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nani

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Everything posted by nani

  1. This is a typical trope in RTS games, very damaged buildings can't get garrisoned as it represents the building is in shambles
  2. https://github.com/microsoft/vscode/issues/87268
  3. So like victory by wonder but the win condition is max score and it starts at startup.
  4. The files in question you need to add to your mod are: gui\common\!!!autociv_patchApplyN.js gui\common\mod~autociv.js gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js Then change all occurrences of "autociv" word for the name of your mod. As for knowing what to change here are some tips to follow so you don't trigger OOS (out of sync): simulation folder: don't change code behaviour or variables that are serialized How to know if a variable is serialized: There exist a function name "Serialize" in the component and that function does something with the variable Doesn't exist a function name "Serialize" in the component, that means all is serialized Templated can't be modified gui folder: you can change anything art folder: you can change anything shaders folder: you can change stuff but most be compatible with the engine maps folder: you can add maps without problems but you can't modify existing maps l10n folder: you can change anything audio folder: you can change anything globalscripts folder: you might be able to change some things, not sure about this one
  5. Looks promising, siege should also have a production time penalty like the units and the upgrade should only affect the upgraded roman camp not all of them (possible no? @Stan`)
  6. I make suggestion: Keep the same cost as of now: only 500 wood Keep the same minimun proximity from other camps (keep it as it is now) Lower the hp to 1500 Lower the max arrow count to half Lower max garrison to 30 Make optional upgrade for each camp of 500 metal (or stone idk) to increase by 2x the hp and arrow count (this could be two diferent upgrades too, metal for arrow, stone for hp) *** The upgrades would only affect the upgraded camp Allow to make siege again, maybe make it 30% slower to produce That I think would please people, easy to make easy to kill, leave enemy too much time with roman camp then is your fault he made upgrades.
  7. One nitpick, but I think is important, make the obstruction box smaller, the bushes are wide but realistically one should be able to pass between them (you cant currently do that now in a24 but you could in a23)
  8. In a23 you could make infantry skirmish rush, not much now, that I liked alot.
  9. Well, there are only so many colors easy to differentiate, I like yours but I would remove the black, white and one of the greens for other alternatives
  10. The newest patch is now https://code.wildfiregames.com/D2667 (fully working) and is being refactored (?) by @wraitii so that it fits with the grid class interface some other data structures already use. Well the I put some random colors more but not much. Also xd:
  11. If you want this you can already get it with the autociv mod
  12. Some random new 0ad channels I saw. The last one looks to give a nice overview of alpha 24
  13. That line doesn't make any sense, if the line says by.class.select. it means class and only class no some random keys.
  14. In some maps the players are indeed placed like that but you cant assume it, so I don't think is a good idea.
  15. Summary: stone was an essential resource in a23 but in a24 with only 1000 units of stone you are already set for the whole game which means now the game has 4 resources but one is basically unused.
  16. You can't enforce that kind of state sync to corpses bc they are not serialized.
  17. In the last autociv version I added some extra settings controllers, one of them is a slider for integer values, seems to work well for the max corpse setting and doesnt modify much the base code.
  18. From playing games I never had any problem identifying the units type so I don't really see the problem.
  19. Stan connecting all the pieces in the project, circa 2021.
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