Perzival12
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Making a 0 A.D. Mod's Website
Perzival12 replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
I’d say buy a domain and make an actual website, rather than paying for hosting one. DelendaEst.org or something like that probably isn’t taken. -
spam Current trend in 0 A.D.: Hoplites spam.
Perzival12 replied to AlexHerbert's topic in Gameplay Discussion
2 thoughts on this subject: A: no matter how many times we nerf units, there will always be one init that stands out from the crows, and eventually every unit will have 1 hp, zero attack, and full armor. B: I personally have never found the Athenian hoplites a problem, (I need to play Sparta more to see about them), but when I compare garrisoning units in a barracks to promote them to Rome having a tech that auto promotes every unit (making them probably the most OP race in the game), I don’t see much of a problem. -
How do I make new typefaces and fonts?
Perzival12 replied to Perzival12's topic in Game Modification
So, I've been trying to get the fonts to work, and while I can replace fonts: (config/Hyrule-Conquest-Dev.cfg) [fonts.sans] regular = "triforce.ttf" bold = "triforce.ttf" italic = "triforce.ttf" When I try to add new fonts: (config/Hyrule-Conquest-Dev.cfg) [fonts.triforce] regular = "triforce.ttf" bold = "triforce.ttf" italic = "triforce.ttf" (gui/common/styles.xml) <style name="ManualText" font="triforce-regular-14" buffer_zone="8" scrollbar="true" scrollbar_style="ModernScrollBar" textcolor="black" text_align="left" text_valign="center" /> (gui/HC_manual/HC_manual.xml) <object type="image" sprite="ModernParch" size="220 30 100%-20 100%-54"> <object name="creditsText" type="text" style="ManualText" size="20 20 100% 100%" text_align="left" scroll_top="true"/> </object> I get this: -
There’s a mod that does this on mod.io, but it’s outdated (A26).
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Vassals! (Work in progress) Downloadable
Perzival12 replied to LordTriggers's topic in Game Modification
Okay yeah, that's what I thought, and I treated it last night to confirm. @LordTriggers, this mod is really cool, but I have a few thoughts on it: A: the building should act autonomously even when it belongs to Gaia. B: you should still be able to train units from the building, not only wait for them to auto-spawn. C: maybe make the civ center randomized, instead of always the Iberian one, or even make it a map-specific setting. D: the workers tend to walk halfway to a tree, turn around, walk back to the civ center, and then walk back and start gathering. E: workers seem to only gather trees, never other resources. Otherwise, great mod, I can't wait to see the finished version. -
Vassals! (Work in progress) Downloadable
Perzival12 replied to LordTriggers's topic in Game Modification
Sorry for this ignorant question, I have yet to test the mod, but do the vassals have an active ai that works before they’re captured, ie they train and build a small civ as Gaia, and then continue to do so (albeit for the player that captured them) after they’re captured? -
You should usually have to raze a fortress to the ground, rather than capture it. While that may not be historically accurate, it makes sense given the style of RTS, rather than something like Total War.
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Remove disbanding formations… thereby turning formations into battalions. Bad idea. I personally have never encountered this exploit everyone is mentioning, and it doesn’t seem like it would be much of a problem if we just fixed collision.
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@wowgetoffyourcellphone Delenda Est is your area of expertise EDIT: didn’t realize that this was already in the Delenda Est section
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That's what decides how big a unit actually is, for pathfinding purposes (such as if it can walk between trees or buildings that are close together). Default is regular unit size, large is used by siege machines and war elephants, and then there's several naval classes.
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Web Designer Application
Perzival12 replied to andrewtlong's topic in Applications and Contributions
So do the Forums tbh. We need some upgraded search software on here. -
Would it be possible to have biome/map texture specific decals? Like for example for snowy maps for the decal dirt to be snow, for desert maps for the decal dirt to be sand, etc. Since atm, if @Alexandermb goes ahead and gives the Spartans mud/moss decals it will look very strange in winter and desert maps.
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I suggested something like this a few months ago, where there is a resource storage cap (similar to pop cap), and the player needs to build more storage buildings and farmsteads in order to continue to store gathered resources, much like how you need to build more houses to train more units. ATM storehouses are kind of ignored in combat, which is actually very inaccurate to history (a very common tactic of raids was to burn storehouses and fields to cut off supplies to a settlement, both of which tend to be overlooked in 0ad.) While I think giving the attacker the amount of resources stored in the storehouse is maybe too much, giving them a quarter of the resources or figuring out some sort of looting mechanic to destroyed buildings might be useful.
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Something that could fix the necessity of hunting down to the last worker would be to make it so that if a player (or ai) has less than 4 units or the like, they are automatically defeated, as long as they have no buildings (this might encourage early rushes and raids, which is why owning a civil center or other defensive or military building should nullify this).
