Perzival12
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Everything posted by Perzival12
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Post Eco Master and I’ll include it in my Bot Pack.
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I think gerbilOFdoom is the guy who owns/runs the website domain.
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This is pretty cool. Did you base this off of the A27 Petra or the R28 Petra? (with the amount of new bots on this forum, I’m thinking about compiling a mega bot pack.)
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I don’t know why R28 is even out yet, it’s super buggy. No where near done being play tested.
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First of all, SinkProb was added into the templates (in Decay, in both template_unit and template_structure). Second, world_population_capacity was merged into population_capacity. This also means that settings.js in guy/common needs edited. Third, backgrounds.js was added into the backgrounds folder, and needs to be added back in if anyone has a backgrounds.DELETED file. It also needs edited to fit their custom backgrounds. Fourth, ProjectInformation and MainMenuItems have some changes regarding whether they use var g_blablabla to export const blablabla. I'm sure there's more, but that's what I've found so far.
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I checked it out, but it only lists a few of the changes that need to be made, I’ve already encountered three or four unlisted ones.
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So, for us modders, all that we'll need to update is the stuff that calls upon FemaleCitizens, replacing them with just Citizens? What else is needed to work on R28?
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So, I feel like wonders are an almost useless building. They cost a lot, are usually too big to place anywhere, and provide little return on your investment , so to speak. I have come up with a few ways to make them more interesting outside of capture the wonder mode: #1: Merge the Glorious Expansion technology into the Wonder, to save the excessive resources spent on it. #2: Give Wonders an aura that improves movement speed, gather rate, and melee damage (either global or localized). #3: Make Wonders acts as more powerful civic centers that can’t train units or attack. #4: Increase the resource trickle amounts from the Wonder.
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Food trickle efficiency: Ice House vs Corral + Cows
Perzival12 replied to ffm2's topic in Gameplay Discussion
Especially since even when you build a wonder, you STILL have to research the Glorious Expansion technology to get any benefit from it. The Glorious Expansion technology should be removed and just made part of the Wonder, to give it any use. -
It would limit it though…
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Speaking of which, why don't we just disable the ability to exit a game without resigning? Just turn the button off until the player has resigned.
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That will be nice, thanks for the heads up. I’m still working through his videos, but I’m sure I’ll find some uses for this, mainly for the Wizzrobes and Twili.
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The license states that it is Free software. It legally can’t be sold.
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Wow, you sure do love to troll. Those are some pretty funny ways to mess with people, I especially love the spamming houses one and the "enjoying the weather" one. About scouting... AI should need to scout, Petra doesn't.
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Siege units were capturable in A23 and maybe even more recently, why were was that removed, @Stan`?
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Actually, armor and weapons were much more valuable than is commonly thought, and gathering armor and weapons from the battlefield was a very common thing, so common that both the Iliad, the Odyssey, and the Aenied talk about how both famous and powerful warriors and newbies would make sure to take their opponents war gear for later use or sale.
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The best way to do this would be to remove loot in general and make units spawn (tiny amounts of) treasure when they die. Then one player (or both) has to activity gather treasure, rather than just gaining it for every kill.
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So, I'm trying to make some maps, but I can't access all of the terrain options in the terrain tab. There is no way to scroll through them or switch between pages of terrains, meaning that about half of the terrains (Cliff, Special, and who knows what else) are inaccessible to me. Does anyone know of a way to access the terrains? I'm also opening this as an issue for A28, even if it doesn't get fixed till A29.
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So, is there any idea of how much time is left until A28 become the current version, i.e. replaces A27 on the main website, and I have to port all of my mods over to it? And, when that happens, what changes will I need to make for my mod(s) to work on A28, if any? I know that A26-A27 had some changes, specifically regarding the simulation code, what stuff is changed for A28?
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Will do. I think leaving the fortress and arsenal out is a good choice, since (being somewhat of a noob player still) I was losing to the AI when it was building fortresses, and since I disabled siege weapons from being trained (which again, I Iost because of them), arsenals are somewhat useless. I'm testing the AI on some friends of mine, who are also noobs, so I'm actually getting a pretty good idea of what is too powerful or too weak. Which AI? Mine, the custom Hyrule ones I wrote, or Petra?
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To install: download the .zip file. Place it in your mods folder (on Linux: ~/.local/share/0ad/mods/, on Mac: ~/Library/Application\ Support/0ad/mods/, and on Windows: ~\Documents\My Games\0ad\mods\), then unzip it. Turn on the game, go into mod selection, enable EasyAI. Go to the match setup screen, click on the bar that says PetraBot (up next to the civ and color selection stuff), and select EasyAI.
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I like Pebble AI, it matches the comparitive weakness that Pebble has compared to Petra. I'll release the next version under that name, but I need to know what should be changed? Is it still too strong? Or maybe it is too weak? Let me know any changes you think about it, but keep in mind it is for novice players, and a HardAI (Maybe AresBot) is on it's way.
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These are all great ideas, I definently agree that these should be implemented (at least the first 7).
