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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. It took quite long, but that is only me to blame ^^ Nevertheless it can be downloaded in-game now (since monday actually).
  2. One could try replacing a structure (by "upgrade") with some kind of ruin, which has a recource supply? Or an uglier solution, which I use in my mod, is to convert the structure to GAIA and let units break it down by attacking ^^
  3. Or only diminish shield armour ^^'
  4. One of the main pillars of 0 A.D. is moddability, thus there are lots of possibities. A nice reference: But also e.g. mods like 0abc and delenda est. 2. Might want to take a look at the seasons of done in Hyrule Conquest 6. Attack-Ground see Phab:D1971. (De)buffs, can be seen as aura's and are natively supported by the engine. So I guess only the terrain affecting unit stats is only possible with a hack, and 1. is not possible yet.
  5. D2658 Is for entities being able to autoproduce, but perhaps you meant: "Build a structure and when it finishes a unit is also spawned", @wowgetoffyourcellphone?
  6. Well, it does hurt in terms of historical accuracy. But it seems we need special builders able to construct useless eyecandy structures, which does sound nice IMHO
  7. One can bring it down to one: "Alt-F4" or "Super-Q", you can find the shortcuts for that. Nevertheless, I agree ^^
  8. Hey @crazy_Baboon, currently the default stances are stored in the templates (see e.g. template_unit). So yes, it can be done, but only through a mod, sadly.
  9. Hey @_RCF_DiAmOnD, can you please try to direct connect via IP? So instead of going into the lobby, host and join the game via the main menu. Also, are you getting any error messages when trying to join?
  10. In the simulation/data/technologies-folder, there are files called "advanced_unit_bonus.json" and "elite_unit_bonus.json". Those are the "upgrades" the advanced and elite units get, respectively. There are plans to allow for a more easily identifiable system though.
  11. For now, if you start the simulation in Atlas and garrison units, those will be saved correctly. However, I understand that for many maps starting the simulation to get entities to garrison is a no-go, hence a UI for that ought indeed to be made :)
  12. @allalongthetower It has been uploaded and currently awaits approval. I am very glad you like it! I hope you students will be as enthusiastic
  13. Could your friend please upload the interestinglog.html and crashlog.txt (commonly found in ~/.config/0ad/logs folder, see trac) from right after such a crash?
  14. Very nice that you want to use 0 A.D. in you class! I fully understand your reluctance to use violence in class, therefore I've put together a mod that removes all attacks from the units. This means animals are still in, because who wants to teach kids animals do not exist? NoViolence.zip If there's something wrong or not working, please do not hesitate to contact me.
  15. I've swapped with @Stan` for this one: he created a status effects demo and I tried my luck with this patch (D1718). Please test again
  16. Every entity which has the "StatusEffectsReceiver"-tag in the template can be affected by status effects. By default that are both units and structures. The flaming javelins and flaming pigs are very good use cases for status effects in vanilla 0 A.D.
  17. Thanks for the report! A fix has been proposed: D2647.
  18. Thank you for these kind words (Also thanks to @Stan` then, for the improvements suggested!) (Some slides may seem weird without context/me saying something about them, though.)
  19. Hi all, yesterday I gave an ~1 hour presentation about 0 A.D. at the IT company I do my traineeship. It was very nice since there were many positive reactions from the attendees I attached the presentation for those who are interested. Presentation0ad-Sogyo2020-ForForum.pdf
  20. I'll be lazy this time: this is the template change that I used for testing stuff. If someone needs more information I'll be glad to answer more elaborately when I get home :)
  21. With rP23448 committed today, you can create proper slowing towers (And poison, for that matter.) (Status effects being able to apply modifiers.)
  22. I really like the second and third images :) Probably the pikeman can't attack anything from up there I guess?
  23. Freagarach

    WARNING

    @gameboy Thanks for testing and reporting! It seems that something gets lost in translation. What we mean is that we would need a replay file (commands.txt; https://trac.wildfiregames.com/wiki/GameDataPaths#Windows) in order to investigate this error. So please upload the replay file (commands.txt) as an attachment here.
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