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Deicide4u

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Everything posted by Deicide4u

  1. I worked for me when I added the screenshots last time. Maybe it depends on the size?
  2. One quick fix is to disable persistent match settings. This might be more annoying than installing the mod above.
  3. Some screenshots from the 4 player FFA test match on Latium RM. I was playing Romans, while AI players were Hellenes, Carthaginians and Persians. All 3 mustered huge armies, with the Persians launching around a dozen mass attacks on everyone, with every unit in their arsenal, by the end of the game. In the end, it was me against the Persians. They continued to send huge waves of "trash" units even after all Metal was gone. I'd say that the test was successful.
  4. New bugfix release. - AI bugfixes, mostly Carthage. - Reduced the range of melee Cavalry. - Nerfed Persian Chariot Archers and reduced their cost. Previously, they were comparable to Brythonic Champion Chariots. Opening post updated.
  5. The new Civilian unit is just one unit with two actors randomly assigned at creation, male and female. It makes no sense and it's impossible to apply different gather rates to different actors that are sharing one unit template. You need two templates for that.
  6. The genders are purely cosmetic, there will be no difference in gameplay. Only difference is that you will no longer have 5 dudes and 50 gals while booming
  7. Yes, mountains and rivers are the best natural obstacles for walling.
  8. Disclaimer: I don't have nostalgia playing this game. I've played only AoE2 and Age of Mythology. I've played a Random Map game today and had a lot of fun. Rise of Rome with UPatch is still fun experience.
  9. @Classic-Burger every civilian worker needs to belong to some civilization. Even if the owner is Gaia. The PR is fine.
  10. Implemented in PR #8062. https://gitea.wildfiregames.com/0ad/0ad/pulls/8062
  11. I imagine this won't be possible anymore in Release 28
  12. I agree with this, but Spartans already have infantry swordsmen (Skiritae) and... Siege ballistae aren't Mercenaries, they're machines that don't have ranks. I don't think you should be able to recruit anything other than Rams from captured Arsenals.
  13. Purple Persians look stylish. Red Spartans and Romans, as you've said. Blue Macedonians and Athenians. Pink Mauri. Dark Brown Seleucids. Yellow Ptolomies.
  14. https://gitea.wildfiregames.com/0ad/0ad/pulls/8062#issuecomment-126154 @Itms the "feminization" summary statistic. I renamed this concept "Demilitarization", please let me know if that sounds wrong to an English speaker. How about just "Non-Military" or "Civilians"? "Demilitarization" sounds too modern.
  15. Not that I don't believe you, but It'd be cool if we got a similar image from A27 to compare. The Persian units shown above, from left to right, are: 3 ranks of Melee Cavalry Axemen, 3 ranks of infantry Archers, Elite Cavalry Javelineer, Bactrian Heavy Lancer (middle), Basic Cavalry Javelineer, 3 ranks of infantry Spearmen and an lone Immortal below the Elite Spearman. EDIT: Here is the same group in A27. What I see is that military uniforms were replaced by exotic (for elite and champions) and basic clothing, which is a step back, IMO. The armor is not as apparent as before. The Bactrian Lancers still look cool, though.
  16. The differences between unit ranks were pretty obvious in the early alphas. Can you guess which of these units are champions?
  17. @Classic-Burger Yes. Petra was introduced in Alpha 16 and it's not compatible. And I'm not "going to use" it, I'm already using it.
  18. I have forgotten to change the class filters for the AI. It filters champions based on the old class token "Super", while all champions have class token "Champion". Why is this important? Well, the AI will make a weak army based only on the number and strength of CS units you have, while you might be having a bunch of champions. Not a very fun or challenging experience. To fix, change all mentions of "Super" to "Champion" in these files below. simulation/ai/qbot/economy.js simulation/ai/qbot/filters.js simulation/ai/qbot/military.js If you're making a Hero often, also add the "Hero" class token to the filter in "military.js" file. This bug was fixed in Alpha 10.
  19. If structure capture is nerfed, Sparta will need to have another way to destroy or weaken fortifications. Currently, their only option are rams. Which aren't ideal, to say the least.
  20. The mod is now in a good spot to share, so I've updated the opening post with the ZIP file containing the full mod and instructions. I didn't want to use GitHub for this, so apologies for the large file size. Thankfully, it's not a huge file. There shouldn't be any major bugs. Have fun playing the mod.
  21. I'm not sure. The farthest I've gone with JS in 0 A.D. is to backport small patches to an earlier alpha version.
  22. You still don't have to touch the engine's (C++) code if the version you're moding is recent and has all the features you need. What you need are templates and assets, and some small changes to the JS code.
  23. The man wants to change the civilization name dynamically. For example, if he's playing "Celts", he'd like to become either "Britons" or "Gauls" once he reaches a new phase, or researches some technology. This is kinda tricky to do. There were concepts of this in the early discussions, but the team decided for more distinct civilizations instead of playable "factions" within the existing civilizations.
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