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Posts
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Posts posted by nani
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3 hours ago, captray said:
Is there any way to use this with AutoCiv? I really wanted a more population option like AutoCiv has but unfortunately this doesn't go well with it. Any help would be appreciated. I'm new, sorry for the ignorance.
Thank you
Add autociv after delenda est and it will work (tested)
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On 05/09/2021 at 7:26 PM, nwtour said:
The default stance is a requested feature.
I have to click on each type of unit: ram aggressive, archers defend, medics passive.It would be great to implement setting default stance for each type of unit.
IMHO best place in unit type tooltip (Available in-game and in Structure tree)
Stance buttons:
https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/session/selection_panels.js#L927Place in tooltip:
https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/common/tooltips.js#L1185
It remains to find how to merge it with https://github.com/nanihadesuka/autociv/commit/a1daba4d4e4b5ca5a1984dca231bce45d8f470f5That was one time hardcoded feature, for a general case I not sure I could pull it off as a mod and seem too much work/reward ratio. Better ask official team.
On 16/09/2021 at 3:14 PM, captray said:F4 doesn't open anything but I can everything is installed correctly. No other mods.
Shift+F4 works but nothing happens when I press F4 please do help.
Latest 0ad. and latest Autociv from github.
Especially created an account to ask for help.
F4 does nothing in the latest version (also told in github)
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6 hours ago, maroder said:
Why the rotation can't be smooth , doesn't pyrogenesis interpolate rotations?
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1 hour ago, LetswaveaBook said:
What I was thinking about: Show how much HP the unit has that you ungarrison first. So you could decide if you want to ungarrison it.
Then if you do not want to ungarrison it, there should be something like ungarrison-and-regarrison hotkey. If a unit is regarrisoned, there is another unit that would be ungarrisoned first afterwards. Then you can decide if you want to ungarrison that unit or if you want to toggle to the next one.
A hotkey that only ungarrisoned healthy units would also be nice.
nice idea
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1 hour ago, maroder said:
Tried that, but then you have to use a very blurred shadow to accommodate for the different strings and translations and in the end its looks more like a smudge. But yes I will try to find an option that works with light backgrounds.
Look at the base styles and how they are defined, you can control how the textures are streched when the dimensions change, perfectly doable with current gui code.
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On 24/08/2021 at 10:00 PM, Ceres said:
Oh, then I misunderstood your report, sorry. But why do they flee when being "aggressive"?
Probably because is defined in the templates that they always flee (as they can't attack)
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36 minutes ago, Gurken Khan said:
Lowering the batch size with the mouse wheel is not an option?
Inefficient
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2 hours ago, Angen said:
Why are you trying to queue number of units for which you dont have resources for in a first place?
It is telling you that you will not be able to train them so why not lower the number where you can allow that?
Technically it should not allow you to train them at all, since you cant afford the numbers you are asking as it is for training in single structure.It happens a lot (at least to me) when you batch increment is 5 units for each click and you can't get the exact amount to match the resources needed, what I would expect expect from an UI standpoint is to get the production units capped to the max resources you have (an evenly distributed as @Jofursloft said). This also happens when you try to send resources to another player, if you surpass the max amount of resources you have then it doesn't send anything instead of just sending the maximum possible you have.
See: https://en.wikipedia.org/wiki/Principle_of_least_astonishment- 3
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version 25.1.2
- Added: option to spawn healers with aggressive stance (default off)
- Fix: Some minor problem with game countdown
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On 19/08/2021 at 11:02 AM, Ceres said:
@nani
Thank you so much for this really cool mod!Is it possible to add a feature to set a stance for all newly created units of a type? E.g. I would like to have all priests coming newly trained out of a temple (or even already trained and garrisoned priests from any building) automatically set to "aggressive" (because else, they usually flee from the enemy when attacked, leaving their comrades alone, which for me does not make so much sense).
If your mod is maybe not the right tool for this, I could ask in another thread of it could be implemented directly in the game.
