Jump to content

Grautvornix

Community Members
  • Posts

    364
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Grautvornix

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. Works seamlessly as intended now, that was it! Thank you very much!
  6. 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!
  7. Very nice! Thank you @Vantha! Works with both A27 and also with SVN (future B28).
  8. @K1n6j1m Welcome to the forum! Good to see that you are enjoying the game as much as we do.
  9. Further thought: if a mechanism to transfer population and resources is implemented, could that be implemented across games of the same campaign?
  10. 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?
  11. 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!
  12. 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.
  13. 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.
  14. 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)
  15. Just quickly tested - it also seems to work on SVN (0.28 nightly build).
  16. Overload - crashed on my seasoned PC. Wow, what a scenario!
  17. But - boy, that is a large and complex map for SP! Great fun!
  18. It works indeed! And it does look nice! Just remove the leading numbers in the file names. Note that the actual map name in game is "European Campaign - Rise of Rome 256 B.C."
  19. I do like your idea - what we might need however for a campaign might be to carry over achievements/resources as well as own forces from one game to he next. Not sure this is a simple change though.
  20. Sounds great! Looking forward to your mod!
  21. Me too... but I am confident this will be corrected.
  22. Appears to work fine for SP. the only thing I observed that does not work at all is the statistics/charts after conclusion of a game.
  23. Awesome! thanks for implementing all these great ideas! Eager to try and test them as soon as available.
×
×
  • Create New...