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DesertRose

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Everything posted by DesertRose

  1. Is this how you would fix this? It looks correct in-game. champion_infantry_maceman.xml
  2. That was phrased poorly. What I meant is that they have roughly the same combat stats as regular infantry, despite being much faster. Cost Multiplier = Gather Rate How much do you value each resource. The smaller the number the higher you value it.
  3. Did some little comparison table (.ods / LibreOffice) for units. Not finished yet (a few units are missing, and in the Civ Column is incomplete). Some data points I found interesting: Naked Fanatics have, despite the big complain thread about them, not overly impressive combat stats The P2 Champion Infantry Swordsmen of Athenians and Carthaginians have insane stats cost-for-cost, and have the additional bonus to be fast Maidan Guard have really bad stats if you compare them to other fast infantry; they can only keep up thanks to the 20% damage bonus from Steel Working Elephant Archers are cost-for-cost about twice as tanky as other archers and still deal about the same damage 0AD_Unit_Calculations_028_01.ods 0AD_Unit_Calculations_028_02.ods
  4. 0.28.3 Ptolemies Military Colony can build Civilians again
  5. You mean something like this: ./pyrogenesis /home/DR/Downloads/0ad/ModernGUI-master.zip This is the feedback: ./pyrogenesis: error while loading shared libraries: libmozjs128-release.so: cannot open shared object file: No such file or directory
  6. Thanks, found it. But even if I am in that folder, and see pyrogenesis listed there, trying to use it gives me the error pyrogenesis: command not found If I just upload a .zip to mod.io, will it be possible to install it via the in-game mod manager regardless?
  7. home/yourname/.var/app/com.play0ad.zeroad/ Only directs to data/0ad/mods and such. The "binaries" folder is not there. You have "cache" and "config" there, though.
  8. Reading https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide and apparently you should use "pyrogenesis" to archieve and distribute your mods? Wanted to give it a try, but I can't find the pyrogenesis binary. I installed 0AD via flathub.
  9. Whut? There will be no hotfixes?!?!? Unacceptable!!!!! Here's the fix for this:
  10. Bug Fixes for 0.28 Changelog: 0.28.0.1 Rome can build Civilians from the start of the game again 0.28.2 Enabled Compatibility Checks Changed versioning to adhere to 0AD specifications Slightly changed the name of the mod to adhere to 0AD specifications 0.28.3 Ptolemies Military Colony can build Civilians again 0.28.4 Improved Ptolemies Military Colony fix Germans Clubman no longer declared "Builder" and "Worker" mod.io link: (You can't see it yet) https://mod.io/g/0ad/m/bug-fixes-0-28#description Bug_Fixes_0-28.zip Bug_Fixes_0-28.zip
  11. Such a neat, helpful little mod, but its thread is taken over by a completely irrelevant discussion... Sad.
  12. Thanks. That site should really be linked on https://play0ad.com/download/ somewhere.
  13. Is there a way to get the download link or torrent for Linux 0.27? Or even better, can someone share the "public.zip" from game version 0.27?
  14. Been looking through the .xml files, and I stumbled upon this line in the Maur champion elephant: <Entity parent="elephant_indian|template_unit_champion_elephant_melee"> I can't find the source of "elephant_indian" that determines how it modifies the template.
  15. By the time you complete your wonder, wouldn't you have already researched almost all technologies?
  16. Would it? I know AoE2 handles it like this, but from a quick search historically projectiles such as arrows and javelins were most effective against elephants. But it's good to know that they have to be brought down by pure strength; as they deal AoE damage the most effective counter in 0AD might be ranged units as well.
  17. Those units deal 1.75x / 2.5x damage against Cavalry. Do they also have this damage multiplier against elephant units? Cause elephant units are missing the "Cavalry" class
  18. Seeing what a roundabout method they took I fear a dumb a approach such as "-phase_city" is not possible. edit: I stand corrected, my dumb idea actually works.
  19. Is it possible to remove a requirement of a parent template? I want to create a champion unit that does not have the requirement of "phase_city".
  20. Playing around with the Scenario Editor. Read the Manual here: https://gitea.wildfiregames.com/0ad/0ad/wiki/Atlas_Manual What I am not finding are triggers. Like Research Tech.
  21. It comes down to how you interpret " "Gendered Civilians" is a very bad change. " Gendered Civilians is bad, period or Implementing Gendered Civilians in an unfinished state (no dedicated male voice for civilians) is bad I was thinking of making a mod that completely reverts the gendered civilians change, but I found that playing with this mod gives enough sensual feedback regarding which unit I have selected that I don't feel the need anymore.
  22. Yes, which is why two of the most popular mods for clarity, small trees mod and idle villager pointer, is now in-build in the game itself, and why the most popular mods either remove clutter or improve the UI.
  23. From a gameplay perspective it's useless clutter that reduces clarity. Like decorative "trees" around your CC that you can't harvest.
  24. https://gitea.wildfiregames.com/0ad/0ad/wiki/Modding_Guide
  25. I have found the public.zip file, and and looking through the folders for the values of the units but I can't find them. I want to start by editing the Maiden Guards from Mauryas. edit: Oh, found it. public/simulation/templates/units/maur/ The file was not color coded so I thought most of is commented out.
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