Grautvornix
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Everything posted by Grautvornix
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This is indeed just a conceptual study (hence the documentation so devs can understand quickly what was done and why) and it appears to work. I'd be delighted if we could integrate it into the main game at some stage. So far it works ok as a mod, I just don't know how I could push that into the game myself (I do remember the controibutor must be registered and most of all, he needs to understand and be able to explain his code, which I cannot). And frankly, this is such a tiny function that we should not devote too much energy into and instead focus precious development time on more important things. Bottom line: if it s is simple to iuntegrate, go for it, if not, leave it a mod.
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New Version, now with a button "Check for Updates" on the mod selection screen prior to downloading anything ewlse (thanks to @Asher) . Unfortunately, for me everything is green as my mods are all updated already... Could somebode please do some testing? Again R28 is for Version 0.28 and R29 for the new SVN version 0.29 (nightly build). There is also a little user and maintainer documentation. modiomod-changes.md modiomod-r28.zip modiomod-r29.zip
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OK, and now including a simple colour legend on top. Thanks @wowgetoffyourcellphone ! R28 is for Version 0.28 and R29 for the new SVN version 0.29 (nightly build). Looks like the internal mechanisms changed. There is also a little user and maintainer documentation. modiomod-documentation.md modiomod-r29.zip modiomod-r28.zip
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@wowgetoffyourcellphone absolutely - currently the script only provides a warning in the map description the user is highlighting if the colour is grey, yellow or red. Difficult to find the space in this densely populated window. May be we should shorten the list output to fewer lines and provide a one-line legend? At the same time there could be more space underneath to show the mod description in full (gets sometimes truncated). My concern is only that the modio.mod is a small convenience helper function only, and integrating it into the game should not trigger a major redesign of the mod.io interface code. @Asher I do agree - but I am afraid this would mean preloading mod.io data whereas currently, the user has to agree to the conditions and the connection first and then intentionally start looking at what is available.
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Again thanks to @Silier for this great little mod and the idea behind! Not being a SW developer, I asked Claude to help and adapt it to 0.28. Here it is. I also have the version that is said to be working with SVN (currently 0.29) but still have to test it. If it works I will provide it as well. Again - this is not a professional solution and I apologize for using AI help. What I do appreciate is that the change doc created includes the what and why it was changed. I would suggest to include this little feature into the game itself. Here's the exact logic for colour code per line in the mod.io list (from getModIOColor() in the file): Gray — the mod.io listing itself is invalid (the engine rejects the mod entry, e.g. broken mod.json on mod.io's side). You won't normally see these unless you uncheck "Filter valid mods," since that filter hides invalid entries by default. Red — dependencies not met: this mod requires another mod (or a specific version of one) that you don't have installed. This applies whether or not the mod itself is installed. Yellow — installed, and a newer version is available on mod.io than the one you have. (This can only apply to something you already own — the check for "update available" only fires if it finds a matching installed mod.) Green — installed, dependencies met, and your installed version is current (no update pending). White (no color) — not installed, but otherwise valid with dependencies met. The order matters — it's a priority chain, not independent flags: gray beats red beats yellow beats green beats white. So a mod with an unmet dependency shows red even if you already own it and it's up to date; only once dependencies are fine does it fall through to yellow/green/white. One more detail: selecting a mod also shows text warnings in the description panel independent of the row color — "(Warning: Dependencies might not be met.)" and "(Info: Update is available)" — driven by the same areDependenciesMet/isUpdateAvailable checks. modiomod-r28.zip modiomod-changes.md
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Could that funciton possibly be integrated into the new vanilla version? It was quite handy... here is the link: https://mod.io/g/0ad/m/modiomod#description made by @Silier for Alpha 0.26 - and i am most grateful for it!
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Atlas simulator switch player
Grautvornix replied to lilypoppy's topic in Applications and Contributions
That is excellent news!!! Looking very much forward to that! -
Atlas simulator switch player
Grautvornix replied to lilypoppy's topic in Applications and Contributions
This is certainly a workaround. But I believe we might need a slightly revised Atlas GUI at some point. Would Vibe-Coding be acceptable at all? (I am not a software developer). I'd give it a try using Claude Opus 5 on an isolated branch privately and see what can be achieved. -
Atlas simulator switch player
Grautvornix replied to lilypoppy's topic in Applications and Contributions
Not sure, but maybe you have to define another player as non-AI? Just an idea. -
Atlas cannot load any file outside its own map directory?
