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man_s_our

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man_s_our last won the day on December 13 2023

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  1. what map are you using? and what's the game configurations? and does the result change when adding this to interfaces folder? TerritoryDecay.js
  2. this skirmish map is good for testing the water resource and riding horse well_horses.js well_test.pmp well_test.xml
  3. I updated the components: Unit AI Formation Turretable to fix the problems of: the horse roam away of the rider while he's gathering add ability of using stances while riding horses add support for formations when riding horses.
  4. is this error reproducible? the error looks like being resulted from TerritoryDecay.js which I didn't touch
  5. latest updates to the repo: added the patched gaia.xml that fixes the errors and the resources json files and units' auras related to pushing rams. also added the patched treasure template that turn treasures into resource stocks and fix the errors. removed the error messages meant for debugging from builder component and fixed a bug in unit ai component. now the game should start without errors. but we need more exploration.
  6. the Turretable component was updated too and without the update the horse/rider mechanics will be broken
  7. @zozio32 I found the meatsupplies error was due to me forgetting to upload interfaces patch. try again and give me the feedback.
  8. this thread is the one meant for feedbacks and updates
  9. <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_economic_storehouse_vegan_store"> <Identity> <Civ>gaia</Civ> <SpecificName>vegan store</SpecificName> </Identity> <VisualActor> <Actor>structures/gaia/farmstead.xml</Actor> </VisualActor> </Entity> for adding the storehouses supported by realism mod you need to update the builder template (if you downloaded the repo before this post) and then, for every civ folder you add xml files like this (for now the available templates are for vegan, meat, water, wood, stone and metal). builder.xml
  10. the mod is targeting A27. so that it may be playable when A27 is officially released.
  11. the open beta phase has started. tell me if you want to join as early tester.
  12. hello fellow 0 A.D players. today I started the open beta testings stage for realism mod (Alpha 27). if anyone is interested in participating in testing the new features and reporting bugs feel free to download the mod from github repo and giving us feedbacks. main intentions of this mod is: increasing realism. reducing micromanagement by increasing units' autonomy. giving more advantages for players that can do good tactics. for now, I need more tests for the separate horse and rider entities. try it through ordering any unit to turret any horse (even if owned by gaia or enemies) and report any unwanted behavior. it also has hunger and thirst mechanisms which needs few tweaks but usable with no problem for human entities. the resources mechanism now changed. instead of being able to put the resources in a very far storehouse and immediately use them to build some building, the builders will need to carry the needed resources to build (which requires the resources or storehouse be closer for faster building). todo: adding workshops for delayed converting of a resource to another (like using forgery to convert metal to swords).
  13. whether they regrow or you rebuild them they'll consume water from groundwater or using farmers to water them. I don't know whether I'd add the fertilizers as limited resource or just make it as auras tho.
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