Jump to content

Manimal

Community Members
  • Posts

    31
  • Joined

  • Last visited

Recent Profile Visitors

699 profile views

Manimal's Achievements

Discens

Discens (2/14)

14

Reputation

  1. Hi modders, Your mod terra_magna_A26 has 2 minor issues with modio mod : terra_magna_A26 is not highlighted in green in the mods list ! I've noticed that the 2 Terra Magna's mod.json contain a "type" field : { "name": "terra_magna_A26", "label": "0 A.D. Terra Magna", "version": "0.26.2", "url": "https://0ad.old.mod.io/terra-magna", "description": "Adds new civilizations to 0 A.D.", "dependencies": ["0ad>=0.0.26"], "type": "Factions" } So I've remove the line that contains this field, given this field does not seem to be recognized. By the way I've added some missing fields even though they're empty : { "name": "terra_magna_A26", "label": "0 A.D. Terra Magna", "version": "0.26.2", "description": "Adds new civilizations to 0 A.D.", "ignoreInCompatibilityChecks": false, "dependencies": ["0ad>=0.0.26"], "url": "https://0ad.old.mod.io/terra-magna", "author_name": "", "author_profile": "", "url_source_code": "" } then finally saved the file and zipped it within "terra_magna_A26.zip". terra_magna_A26 shows up as terra-magna within the downloadable mods list. I guess this is due to the way modio is filtering the field names and values... I've renamed the "terra_magna_A26" folder as "terra-magna". The problem is solved and the downloaded mod shows up in green. I've attached below my version that's operational with modio. (just unpack the file within the mods folder, according to the game data path) terra-magna.7z
  2. 28 hours remaining to get this game for free @ GOG's https://www.gog.com/fr/game/lovecrafts_untold_stories
  3. I tend make it an habit to do that given this happens with more and more websites...
  4. I'm using Qwant for a few reasons : it is said this company respects our privacy. I tend to trust them given they are french, and french does a lot to privacy protection. I've read a surprising webpage about Qwant saying they're using filtered results from a search through Bing. However Bing is not known for being the most accurate and / or powerful search engine... Back in the days, I was using Copernic which was a free (like most engines) powerful meta search engine that was sending a search to ALL known search engines and then returned the results after a bit of filtering. Nowadays, they've turned to a software company that only sells their search engine.
  5. I know the reasons of automatic session log out. However how the forum's engine can consider someone is inactive while creating a topic or replying to some topic, whatever the time it takes ?...
  6. When you search for 0 A.D. through some search engines :
  7. First, I suggest you to pin this topic up (at least temporarily) so anyone can see it. I've just seen it was there later after I've posted this suggestion in the old pinned Suggestions topic -> EDIT : The simpler the trap, the lower its cost.
  8. I was writing my topic... slowly as usual. (I'm getting old) Then I've clicked on "submit" and the Captcha annoyed me repeatedly without validating my confimation. So I saved a copy of my writings and went back to the list of topics, where I've finaly noticed I was signed out. One thing is to be noticed : I can't see the red top bar with my nickname when I'm wrting in the Edit Box because the display is scrolled to the bottom of th page... Please fix that.
  9. Hi, I'm always bothered with delayed searches on this forum. After a regular quick search, I often need to switch to the advanced search and add a detail for accurate results. I've been asked to wait 5 seconds before searching again and I've been waiting for 10 seconds before clicking on "search". The result : wait for much longer before searching again ! So I gave up with this really boring feature that looks useless...
  10. First of all, sorry for digging out this old suggestion which might have been forgotten since. I've just found this very old post before suggesting the same idea. I like the use of traps in Stronghold Crusader 1. I'd suggest no explosion trap but rather pitch traps that could be lit by bowmen with flamming arrows. Other spike traps could be whole with spikes in their bottoms. Another trap could be simply a large hole in the ground where units (running cavs ?) would fall into, then one could kill them from above with arrows/arbalests.
  11. Thank you hyperion. I have to dig into some details in order to make a mod that's as much as possible functionnal and reliable. Reading and understanding the code in the JS files will take me a while given my little coding skills are rusty... Keep up the good work Bon courage during this warm summer. (Sorry I still didn't find a satisfying translation for this french expression)
  12. Thanks you guys for your enlightments. I'm curious (by nature) : what are those optimizations about ? (if this is not a manufacturing secret, and not too early to ask) EDIT : I'm looking forward (eagerly) to the release of Alpha XXVI
  13. Hi Stan, Thanks for your quick reply. I just took a look at the file sizes and I found no noticeable difference except for a few files. And what I see is contradictory : xml files are slightly bigger than xml ones. (the few exceptions mentioned above) Now my question is : Would/Could those XMB files interfere with my modified XML ? If yes, then how could I edit those XMBs ?
  14. For every .xml there is a .cached.xmb file within public.zip, which one is stored in binaries\data\mods\public . What's the purpose of such files like the one below ? .\0 A.D. alpha 0.0.25\binaries\data\mods\public\public.zip->\simulation\templates\template_structure_civic_civil_centre.xml.cached.xmb Thanks for your enlightments.
  15. HI, I always find "funny" to have to reseach the bucket then the wheelbarrow in the farms, and that these tools never show up in game. With my suggestion, you could instantly know which tech level has been reached in farms by staring farmers handling a bucket or pushing a , rahter than by clicking on players farms. EDIT the same could apply to lumberjacks and miners (new tools + bucket/wheelbarrow)
×
×
  • Create New...