Looks like a nice to have, will look at it
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8 hours ago, Ceres said:
@nani
Is this something for your mod?It will probably involve simulation code changes (UnitAI) and has some pretty hard edge cases so I say it would be better to be done as an official 0ad feature
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Look at the replays folder
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56 minutes ago, Palaiologos said:
ERROR: JavaScript error: gui/lobby/lobby~autociv.js line 117
Engine.GetGUIObjectByName(...) is null
@gui/lobby/lobby~autociv.js:117:25
onLogin@gui/prelobby/login/login.js:48:9
onTick@gui/prelobby/common/feedback/feedback.js:27:34
__eventhandler1259 (Tick)@__internal(15) Tick:1:1(Using @Langbart boonGUI mod as well.)
Some minor conflicts between mods but apart from that both should work
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6 minutes ago, Player of 0AD said:
this bug is still there. just for your interest, @nani
Just tested. Can't reproduce the bug, works fine for me.
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53 minutes ago, Yekaterina said:
This thread is for reporting technical bugs that you have encountered in A25 while playing on the release version.
Here is an example of a bug I encountered:
The player called nisefuchi asked to spec so I replaced his slot with a Petra Bot, and tried to start a 3v2 game with the following arrangement:
Team 1: Yekaterina + duck...
Team 2: GeneHa + Rarius + Petra (Very Hard Random)
Specs: nisefuchi
The game crashed with this error, after I clicked the start button (which was available at the time). It crashed at the loading screen and did not even manage to generate a replay file.
I had Autociv mod on.
How did you even manage to reach the loading screen? If that error message appears it should be not possible to start the game (it has two checks one in JS side and another in C++). That errors occurs when you try to force game start or in some cases if a player leaves or specs and you immediately press start game before the leave/spec message has arrived. Maybe some malformed data was passed to the game setup settings C++ parser and that caused the crash (I think that part of the C++ code doesn't check if all the data is valid before trying to use it). Autociv does change (can) some settings but doesn't add any new.
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version 25.0.2
First compatible version with 0ad alpha 25
Removed:- Auto-train, now 0ad has it included
- APM charts
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1 hour ago, MR.MICHAEL said:
hello @nani sorry i bother you again, what i meant was this . which can be loaded unts. as similar to alt-Q since without the mod. in this update i saw that you and several players can do it.
that appears blue in the barracks or civic centers. i would like to know how to do it.That's called auto-queue ( or auto-train). It's a new feature of alpha 25. You have to select the buildings and in the middle panel bottom u will see two buttons to enable/disable it (in spec mode for some weird reason is hidden instead of disabled).
This was included in autociv before but as is part of the game now it doesn't have hotkeys from autociv.
You can add them in the hotkey editor if you search for "queue" in the hotkey filter then add whatever you like for them- 2
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@LetswaveaBook will post it here soon, just want to give some time so possible autociv bugs don't get confused with possible 0ad bugs,
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On 03/08/2021 at 11:47 AM, Stan` said:
I've tried to barter in A24 & A25 and I don't see any messages, only when observer; Tribute messages still show. Maybe an autociv feature?
No such feature
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57 minutes ago, BreakfastBurrito_007 said:
Hello there seeh,
I tried to build with svn like you did above but I couldn't complete the make step. The error says i'm missing "boost/version.hpp". I looked for this file but didn't find it anywhere. Perhaps this is the problem you were referring to? This file is needed for source/lib/pch/pch_boost.h
Any help would be appreciated!
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38 minutes ago, Stan` said:
Do you think we should have a "Did you know? there is a mp lobby" social media posts
Yeah, and also on the same theme, having the probably most used buttons "single-player match" and "multiplayer game lobby" as primary buttons (not children) would help visibility/usability
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Another upload from Play&Go ( @seeh ), lately he has been uploading some videos every week of his plays.
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2 hours ago, Player of 0AD said:
1) - groups can fail to build buildings if some members are standing on the constructionsite
2) - workers dont take the closest resource to the dropsite, but the closest resource to their last resource
1) This make sense no?
2) Also makes sense otherwise they would not return for resources that are far away (hunting), a fix could be to check for more resources near the dropsite if they can't find any more near the last resource
Delenda Est Alpha 25 Released
in Delenda Est
Posted · Edited by nani
Well apart from the joke, seems ... @wowgetoffyourcellphone removed the unlimited option?
But still, you can change population to whatever number with autociv if you so want by writing in the game setup chat this: /population 100000