
Grautvornix
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Everything posted by Grautvornix
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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)
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Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
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. -
Sounds great! Looking forward to your mod!
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Me too... but I am confident this will be corrected.
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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.
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Awesome! thanks for implementing all these great ideas! Eager to try and test them as soon as available.
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For me (ok in SP only), eye candy is one of the factors that make the game really enjoyable - unless you get heaps of eye candy trees and only a few real wood resources sprinkled in. Now, that is a bit frustrating.
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I know, just wanted to explain.
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The issue is that in reality, walls are built to protect what is behind. In 0aD walls serve to stop enemy movement but do not really block the attack. (Ok, AI sometimes focusses at the wall itself rather than what is behind.)
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That's the same as for any other projectile on land. Walls do not really protect you from javelineers, slingers, catapults etc. , but only stops/slows down your opponent's movement.
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@Emacz I am only on SP. Will happily post any issues I can find (if any). Thanks again for this effort!
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In A26 there was a quite handy mod named "modio.mod" that marked mods on mod.io that were available in a newer version than installed on the user computer. Any chance this could be updated to A27+ ? (unfortunately I am not able to do that myself)