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nani

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Everything posted by nani

  1. Not really, it just doesn't mesh well. The alert system is based on having a building from where to trigger the alert, then the units AI inside the building radius will find a place to garrison, the problem is knowing what building to automatically select in the case this hotkey were to be triggered and also to take care of any edge cases (no building found in visible camera view, multiple options, etc).
  2. Move "autociv" folder to the folder "mods" not "mod". Then open 0ad and in the main menu select "Settings" -> "Mod Selection", a new page will appear. In the page search in the upper list the mod "autociv", select it, then click the "Enable" button on the bottom, this should move the mod to the list bellow. Then click on the "Save Configuration" then on the "Save and Restart" button. Now you have autociv installed and working.
  3. I don't know if this would be a good change (opinion), if I want to know the rating of someone I just read his rating not the color.
  4. Regicide is unpredictable and that is fun. I once had my CC taken down by an elephant Hero (Hannibal ?) at the start of the game which made me lose in just 2 min. Was that unfair? yes, but would that have happened if it were perfectly balanced? probably never. I think, this is what makes the mode (the current regicide) worth a try and also play it.
  5. Explain the steps you did to install it (the more detail the better) and what exactly doesn't work, any errors?
  6. Yes, if I'm correct @wraitii did a great job implementing this. From what I did get, basically 0ad now uses scancodes (positional) instead of key codes (value based), so that it doesn't matter what type of keyboard you have the keys would be saved internally as the default keyboard and translated according to the current keyboard you have on the fly. So, for your issue, 0ad is doing the conversion correctly, so no need to worry, let 0ad handle it for you.
  7. Yes, added that parameter to the base template template_units.xml but the overlapping still happened.
  8. I tried these same settings but I instead got multiple units overlapping. See for more context
  9. https://git-scm.com/docs/git-sparse-checkout
  10. Might be a good idea to add a survey to the thread so we can vote. And yes, I use it alot. It allows you, in battle, to "restart" the army so it fights units close to them and not chase random ones
  11. user.cfg file somewhere inside a line with "mods" in it
  12. FXAA missing, check what shader configuration file is calling that.
  13. @andy5995 If you look at binaries/data/mods/public/maps/random/rmgen-common/player.js:317 you will see the reason. "distance" property must be put on the "Mines" object not of each "template" type object
  14. That code doesn't tell me anything, you have to track down what line of code actually places the mines then modify that distance for them, there is nothing more to it.
  15. I suggest to keep 30 corpses at least otherwise the gameplay suffers alot (you won't know where your unit died and how many otherwise). Performance only starts getting bad when you have > 50 corpses lying around
  16. What it does is disable units from entering the entity, in the case of the Fert map it was so units can't garrison inside the wonder placed at the center of the map.
  17. Ok, but that still doesn't tell me why sheep, pigs, etc (cattle) units don't behave the same same way normal units do in respect to unit vs unit collisions. Does someone know a 0ad templates wizard who can tell why? @wowgetoffyourcellphone or @Freagarach?
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