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badosu last won the day on September 14

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  1. What do you mean by time option? If it's the relic holding time it's set on gamesetup.
  2. Hmmm.. I was thinking of adding a software level package monitor like wireshark, so would that be ineffective? Should I at least be able to track I'm being flooded?
  3. Hmm.. I didn't experiment much with this but if possible I'd think this would be done on a triggers script. Check out: - https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/maps/random/jebel_barkal_triggers.js - https://github.com/0ad/0ad/blob/b364a8cc7f41fe305e8b436651f1ee59afa3a1e1/binaries/data/mods/public/maps/scripts/TriggerHelper.js In particular the functions which return entities, check owner for an entity and the OnOwnerShipChange callback. Since gaia should not own structures by default (depending on map) it should be easier to just check all gaia's struc
  4. Also water on elevation I think there's a huge unexplored space for new map dynamics in 0ad. Even the more bold maps we have employ restrictions on resources or some cheeky gimmick. In the end the result is the same, spam and overrun. The only map I really feel has any kind of proper layout for a dynamic game is Slopes and that's even considering the other balanced maps.
  5. The production row is just one of the elements that is part of the envisioned Monitor mod. The mods aim is to provide a better UI for both players and specs. The interactivity was not part of the initial plan, and surely it would change on the more advanced versions, focusing more on more and useful 'quick view' checks like units lost, population graphs, income difference etc... I sent you a PM
  6. Yeah, it's looking like malicious behavior from what we've seen so far
  7. @DizakaWhat are you using to monitor? Gonna try setting something up and see from my end too...
  8. Well, there were come requests to other balanced maps, I am not looking forward to change vanilla maps, instead I'm more excited to make new maps with unexplored dynamics in 0ad (or poorly explored). Balanced continent was one of those but I implemented it poorly for the last release so don't take it into consideration. I have now put balanced-maps aside for a bit while I'm focused on Monitor mod, the maps are good enough for a Bo5 on a competitive tournament which was the original goal. But I have taken some map suggestions into considerations and have thought of some ideas (maybe exper
  9. Sure @mysticjim, I'm honored to have the mod in the spotlight :-). Some overview beforehand: balanced-maps was started at first to provide fair competitive maps, the current vanilla maps, especially with each civilization quirks are not suited for that. Most balanced-maps have these generator parameters: - 3-4 patches of wood near p1 range (global 3 or 4, means each player gets 3 or gets 4), except for savanna biome (the one with sparse wood). For hyrcanian shores, wood is not balanced - One stone and one metal mine around p2-p3 range. Except for maps like Cross or Slopes - Food f
  10. Not to beat a dead horse, but some examples I just remembered: In Starcraft 1 you need to assign workers to the mineral lines (the games resource) manually every time they are spawned, and they spawn 1 by 1. Or have to queue the worker again, anyway it's some bullshit like that. A player that can micro and constantly assign workers for each spawning facility certainly has a major advantage over those who don't. Does that make it a more interesting game or reflect the players strategical skill? I don't think so. So much that it was fixed in Starcraft 2. One less extreme example is t
  11. Don't forget to listen to the absolute banger at the final 20 seconds!
  12. Yes, @user1 requested it, does not hurt to try
  13. dc from ricsand and crash, it's unplayable lately :-( metadata.json commands.txt
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