrison of SiegeTowers etc. of my mod: the-age-of-0-ad
  5. Does anyone know if there is a way to chache some variable in the JS files of components folder, like in Attack.js? Feldfeld had a good idea how to implement Formation flanking. But to spare CPU time caching would be good.
  6. @elexis @Annocrat LordGood had roads in Ponies Ascendant for faster movement, and I also used his work to implement roads in my mod the-age-of-0-ad. We use aura for for faster movement of Troops. That makes 0 A.D. more of a City-Building game, and is very cool. I just hope that the auras don't lag, which I don't believe.
  7. I just tested if u can play it, without mod activated, but indeed that is not possible. Unfortuneatly.
  8. nani, if u dont mind i can put it in my mod so it is easier for you and Itms
  9. The biggest new feature is that by producing atleast 8 units u get a cost discount of 10%, they will automatically form the best formation when produced. Also I made two extension to this mod: the-battlefields-of-0-ad and the-age-of-0-ad. The main difference is that soldiers can not work but female worker are more effiktive and a new barbarian camp is available with free barbarian units available, and infinite production. It can be build in neutral areas like pallisades. In the extension the-battlefields-of-0-ad there are also Slave Administration buildings available, which makes the Eco much less micro intense, but plundering more rewarding. In that mod fighting starts very early, and it is more about expansions with slave administration buildings and defending it, than gathering. So it plays more like Zero-K or The Battle for Middle Earth 2 than AoE. Since both extension are awaiting activation, u can try the gameplay by downloading https://mod.io/mods/file/277 in the https://0ad.mod.io/formation-fighting-mod. Filename: test_slaves_and_barbariancamp.zip test_slaves_and_barbariancamp.zip
  10. Some new features are now that all units if in Formation move also as a formation, and forming a new formation assigns automatic a Hotkey Icon. From Version 2.0 on the balanced-mod is similiar to this mod, but without the more experimental features like champion auras or CC aura. You can get a impression how it works on youtube:
  11. I inserted your code in my newest version. Works great and is really useful, thanks @Angen. Also my Infantry can now fight better in pure Formation when put on StandGround. I solved it that way, that they heal each other a bit when idle. It is not a perfect solution, but an interesting one and also nice as a tactical move. https://0ad.mod.io/formation-fighting-mod
  12. there is a turnrate element but I'm pretty sure it makes no difference, prob. not implemented
  13. Very nice, Angen. And i guess you will decrease turning rate of formation so its possible to flank a formation.
  14. @Angen that would be awesome and useful, thanks.
  15. Thanks @(-_-). will definetly look at your code. Not even thought about that cool idea. But i tried it and i didn't discover any other behavior. Maybe only a22 combatible?
  16. I think to give a small 5 meter aura range when in formation and idle would make sense, for gameplay, implementation and cause it seems to be realistic.
  17. @aeonios: i would say the implementation of formation is quite good. And firstly I thought too, that the productionsystem needs to be adopted, but then I realiezed that an automatic Hotkey-Icon assignment, when forming a new formation would do the job even better, and keeps it easy and let everyone the choice how they want to play the game. And not everything would need a overhaul. For sure, formation don't keep a perfect geomatrical formation, when fighting, but for the most part in history, it wasn't much different. War is a mess and battles are messy. And the advandage of fighting in line, wasn't to fight in a perfect line, but cover each others @#$%, and other facts like moral and communication advandages. So the bonuses on fighting in formation aren't arbitrary, and in game they compensate also some disadvandages that come in hand with using formations. @Angen: i think if u want more perfect and beautyful formation-fighting u need to think of changing the aura system, like giving aura only when in formation and idle. If u dont, the formation would be impractical and easy to outmaneuver.
  18. I made a mod with better unit behavior, regarding chasing, attacking and capturing. But no AI is used, but for example some randomness. But i think formation is the best way to go, it has several advandages: like better to micro, looks nicer, more tactical and less cost of pathfinding. U can look at my mod: https://0ad.mod.io/formation-fighting-mod. And look mostly on UnitAI.js.
  19. @ffffffff You are right fpre, i fixed it in newer versions but it takes long time for signing. And I updated also my mod. Now formation-bonuses apply: Phalanx/Syntagma:+25% Health/-10% Speed and Attack, Testudo:+3 Pierce Armor/-10% Speed and Attack, Wedge: +25% Attack/-10% Health, Forced March: +50% Speed but -0.3HP/s when marching or fighting, Skirmish: +25% Hack attack. Formation fight now mostly close together. All Unit behavior is improved, regarding chasing, attacking and capturing. New Scenario Maps like BattleMania are great for testing the mod and for a fast 1vs1 online battle with big armies, somewhat like in TotalWar.
  20. I introduced the concept of stamina/exhaustion, gently via tech in late game, in my not yet signed mod. I think it gives interesting tactical options.
  21. I updated the version now to 3.1. The most interesting changes are now that units and formation behave smarter. Formation fight more together. Also AI attacking might be better and smarter, cause units don't auto capture anymore. Download at https://0ad.mod.io/formation-fighting-mod, until it is signed.
  22. I also changed the max attack range for melee units, that makes formation fighting also nicer and more effective
  23. @Angen, it can be downloaded in mod.io but not in game. And every update needs a new sign up.
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