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Ceres

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Everything posted by Ceres

  1. Well, I don't mean to upset other players. Just thought that when giving up, one could take over Gaia and play on. I'm playing at home only, with our kids. Actually, it was the idea of one of them.
  2. It would be interesting to see war elephants going into a stampede.
  3. Would it be possible that a player (for pure fun) becomes Gaia and can interfere in a running match? Sorry if this idea is just stupid - then please ignore it.
  4. @Stan` What are sprites? <!-- ================================ ================================ --> <!-- Minimap --> <!-- WIP ToDo: Should the minimap have its own sprite.xml file for clarity? --> <!-- ================================ ================================ --> BTW, there are 2x macedonians, and I wonder what "poleis" means? And what about Thebans? And are "Mauryas" hellenes (hele)? See: https://trac.wildfiregames.com/wiki/ArtFileNamingConventions#Civilizationnames
  5. @Gurken Khan And I found them there: \binaries\data\mods\public\art\actors\units\ But they are not the abbreviations. So thanks a lot for your additional and helpful info! @Stan` When providing xres and yres, shouldn't the game be started in windowed mode automatically (else, providing resolution would not make much sense). But it still starts in fullscreen mode if the window mode was disabled in the in-game settings before. So my question (more precisely) is whether the -xres and -yres parameters should overwrite some (where documented?) setting for the fullscreen mode, so it gets the windowed mode. Or does that not make sense, either, e.g. because on the next start of the game without parameters, the original in-game setting would be lost? Hmm... PS: Could there be some sanity check added that the game does not freeze if wrong parameters (e.g. "Romans" instead of "Roman") are provided?
  6. Oops, I mixed player'sname with his number. Thank you! You mean, I have to create a patch for this?
  7. According to this readme, there are very useful autostart features, e.g.: Basic gameplay: -autostart=... load a map instead of showing main menu (see below) ... -quickstart load faster (disables audio and some system info logging) ... Autostart: -autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random ... -autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV (skirmish and random maps only) ... This works nicely to quickstart in windowed mode (1024x768) a random map with Aegean See: "C:\ProgramData\0 A.D. alpha\binaries\system\pyrogenesis.exe" -xres=1024 -yres=768 -quickstart -autostart="random/aegean_sea" However, when I add the civ Romans, I get an out of memory error (both on Debian 11 and Windows 10): "C:\ProgramData\0 A.D. alpha\binaries\system\pyrogenesis.exe" -xres=1024 -yres=768 -quickstart -autostart="random/aegean_sea" -autostart-civ=user:romans Is the syntax wrong? @wraitii I saw that you created/updated the readme.txt in GitHub and have proposed a minor additional note for the parameter -mod=NAME (if you provide "mod" as NAME, the game starts into the mod selection screen - thanks to @Stan` for this hint elsewhere ). You will find a pull request from 7wells (that's me ). Is that ok?
  8. I'm just thinking about these TV shows where they "scientifically" let a T-Rex battle some other Sauropode to see who was stronger. But it's good to know that - besides pikemen - slingers seem to be the choice vs. war eles.
  9. Thank you both! I blocked a path through mountains by placing a garrisoned fortress there.
  10. Is there a way to see the path of an object in the console when clicking on the object? Could this be achieved by a mod? It might be useful for developers and other interested people who are not yet so familiar with where the various objects are placed.
  11. Thanks for the link to the emblems. They are not stored cut-off, which is nice. Could we use these civ icons? https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui/session/portraits/emblems For e.g. Han China, it would be this for the mini map: Could these png files be dimmed by code?
  12. Quick OT question: Is there a way to see the path of an object in the console when clicking on the object? (would be very useful)
  13. Where are these icons located? Could we make use of them in the mini map? I don't know if they are cut-off like this, though.
  14. Again I wonder how slingers could do harm to war elephants. Or do we assume that the slingers rather hit the controlling riders, thus kind of "killing" the eles as well? I mention this here, as in another thread a similar question popped up how war eles could be best faced, and there, too, slingers were mentioned. Personally, I find throwing stones at these large animals quite harmless, but maybe I'm utterly wrong.
  15. What does "attack-ground" mean in "This patch aims at giving ranged entities the ability to attack-ground."?
  16. When selecting a map, a picture of it is shown, which is nice to give the players an idea what it is like. Is it possible to change the picture to reflect the selected biom on that screen? Besides code changes, would this need extra pictures, right? If yes, could I create them by taking screenshots from started matches with respective maps/bioms? How could I hide initial structures & units, so the plain surroundings are shown, only? Or does this all make no sense?
  17. Yes, I also first thought about "dyeing", i.e. colouring cloths, but I am not sure, and AFAIK 0 A.D. does not have something like this implemeted - could be interesting, though. Maybe it's indeed a joke. @wowgetoffyourcellphone Is it?
  18. I applied that patch to local svn by "arc patch D4271" and see this (Mauryas): Is this what I should expect? (asking to be sure not to have messed something up on my end)
  19. Well, I just wanted to do it and set everything up - just to realise that all those strings were already removed 2 days ago. Well, what's done, is done.
  20. @andy5995 You are right, of course. And thanks for making this!
  21. I'm not a native English speaker. When reading "Good at: Building and Dying", I wonder if this is not a bit cynic.
  22. You mean that the AI will close itself up behind a fence you initially created around it, without being able (thinking about) building gates to leave that area? That's really hilarious!
  23. @Arun22 You might deactivate one of the two GPUs (internal or external) in your BIOS settings.
  24. The problem on some older PCs is that the game lags when playing with too many AIs, though. But that's getting a bit OT here, sorry.
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