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crazy_Baboon

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crazy_Baboon last won the day on February 10

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  1. Is this check disabled inside the mods themselves or is it hardcoded in the engine?
  2. does anyone know which hash is calculated when running the mod? Which .zip files have their hash verified? Thanks
  3. Thanks @Stan`! Does anyone know how to get my mod to work online? Cheers
  4. Hi, I am learning how to make modes and made a simple "learn_modding" that changes the default trade values. It runs fine in single player, but when i go online it stops me from using it: Why won't 0ad let me use the mod online? How do i get it to work? Cheers
  5. @faction02, Thanks, I have created a folder named forum_replays in .local/share/0ad/replays/0.0.23. However, when i open the replays menu i cannot find it! Any suggestion? I have autociv and fgodmod installed. Running popOs. Cheers!
  6. The question says it all... How do I replay Where should i place the .txt and .json files? Thanks!
  7. Hi folks, I would like to change the default value of market trading probabilities (default 25% of each resource). I tried to find it in simulation/data/settings/ and other directories in public, but to no avail. Anyone knows where can the default values of resource probabilities be found? Thanks! ps: A23
  8. @nani That is a shame, this lack of transparency.
  9. Why is this mod not availabe in the "Mod Sellection" settings?
  10. Hi, Is there a way of not allowing any 0ad mods in the game that one hosts (not allowing autociv, for example)? I want to host games where all the players are only allowed to play the vanilla 0ad, no extras. Cheers
  11. Hi, Does anyone know if 0ad runs well on the following hardware: NOTEBOOK IDEAPAD S145-15API-735 - AMD R3-3200U 8GB RAM 256GB SSD VEGA 3 ? OS to be installed: Linux Thanks
  12. Hi, I have been hosting 2 vs 2 multiplayer games quite often since Corona times started. However, i have noticed that, as the game progresses, the gameplay gets slower (connection lag). That is to be expected, up to a point where all players reach the max population limit (in my games that's set it to 150). The strange thing is, as the game carries on beyond the point where max. population has been reached and even when some of the players have been eliminated, the game still gets sower. And it keeps getting more laggy as the game progresses, and then it simply cannot
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