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Langbart last won the day on January 17 2023
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New Map: The Legend of Mali (Scenario)
Langbart replied to Yavin's topic in Scenario Design/Map making
The map is loaded without any problems. How many hours of work did you put into creating the map? ---- PS: These undesired territory spots could be filled with a territory_pull. Screen Recording 2023-04-08 at 08.46.20_1000px_1.6x.mp4 -
The Big Eyecandy Progress List
Langbart replied to idanwin's topic in Eyecandy, custom projects and misc.
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Old patches code.wildfiregames.com/ - D4289 - [WIP] - Adding a health bar for group icons. ----- Fieldmanger by @Mentula (more recent) - https://gitlab.com/mentula0ad/FieldManager Economy Simulation Mod by @Monder87 (much older)
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@Nobbi Thanks for finding this bug, its fixed in the GIT version and some other smōl issues I encountered. Will release 2.6.3 later today and also include a feature to give more control over idle units.
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Release Version 2.6.2 fixes the problem. The mod should now behave as in the previous alpha version.
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ok, made it workable for A26. Two issues though. - Production queue for units does not show the time indicator - Production queue for techs does not show at all, but ones fully researched they are displayed @ISlan
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Known Problems (Please read before posting)
Langbart replied to quantumstate's topic in Help & Feedback
@Langbart did we fix it ? Wait for Alpha XXVI - Zhuangzi Ref: rP26892 - Make ship and siege immune to poison (20/May/22) Wait for Alpha XXVI - Zhuangzi Ref: rP26667 - Nerf fire cav (differently). (18/Mar/22) Can't reproduce the issue! Start cost: 300Food/200Metal ; 36seconds build time auras/teambonuses/kush_player_teambonus.json 20% reduction technologies/unit_elephant_african.json 10% reduction End cost: 216F/144M; ~26s Ref: rP24606 - [Gameplay A24] - Adjust some siege engine stats. (14/Jan/21) "Give Kush ram +2 garrison capacity and +20 attack damage since it is the same actor as the Persian ram." Know your enemy and choose wisely. Slightly outdated, related forum thread: My idea for counter system. (10/Aug/17) Also a bit outdated, related forum thread I made a thing : Unit counter relationship network viz (9/Jan/19) Да Help with the translation at https://www.transifex.com/wildfire-games/0ad/! -
Disconnecting for no reason
Langbart replied to 5XT's topic in Game Development & Technical Discussion
I had a similar problem and when I switched my router to WPA2, the problem no longer occurred. Ref: MacBook Pro drops WiFi connection exactly every 10 minutes for 4 seconds (5/Nov/20) -
Try by adding damage e.g. { "value": "Attack/Ranged/Damage/Pierce", "add": 100 } Ref: D1950 - Create "Damage"-container for damage types in templates (3/Jun/19)
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Try with "Persist match settings" off. But self-made scenario maps that have "Conquest Civic Centers" as "VictoryConditions" need a small change in their .xml file as well. The string changed from "conquest_civiccentres" to "conquest_civic_centers". See changeset/26913 for details.
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I can reproduce the issue. Can you delete your "matchsettings.json" and check for custom made scenario maps in your mods/user folder ?
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Would it be possible to implement a Multi-Civ Control ?
Langbart replied to Manimal's topic in Help & Feedback
1. Foul solution Create the map normally with 4 civs (2 teams), disable the AI for your civs, start the game and then switch between your civs by opening the developer overlay (see wiki/HotKeys) and selecting Change perspective, after that you can change the civ via the dropdown menu. 2. Mod solution Create a map where all 3 civilisations belong to the same player and change the template files. Usually the civ that you pick determines what kind of buildings and units you can make, you would need to change the {civ} string to {native} in some template files (e.g. templates/mixins/builder.xml or templates/template_structure_military_stable.xml. This ensures that a unit builds its native civilisation-specific structure and produces native civilisation-specific units from that structure. Ref: docs.wildfiregames.com/entity-docs/trunk.html#component.Builder 3. Advanced solution - Triggers Similar question came up via IRC 0ad-dev 8/Mar/16 @18:19 Ref: wiki/Triggers -
Help changing minimap colours
Langbart replied to crazy_Baboon's topic in Scenario Design/Map making
template_unit_fauna has a parent called template_unit, you would need to remove there as well. This will also hide you own units, you would then modify some other templates. Have fun.