Grautvornix replied to Grautvornix's topic in Bug reports
Thanks @Stan` ! Too bad, I thought I could write a bit of (simple) python prep code (as a little Python training project for myself) for Atlas and then load that XML file for further map/scenario editing. Will find another playground! -
After years of playing, I thought I should start learning how to use Atlas to design my own maps (its fun but tedious - great repsect for all thos who already did the phantastic maps!!!!) Trying to load a map that I had prepared using File | Open and then trying to enter the Map Path (my map was stored in another folder) did not work at all. In fact it seems not possible to input anything into the Map Path field. Map Path seems to be an output-only field showing the path to a selected map. Is that the intended behaviour?
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When a wall is being attacked, the units positioned on it would defend it of course. They will be eventually killed by the attacker and replacing them feels a bit fiddly (to me at last). Would it be possible to move units laterally along a wall towards the actual attack replacing fallen units? (this could happen from segment to segment, we could e.g. even replenish from the barracks to auto-replace a fallen defender using some auto-queue mechanism). Not sure it would work as between wall segments there are turrets that have a different garrisoning scheme. Would "teleporting from wall segment to segment be a solution (using the rally point mechanism) ? Such a feature might strenghten defense and actual use of walls, but not in an unfair fashion- siege engines would still be much more powerful and eventually break the walling. This would be more a slightly better defense against infantry/cavalry troops attacking. A side note: the same pathfinding mechanism might be useful some time later when it comes to discussing (short) bridges again
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Maybe, but who clicks on those links? Is it worthwhile as a spammer? (I know you are spamming 20 Million cases and if only 100 respond you've won).
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Thanks - I know I can test it myself, but I was travelling without access to the game. Just tested it - you are certainly right. Question remains, why two different mechanisms for the same effect... (probably I should read the manual or the forum more carefully)
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Not sure - I thought you can only man the walls themselves and not the towers, right? (I believe in one of the very old versions (0.23 or before?) it was vice versa (towers manned but walls not).
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Top Panel UI Opinion
Grautvornix replied to manowar's topic in Game Development & Technical Discussion
thanks for the proposals - I'd prefer the second one as it bends nicely into the header bar, does not obstruct anything, nor intrude on the main display and does not need a trigger or mouse hover. -
Newbie Questions - I can't beat Easy AI as Romans
Grautvornix replied to Satevis's topic in Gameplay Discussion
Stopping the gathering does not let them recover? -
Newbie Questions - I can't beat Easy AI as Romans
Grautvornix replied to Satevis's topic in Gameplay Discussion
The same is true for fish, right? Theoretically, they regenerate if not used too much. But one fishing boat is too much already, as it seems. Ho can I tell teh fishing boat to alternate between two fishing grounds? -
Too bad! But of course, I do understand that the scarce developer resources we have are be focused on maturing the main game. I am not able to contribute myself unfortunately, as well. Remains me being extremly grateful for all the great work that already went into this superb game!
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Has there been progress since?
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Wow! I am deeply impressed! Now we the AI to convert that into blender and minimize the nmber of triangles, right?
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Phantastic stuff! Thank you so much! Will we be able to see all that in game? I am so much looking forward to that!
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Possible Performance Optimization
Grautvornix replied to Asher's topic in Game Development & Technical Discussion
Well great idea - but I am afraid this is not a task that is required very often, so priority might be a bit lower. Similarly, I'd like a feature indicating "update available" for installed mod.io mods. (there once was a mod for that but it unfortunately became obsolete) -
I do acknowledge that Petra might follow a strategy of scorched earth, but it does not win anything itself (destroying own buildings does not bring back any resources, I just learnt - it couls be a strategy in an emergency situtation where e.g. wood is missing to build new troops). I do see the advantage of not offering further advantage/buildings to the opponenet though (classical scorched earth). Shoudl we add that to the manual or the tips&tricks somewhere? As a bottom line, the benefit as an attacker is to either destroy enemy buildings yourself, thus getting a loot, or conquering them before taking over the CC then you benefit from additional buildings.
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I twould be nice though, like in reality, I could re-use a percentage of the material... but that might be too realistic.
