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BeTe

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Everything posted by BeTe

  1. But less health: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/22/diffs. And also this which I am not sure what modifies: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/23/diffs Walk speed is same for me with and without comm-mod.
  2. Punished for not-turtling... Cavs are even nerfed in community-mod, right? Anyways, nice to watch active POV like that... Also you can put 0 A.D. Empires Ascendant for Youtube Game option, but you must type "Empires Asc..." in Search. If you try to search by "0 a.d..." or something like that it will not work.
  3. Nice. I do same, also hard for me as I started to actually listen notes and intervals in my 30s... But I found that process of learning and catching notes to be funny and challenge.. Success doesn't matter for me as I sing and play for myself, so nobody will listen fortunately. It's also relaxing and I feel positive impact on my feelings/brain/ mind/soul.
  4. I've made some quick Mod. I am looking forward to see your feedback, suggestions, ideas, etc.! Thanks!
  5. I am very much looking for your feedback, suggestions etc.
  6. Yeah now it works. Awesome. Can I modify all child notes? Now I have: { "value": "Attack/Melee/Damage/Hack", "multiply": 2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 2 } I tried "Attack/*" but it doesn't recognize.
  7. You don't understand again. It does change how game plays. My suggestion keep game same but only produce less units on screen.
  8. p.s. I also tried with .../templates/template_unit.xml like this: <?xml version="1.0" encoding="utf-8"?> <Entity> <AIProxy/> <Cost> <Population>1</Population> <BuildTime op="mul">3</BuildTime> <Resources> <food op="mul">3</food> <wood op="mul">3</wood> <stone op="mul">3</stone> <metal op="mul">3</metal> </Resources> </Cost> <Decay> .... I copied entire file from community-mod and just changed these two: <Resources> and <BuildTime> But no change, no error, nothing.
  9. 1. For some reason below code does nothing. Mod is enabled b/c it returned me error when I uploaded wrong format JSON. 2. I also tried below in initGame.js but still no change in times: // Source Delenda Est! function InitGame(settings) { // No settings when loading a map in Atlas, so do nothing if (!settings) { // Map dependent initialisations of components (i.e. garrisoned units) Engine.BroadcastMessage(MT_InitGame, {}); return; } let cmpModifiersManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ModifiersManager); for (let i = 0; i < settings.PlayerData.length; ++i) { let cmpPlayer = QueryPlayerIDInterface(i); cmpModifiersManager.AddModifiers("All player bonus", { // "ResourceGatherer/BaseSpeed": [{ "affects": ["Unit", "Structure"], "multiply": rate[AIDiff] }], // "Trader/GainMultiplier": [{ "affects": ["Unit", "Structure"], "multiply": rate[AIDiff] }], "Cost/BuildTime": [{ "affects": ["Unit"], "multiply": 4 }] }, cmpPlayer.entity); } } @maroder
  10. I found example in Delenda Est: https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/helpers/InitGame.js#L64 But it's pretty messy and I am not sure that's what I need.
  11. Hey. I have idea to change all units to make game less unit spammy but to keep gameplay exactly same. So is there way to make script (JS?) that will apply following to all entities: Units would be double cost double time to build double damage double resistance double gather rate double capture rate Buildings will have less garison capacity Fields&Resources will be reduced to 2x less worker capacity. etc. ...? Possible?
  12. I played a lot 0ad recently and now've read all messages from both threads I started. I have feeling that people didn't understand my core idea and that nothing would be changed in how you play 0ad.. My idea was to make it so 1 unit would do equally to what 2 units do now. Like this: Unit would be double cost double time to build double damage double resistance double gather rate double capture rate Buildings will have less garison capacity Fields&Resources will be reduced to 2x less worker capacity. etc. So if I understand well, game will be exactly same but less crowded. Game will be less laggy, especially in Team games that most of people like to play. There will be less problem with pathfinding maybe? etc. Isn't this great idea?
  13. Is that your PC or it's connection? Or that's how it is for everybody?
  14. Hey, I have problem with lag, especially from Observer perspective in late games. But also it happens during big fights... I saw on Youtube that others have lag . Wondering if there is some mod that will make game looks ugly? I imagine game to look like AOE 2 or something like that...
  15. @MarcusAureliu#s Subscribed too. Looking forward to new content! But man, this lags so much. FPS drops to below 10 at some moments. Why is that? Did you try to turn off all graphic effects? I think it helped me. Also less overwhelmed biomes work better, too. --- Btw, how you guys can play like that?
  16. 1 spec. Standard 1v1 settings, 250 pop, Aegean biome (the best for performance for me)....
  17. @Gurken Khan You can see when FPS drops... @Lion.Kanzen What you mean?
  18. *I am not sure if I should continue posting this. I reduced Graphics to minimum and I have lag. Let me know your thoughts.
  19. It's some kind of complex, or ego I guess. We as community should, for begin, talk about importance of well behaving. I hope people understand that it's common sense but also will attract new players which is good for all of us. We should be friendly and help people to improve. I suggested also to open Academy sub-forum. But.... You can start Topic somewhere in Forum, anyways. THis is off topic here. P.S. Come and play us online! There are players that you can play with.
  20. @zxphxrThx. What nubs, lost units from elephants. + rhino is the real MVP! x)
  21. This is ridiculus. I just surrended, rather than watching lag fest while waiting him to die.
  22. https://www.gamingonlinux.com/2023/02/openra-gets-a-big-new-stable-release-lots-of-fun-for-classic-rts-fans/
  23. @real_tabasco_sauce I didn't follow the most recent changes. Are following changes that you ask whether to include in A27: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests?scope=all&state=merged ? Anything else?
  24. I am interested in p1 fights; therefore without upgrades, heroes, sieges, etc. I am trying some strategy (see thread below) where I use 2 or more groups of p1 units to early attack and ruin opponent. I'd like to know whether I should try to capture towers or rather go somewhere else and do something else. Capturing tower in this phase would be relative big thing, but could also lose time on failed try.
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