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Kampot

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Posts posted by Kampot

  1. 51 minutes ago, wraitii said:

    We have some merge requests:

    Nerf heroes Iphicrates and Ptolemy
    Move tier 2 blacksmith technologies to Town Phase
    Rebalance healers by making them cheaper

    I would like some more opinion before potentially merging these, though they all seem like good examples of things we could do in the mod.

    Edit: Also, just as a reminder, anything that is merged can also be removed, the idea is to try some things out as well.

    if Athen hero nerferd givechange existing useless ones too.. This is blind action, other civs having all 3 herous very OP.... Athens does need also boosting these heroes.. the only problem players is having is "bad strategy" if they would target this hero Athens are already loser for rest of the game

      I simply dont agree with such change.  or maybe make healers cheaper only for Athens like 150 food   :---) to try protect hero 

     

     

    I already noticed few  players having mods to target hero .... maybe you should put this as feature too.. and maybe make hero never stay in building to get eco/war bonuses... so if hero in building he would lose this abilities (expect giving capture protection)... 

    • Like 1
  2. @Stan`@wraitii

    Current problem with community-mod is that is not "default" setup for all players. So if anyone host without it  (and it will because majority players ignores it) there will no be much will do follow it. Community-mod should be automatically forced since new release is pushed. It was crafted to avoid "releasing new alphas" while just minor fixes required. In this part 0ad team has failed. How to resolve it probably needs time, I hope this feedback will let them to "try address it" if not we have to support it from players base at least.

    PS: Announcement box is not enough, many players not on forum

    Also maybe you need 2 mods, one for minor fixes auto-pushed (static) - reviewed and stable changes before new alphas will be announced,  and one for just "testing" balancing scenarios (might be more variable and buggy) possibly not forced at all. 

    My Hosted Games will be only with community-mod enabled . 

    And I call others to follow!

     

    • Thanks 1
  3. 1 hour ago, vladislavbelov said:

    It's pretty hard to make any improvement without statistics. Could you retrieve Shift + F11 statistics (profiler.txt) for A25 and A26 for the same scene? And attach logs and hwreport as well, you might find paths to them here: https://trac.wildfiregames.com/wiki/GameDataPaths.

    I cant provide it to you, don't have old version already. And if i would donwload it again, noyt sure how i can replay same game in 0.25 and 0.26. And still if i do that how to jump directly to 30m of gameplay?

  4. I noticed it quite clerly, intel integrated graphic, all gfx effects to none or low still ui responses and units reaction time is like slide-show movie.. with seconds steps..

    0.25 behaved really bad in term of "huge fight" but responses of ui returned back when units died... but this one after full pop take constant slowness in responses all that time.

    i also remember 0.23 and it was much much faster. 

     

    Am I really just me who noticed it?

  5. This release is getting sluggish if compare with previous 0.25. Units respons a bit later, fight get even more computation lags. 

    Would be cool if you focus for 0.27 only on performance tunning and nothing else..

    • Like 2
    • Sad 1
  6. 10 minutes ago, Stan` said:

    You only have v0.26.1 as tag so you need to use that.

    Does not ring the bell, it seems to me it tries to use some "uses" outside of my github. my product tags does not matter I guess otherwise this automation would not make sense.

    name: Release PyroMod
    uses: ncipollo/release-action@v1.1   <--- HERE IS PROBLEM
    with:
    allowUpdates: True
    prerelease: False
    artifacts: "output/${{ env.MOD_NAME }}*.*"
    token: ${{ secrets.GITHUB_TOKEN }}
    omitNameDuringUpdate: True
    omitBodyDuringUpdate: True
  7. I think i got lost in so m any link and not sure what to do, (sorry im new to github and never used this things so maybe "more newbie text would be great" 

    My understanding is this should create pyromod from provided source somehow automatically.

     

    I created mentioned yml file https://github.com/Kampot-0ad/customrating/blob/main/.github/workflows/create_pyromod.yml

    Now I can see in "action" menu new workflow "Build Pyromod" but no idea how to execute it.

    lJ4Pzrg.png

     

    Questions:

    - Do I need to edit anything in "Releases" or "Packages"? There is Publish your first package

    fG7qkkl.png

     

  8. # Custom Rating
    This mod allows you to modify default rating number with any text of your choice.
    Simply go to Options -> customrating menu.

    # How it looks
    Kampot                    #select in presets !No rating
    Kampot (sexy)         #in options put text 'sexy'
    Kampot (>1600)      #in options put text '>1600'
    Kampot (5555)        #in option put text  '5555' 
    Kampot (∞)              #special characters needs ^1 for ∞, ^2 ♡, ^3 ™, ^4 ★, ^5 ↑

    ## Mod compatibility(s)
    The mod should be compatible with:
    - Autociv
    - boonGUI
    - feldmap
    - Should work with all mods that don't have heavy code changes.

    time flies | le temps passe | čas letí | el tiempo vuela | o tempo voa | час летить | Zeit vergeht
     

     

    customrating mod is now available for 0ad 0.26 - and removes all restrictions from the past.

    current version is available on https://github.com/Kampot-0ad/customrating  (I still need to figure out how to use releases so patience with me)

    There were requests to put it on github, and it took me significant amount of time to understant how it works.

    Anyone willing to provide fixes/updates and patches has now source code available on this platform.

     

    customrating uses some part of code from autociv mod, which contributed to existence of this mod in current form.

     

    • Like 1
    • Thanks 1
  9. @smileywould you help us to prepare that engine part?  I could test it and enhance js part.

    I guess it would be beneficall for future 0ad versions as there is some demand for host to have some tools to control the game. I agree kick/ban are good ones, but also "too hard" and sometimes just mute a person does the job.

     

     

  10. Hello

    I'm investigating how to mute in session a player as host of the game.

    This would be general mute - it means all other players would not recieve from that person any message. (not autociv implementation where muting is only for local client)

    My investigation leads to Engine.SendNetworkChat() but there is not any option to exclude specific player. Which leads me to conclusion such feature does not exist. It p points to Engine so most likely not "moddable inside javascript". 

    Can you confirm my research?

    If such feature would be "wanted" what steps I need to do to bring it  into reality?

    @Stan` @Emperior

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