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Ceres

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Everything posted by Ceres

  1. Sorry that I put ideas as extra threads there:
  2. Dear developers and community, What are your thoughts about adding a possibility to move all units (also garrisoned) to a rally point? (like blowing a horn) One blow: all units excl. women Two blows: all units incl. women Three blows: send units back to their original position/ occupation Despite some civs likely did not have horns (I don't know), the function should be available to all, IMO. It does not have to be shown as a horn but could be any other reasonable icon, e.g. besides the alarm bells. Is that in principle technically possible, and does it make sense to you? Is it worth the effort?
  3. @Stan` When I open the "no-blood-and-gore-mod.pyromod" file (downloaded to my Windows desktop) with the "pyrogenesis.exe" file, the mods window opens but nothing else, i.e. the mod does not show up as installed or to be installed. What am I missing? Thanks for your help! PS: Oh my bad, I just had to save and restart, of course! Sorry to have stirred the boat.
  4. Thanks for your feedback. As expected, different people have different wishes. This might speak even more for a possibility to pre-select a stance. However, I have no clue if this is possible programatically and what balancing advisors think about this. Any caveats? And what exactly should we pre-select a stance for: a whole group of unit, e.g. priests, i.e. all priests - from any temple - would have that stance, or only to the unit that is trained in a specific place, e.g. that one temple? What about e.g. barracks that can train different types of units? Would all units get the same stance pre-selected, or should it be possible to give the different types different stances? Would it be e.g. possible to train a single unit (or a batch, if batched) with the stance that is currently shown for it? (right know, I don't know if that is shown at all in that situation) More comments are very welcome!
  5. Dear developers and community, Is it possible to add a feature to preset a stance for all newly created units of a type? E.g. I would like to have all priests coming newly trained out of a temple (or even already trained and garrisoned priests from any building) automatically set to "aggressive" (because else, they usually flee from the enemy when attacked, leaving their comrades alone, which for me does not make so much sense). Another example: I would like to train horse riders with a rally point farther away, but they should not attack the enemy when spotting them; however, they do, because by default, the stance is set to aggressive. In general, flexibility about the stance of newly trained units could be nice, as one would not need to always go back to them, changing their stance as soon as they appear (newly trained or/and ungarissoned). What are your thoughts about this? PS in relation to this:
  6. @Stan` Thanks for reminding about your mod and sorry that I lost track a bit by focusing on the autociv mod - both are great! And I understood that showing less blood and corpses improves game performance. In your words: "Blood kills performance"
  7. @nani Thank you so much for this really cool mod! Is it possible to add a feature to set a stance for all newly created units of a type? E.g. I would like to have all priests coming newly trained out of a temple (or even already trained and garrisoned priests from any building) automatically set to "aggressive" (because else, they usually flee from the enemy when attacked, leaving their comrades alone, which for me does not make so much sense). If your mod is maybe not the right tool for this, I could ask in another thread of it could be implemented directly in the game.
  8. Thanks once more to all of you! For other interested readers, please consider also the autociv mod version available there: https://github.com/nanihadesuka/autociv
  9. Thanks for your hints! Indeed, the no-violence mod disables all attacks, but I was not aware of a no-blood mod and did not test yet the autociv mod. The latter does not yet work with a52 RC 2, though. https://0ad.mod.io/autociv
  10. I don't remember this, sorry! Let me reproduce it and report back here.
  11. Dear developers and community, Is it possible to make certain colours (e.g. blood red ) transparent "on-the-fly", i.e. while the game runs and without the need to recreate or redraw the involved (slayn) units? I am aware of a no-violence mod, but it disabled all kinds of attacks. I only would like to make the red blood spots "invisible" for the kids. If I remember correctly, somebody explained that recreating all gfx files (thousands?) in this regard is just too cumbersome (and I fully agree), but maybe doing some "in-game magic" with adjusting certain colours to being transparent could be a solution? For another mod? Is this the right place for this topic? Thanks for sharing your thoughts.
  12. You mean the stats of the "dropped" AI player are not available anymore after a disconnect by the host? Could they be cached? I know that this is a very minor thing and maybe not worth any trouble.
  13. If a game has been stopped by losing connection between the host and others (3 PCs on LAN with 3 human players + 1 AI), the stats (summary) are missing the AI, i.e. they look as if there was never an AI player from the beginning - only the 3 human players are shown. I know that such a game cannot be continued, but maybe there is something that could be done about the missing stats?
  14. Dear developers, community, Can we please keep the possibility to show something with the torch on the minimap also after a game has ended? We always want to point out to each other some exciting spot after the game's end but cannot, because the torch-on-minimap function is then not available anymore. Thank you so much for your kind consideration.
  15. How? When I select the monitor's speakers (monitor connected via HDMI) in Windows 10's traybar symbol before I start 0 A.D., I hear sound. When I start 0 A.D. in windowed mode, I hear its sound, too. But when I run 0 A.D. in fullscreen mode, there is no sound anymore - without any changes from me about the output sound interface. The only activated other output sound interface is USB headphones, which always work without problems. It seems that the fullscreen mode causes audio-via-HDMI problems.
  16. Again, I observed that there is no sound over HDMI in fullscreen mode on 2 Mini-PCs (Intel NUC and Gigabyte). Shall I bother to provide more details here about this?
  17. Just a minor thing (and maybe not appropriate to mention here?): Can we please keep the possibility to show something with the torch on the minimap also after a game has ended? We always want to point out to each other some exciting spot after the game's end but cannot, because the torch-on-minimap function is then not available anymore. Should I open an extra thread for this or add it to some kind of "ideas" list for future versions? If yes, can you please indicate where? Thank you! Besides, I would like to express my sincerest thanks to the developers, contributors, people testing, and the community that make this game so wonderful! We have not experienced any OOS with the latest version (playing with 3 humans and 1 AI on local network/3 PCs).
  18. I do not need to preserve any settings, saved games, etc. from previous RC builds, and I do not use any mods. So can I simply install the new build over a previous one of a25 RC2? The installer asks to first deinstall the previous version, which is nice. Are other steps needed? Thanks!
  19. What makes the difference now between unmanned and manned walls? Is there a difference between walls themselves and wall turrets in any regard? Is the new non-attack feature limited to wall turrets or does it mean that archers on any wall piece do not shoot anymore? Sorry, but all this is not clear to me. Thanks for your help.
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