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Perzival12

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Everything posted by Perzival12

  1. If you guys make the map and outline a story, I’ll write the required triggers for
  2. That's not what I meant at all; don't leave the Forums or 0ad, just don't make every post about how AEA has something.
  3. Not to be rude Emacz, but it’s kind of annoying that every post you make outside of your one thread is just an advertisement, I click on each thread in hopes of some new knowledge or idea, and it’s just a commercial.
  4. No, I spoke with the developer briefly several months ago, and he said that he doesn’t have the knowledge or skill to make it, it’s just here for others to find and make.
  5. Yeah, a trigger scripts for things like spawning units at trigger points, on death triggers, etc.
  6. Lilly poppy, I’m not too skilled at the map editor, but I do have a handful of trigger scripts that I can post that might help you out.
  7. Also, adding onto what was said about it being an error, those are all component problems, unrelated to PetraBot. UnitAI and BuildingAI control things like stances and arrow shooting stuff.
  8. I haven't gotten back to it yet; I've been working on some other things as of late. I'll get back to it within the next few weeks if i can.
  9. An interesting gamemode would be Score Victory, ie when a player reaches a certain score, or else when everyone resigns whoever has the highest score wins (the latter for MP games that need to be cut short). Presets could be 1000, 2000, 5000, 10000, 50000, 100000, etc. This mode would force players to focus on a healthy economy, and could even lead to pascifist games that's only goal is to reach the score first. After playing quite a few Multiplayer matches, I have found that this would be a useful, and interesting, victory condition. ATM the score for players at the end is basically useless, since score is irrelevant to whether you win or lose in all existing victory modes, and sometimes while playing MP I don't have time to finish a match, or ended up with a draw game, and one of us had to resign (creating an unfair win), whereas with the score victory, or even as a fallback alternative to when a player resigns, we could have seen who won. The issue for this topic: https://gitea.wildfiregames.com/0ad/0ad/issues/9128
  10. We're mostly sticking to the OG lore, with few changes.
  11. Looks amazing! I can't wait to try it out lol. My only critique is that the hay roofs look a bit too shiny; from a distance (like in your last picture) they look more like metal than hay.
  12. Yeah, those are just bugs that need polishing away; I’ll get those fixed. I may or may not go back to that style of gods; I was told by some people that it was harder to understand as a first time player, since they got stuck at the first god for a while. It really depends on if I can update some of the missing features, including the one that hides locked technologies. We’re planning on simply continuing from where @The Undying Nephalim left off, which includes (but is not limited to): New Factions: Twili, Rito, Guardians, Oocca, Majora, etc. New Features: Necromancy, Hero Abilities, Teleportation, etc. New Lore and Balancing. New Maps and Campaigns. I’ve never encountered that bug before, thanks for the report! Let me know if you have any other questions, I love to talk about Revival!
  13. I really wouldn’t recommend running commands that AI advises you to run; it literally has no idea what it’s talking about.
  14. Yeah, I’ll do that last though; in my experience it’s easier to get the ai to have a working product before splitting it into multiple files, since then it wants you to reupload load them for editing, and bllehhhhh
  15. Around 30 minutes. I used Claude.
  16. Here's the new repo: https://gitlab.com/Perzival12/0ad-mod-forge
  17. I'll set up a GitLab ig. I don't use GitHub. Yes, it works, at least for making units. I plan on adding a bunch more features to what it can change, including auto-detecting damage and resource types; I also want to add a menu that allows you to access existing files within a mod. In short, I can set something up, but don't touch it for another week or so, till I can polish it a bunch.
  18. Okay, so I tried yours, but it wasn't very good (I presume you used ChatGPT or something on that level), and it was a messy Python script, so instead I asked Claude to make a new one, in HTML format (meaning it's browser software): 0ad-mod-maker.html
  19. I’m too lazy to read the entire thread, but here’s my general opinion on this topic: AI Art: No, it looks fake and will give us a bad image. AI Music: We don’t really need more music or sound effects, and any new stuff can easily be found, or made. AI Writing/Translation: I mean, not really needed, but in general we should avoid this. AI Code: This is fine imo, as long as an experienced coder looks through it and makes adjustments. Also, I think using AI to quickly run through your code for bugs is a good idea, even if we generally decide to avoid AI otherwise
  20. Does it work? Like, I can use it to edit code and stuff?
  21. I personally think that this particular idea is a bad one, as it means that walls (already kind of useless) become even more so, as a single siege tower can ungarrison 20 units over enemy walls. A better idea might be the suggestion earlier in that issue, to add a capture attack to enemy walls by the tower.
  22. Something like this is planned iirc, but the Atlas is built off of some very hardcoded software, and needs a complete redesign in order to add new features. Both things are in the works though! https://gitea.wildfiregames.com/0ad/0ad/pulls/7803 Objectives and events should be in the next release https://gitea.wildfiregames.com/0ad/0ad/pulls/7785/files, dialogues as well https://gitea.wildfiregames.com/0ad/0ad/pulls/8614, and as for the others, those are just trigger scripts (like your first point). This is technically planned, though it probably won't be in the game until R30. However, if more players push for it, then maybe it can be in R29, that's up to the WFG team (of which I am not yet a member). You're 100% right about these, and as you can see, they should be in the game soon-ish. Until then, I hope to see you around the Forums more often, and maybe even creating a few scenarios (triggers really aren't hard once you learn how they work).
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