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Langbart

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  1. As I played the campaign, I truly enjoy 0ad's single-player experience. The use of trigger scripts always makes the missions exciting and a real struggle to complete, but all the more rewarding when you actually win them. Favourite single-player mod to date.
  2. @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 Slightly outdated, related forum thread: My idea for counter system. (10/Aug/17) Also a bit outdated, related forum thread I made a thing : Unit counter relationship network viz (9/Jan/19) Да Help with the translation at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/!
  3. 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)
  4. 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)
  5. 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.
  6. I can reproduce the issue. Can you delete your "matchsettings.json" and check for custom made scenario maps in your mods/user folder ?
  7. 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
  8. 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.
  9. The water color is hardcoded in Line 365. Can't be changed without recompiling the game. Food, stones, ... can be changed to another colour or set to display an icon in A26. Related Links: https://docs.wildfiregames.com/entity-docs/trunk.html#component.Minimap Minimap colours (24/Jul/11) wiki/Atlas_Manual_Player_Tab#Playerinfo
  10. Have you renamed any of these folders? Make sure that none of these folders contain any of the following characters in their names. \/:*?"<>| Ref: Ticket: 6483 (29/Mar/22)
  11. Ticket 3038 comment:1 (7/Feb/15)
  12. 0 A.D. in Print (19/Jul/05) web.archive.org
  13. I have found the reason. #5179 - .DELETED folders are not taken into account when mods are packaged (23/May/18) @Stan` wrote #5179#comment:7 Could it be that you have unzipped the public.zip and boonGUI is still packaged ? Try to unzip boonGUI as well.
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