
Grautvornix
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Everything posted by Grautvornix
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Mod Volatile Market. A more various simulation of market behavior.
Grautvornix replied to mod_3d's topic in Game Modification
This could be a great solution to this bug/exploit: -
Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
An issue may be to match the character and style of the text to that naming convention. If it was a "page", "item" or "point" then it would refer to more sober academic style, while naming it "epic","verse" or the like it would require a bit more stylish language. And that might need to be adapted to the respective subject and region, e.g. are we talking about something in ancient Greece or Rome, or in a Britannic, Indian, Persian or East Asian environment. -
Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
Some further possible names: Story Topic Page Subject Point Item Line Aspect Article Episode Saga Poem Epic (my favourite at the moment) Book (too large, but nice and short) An if you build it like the Iliad or an old Saga: Verse Line Saw that might be in ancient Greek στίχος (stichos) -
Just a thought: there is a mod "volatile market". Would that fix this?
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...and that would be indeed a neat add-on indicating which CC is under attack ("Amphipolis is under attack by <Name of opponent>").
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Just tested historical mod playing Spartans and they have a similar system with their Women, Helotes and CS: Women and champions can be trained in the CC while Helotes are trained only in a separate building. Champions cannot do anything except fighting (but they do it very well obviously ), Helotes can both gather and fight. Oh, and CS are trained in separate camps. Seems logical and diverse enough, at least for Sparta.
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Maybe I am wrong, but basically the "two-gendered citizen" mod (in A26) was getting quite close (women and men as standard citizens able to gather resources, but had poor fighting abilities). The only change instead of just depicting male and female citizen with the same gather rates (high for food, low for everything else), would be to determine a gather rate for male citizen and a different one for female, right? The only difficulty is now to allow creating intentionally a number of males citizen with a certain gather efficiency and female citizen with a different rate. IIRC the "two-gendered citizen" mod just arbitrarily added two different avatars with the same properties.
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mod CustomColors mod - replace default player colors
Grautvornix replied to Mentula's topic in Game Modification
That seems great now! thanks @ffm2 -
Could you try renaming the subfolder to just "delenda_est" i.e. without the checksum "-de4709eff..." and then move it up one step in hierarchy. (Or, possibly better, move all contents of the subfolder to the parent folder) Maybe there are too many folder levels.
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Hi @sj113, for me (Win10, A27.1 and A27.0) DelendaEst works well. I have however placed the delenda est folder under documents>mygames>0ad>mods Could you try?
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===[TASK]=== WONDER: Persians: Apadana of Darius
Grautvornix replied to Mythos_Ruler's topic in Official tasks
Wow! @Stan` That's beautiful! -
Works seamlessly as intended now, that was it! Thank you very much!
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Thanks a lot @Itms ! While still getting the same error (0xc000007b - cannot start application...), and also while complaining about the game being already installed (I have 0.27 and SVN installed in different folders), this time the install continues after I acknowledged the error continued till completion. The game comes up correctly as "Build May 26, 2025 (release-a27.1, , 68d99)" and works. Thank you so much for your support!
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Very nice! Thank you @Vantha! Works with both A27 and also with SVN (future B28).
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@K1n6j1m Welcome to the forum! Good to see that you are enjoying the game as much as we do.
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Refugee's Mod - A mod that gives you control of a defeated allies units
Grautvornix replied to tdust's topic in General
Further thought: if a mechanism to transfer population and resources is implemented, could that be implemented across games of the same campaign? -
Refugee's Mod - A mod that gives you control of a defeated allies units
Grautvornix replied to tdust's topic in General
Good point! Send resources and population to your nearest ally. BTW: what happens (in vanilla) to the resources of a defeated opponent? they go back to Gaia, right? Shouldn't they be part of the loot of the conqueror? -
Refugee's Mod - A mod that gives you control of a defeated allies units
Grautvornix replied to tdust's topic in General
Oh - and one question regarding how "nearest ally" is determined: Any arbitration who will receive the refugees if e.g. two allies are positioned at the same distance (I guess it is the distance to their CC or is it distance to the next soldier?) Sorry for the questions! -
Refugee's Mod - A mod that gives you control of a defeated allies units
Grautvornix replied to tdust's topic in General
Great idea! It also adds a bit of uncertainty to the game: Training of new units for the receiving ally might be delayed or blocked if population cap is exceed by the arriving newcomers, and also their mix might be not as expected/planned by the ally. On the other hand, these units might be proven and levelled-up due to experience, so definitely valuable. I am looking forward to testing your mod - will work in SP as well, I guess. -
Good ideas! By the way does anyone know for how long you need to keep soldiers garrisoned to rank them up? Can there be multiple level up trainings? (i.e. after a second stay in the barracks) I tried once to setup a chain of barracks, each one training 10 soldiers that are immediately garrisoned into the next barracks.
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Sometimes: if I don't have enough wood but plenty of metal and food. (happens rarely but it provides the same as standard hoplites I think)