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  1. When we try to produce units from multiple barracks at the same time but don't have enough resources to assign the desired number of units to each barracks, it often happens that units are added to the production queue of already occupied barracks, while free barracks remain idle. This results in long production queues accumulating in fewer barracks than we actually have available, and it also locks up resources that remain reserved for those units. This week, I have been working on a mod to fix this bug in 0 A.D.'s training system. Additionally, I added an option to define the maximum number of units in the production queue. This works the same way as for free barracks: if some of our barracks have reached the maximum queue limit, new units will only be assigned to the free barracks. I'm sharing two videos showing the behavior. When producing in batches, the mod takes into account the number of occupied "slots" in the queue. That is, it does not consider the number of units produced but rather the number of assigned batches in the queue. Also, I added an alternative production system based on the standard system from AoE2, where units are assigned, as we issue the command (via hotkey or click), to the free barracks or the one with the fewest queued units. For now, this system only applies to individual units (not batches). This means we can combine both systems—producing one unit per barracks each time we issue a command or distributing multiple batches among the selected barracks when using batch production. The spirit of this mod is to offer an alternative approach to what I consider to be design flaws in 0 A.D.'s vanilla training system. Distributing it as a mod gives us the opportunity to conduct the necessary tests and receive feedback with a view toward its implementation in the next release. I want to give a special thanks to @Atrik for pointing me to the necessary game files to modify and for sharing a preliminary code to implement this mechanism. To install: unzip the content of the folder into your mod's folder. (I plan to make the .pyromod file and add it to mod.io in the future) CustomTrainer.zip AoE2.mp4 176872599_MaxQueueLimit2.mp4
  2. Adds the ability to recruit Heroes from the start of the game in the Civic Center. Their stats are reduced. HP count: Infantry 250 Cavalry 350 Elephants 1100 Melee and Range: At or below Champion level. Range: Additionally reduced damage. UPDATE 0.2.0: All Heroes have 2 auras added, with small bonuses for units and research. Added 3 Tactics. Switching is done using the unit upgrade icon when selecting a Hero. Neutral => Def => Att => Neutral Neutral - no bonuses Def - units and buildings get bonuses to defense stats. Att - units and buildings get bonuses to attack stats. Heroes can Promotion up to level 3. Tactics bonuses increase as they advance to the next level. hero-rebalance.zip
  3. Dear all, Long ago (A24 was the current version) I made a mod to replace in-game player colors. It was never published on the forum, although it is publicly available on my GitLab. Better leaving a trace here on the forum than out in the internet wilderness. The mod is named CustomColors and the current version 0.27.1 is compatible with Alpha 27. When I developed this mod, there were already other mods implementing color changing - and maybe it is still the case today, but the existing solutions were not satisfactory to me, as those mods replaced colors everywhere... including replay files! Hard-coding colors onto replay files has some disadvantages (noticeable f.e. when when sharing replay files with others or when playing replays). So I opted for a more flexible solution and the CustomColors mod was the result. Perhaps one day the possibility of customizing player colors will be a built-in feature of the game. Color replacement, in two screenshots Here is where colors can be changed: And here is how the result looks like: Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  4. Adds a more advanced bot(based on PETRA) to the game. UPDATE: Version 0.6.0 Added settings for the game with a limit of 200 units. Changed settings for queue manager. Now resources can be transferred without restrictions from low-priority to high-priority queues. UPDATE: Version 0.5.5 When planning the base, buildings will be placed closer together. To reduce unnecessary movement of workers, Houses will be built near Storehouses. UPDATE: Version 0.5.3 UPDATE: Version 0.5.1 Compatible with 0.27.0 Economics When recruiting workers, mercenaries no longer belong to this class (as they do not have the resource gathering skill). Factions that have access to mercenaries will first recruit a certain number of workers from their units, then mercenaries. For faster economic recovery Added scripts that check the number of Support units in each game Phase, if there are fewer units, their recruitment priority is increased. Construction of Special Buildings: These are built as soon as they become available to a faction. For example, Carthage will build all 3 Embassies in Phase 2, not Phase 3. Sparta will build a Syssition on Phase 1 and a Senate on Phase 2, not Phase 3. Corral - 5 in total. Build from the beginning of the game. UPDATE: Version 0.3.0 For the Volatile Market mod: Added a feature for building an Embassy. Prioritize exchanges to get resources(food, wood, stone, metal). Batch Size changes depending on the amount of food resource available. The more resource available, the larger the size can be. UPDATE: Version 0.2.1 Changing priorities and some other settings. UPDATE: Version 0.2.0 Bot adapted for the Volatile Market mod. Actively barters new resources and researches technologies. Settings are more noticeable after 15-20min of play. Focused on players with experience. Bot with the same bonuses for each difficulty level as the basic PETRA. At population limit(e.g. 300) it will hire units up to the ceiling. More technology and economy oriented at the start. More active in the Market. Builds more buildings to hire units. bot_PETRA_Expert.zip
  5. I have just tested my new map of South America. It's a giant map for eight players with a lot of resources. I tried to make position of resources balanced and all biomes and vegetation are inspired by real ones (it was very difficult due to lack of new world specific vegetation and the variety of biomes). I know that it's not historically accurate (obv) but It's only for fun. Please say to me what do you think about it or some advice to improve it. If the community likes this work I will continue with other continents. South America Baelish.zip
  6. I create a new map of North and Central America, I tested it on my own and now I would like to share it and use in multiplayer, but I don't know how to do it, because it's my first time. Can somebody help me? I attach a screenshot of the new map, I hope that you like it.
  7. I was adding my first faction to the game when I came across a process that I am unfamiliar with. An error stating: "g_CivData[playerState.civ] is undefined" : I do not understand how to "define" a "playerState". Anyone think that they can help me out? Edit: I added a pic of all of the errors I am getting just to give extra details...
  8. Hi community! This is a mod implementing macro recording. With the Macros mod, a player can: Start recording, with a hotkey. Do some actions. Any action. Stop recording, with the same hotkey. Execute the recorded sequence of actions with a hotkey press, at any time during the game. I see great potential in macros. The more I think about it, the more I find use cases. Therefore, I propose: try the Macros mod, find use cases and share them. There's much space for new features (and you're welcome to suggest); more than that, I'm very interested in the game-changing aspects of macros. Be aware that... This mod executes automated actions. This can be considered as a cheat. When you play a game with this mod, make sure other players are aware you are using this mod and agree. Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  9. Hi! Let me start with a quote from 0 A.D. - The Vision: The above quote neatly summarizes the reason why I made QuickStart. QuickStart is a mod that allows to automatically perform predefined actions as game starts, reducing initial micromanagement. Official mod page on GitLab here. Initial steps can be customized from the Options menu, see image below: QuickStart and proGUI In short: proGUI mod embeds QuickStart, with differences. But if you enjoy stories and moral concerns, keep reading. Be aware that... This mod executes automated actions. This can be considered as a cheat. When you play a game with this mod, make sure other players are aware you are using this mod and agree. Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  10. A few players asked me to make a mod that would allow for the auto-queue (native) feature to be able to resize itself. And I now I've done it. https://gitlab.com/4trik/resizequeue It's a light mod, for players that can't play with heavier mods. But you still have a bunch of settings to customize its behavior. Features: - Resize batch training every time to adapt to resource and pop available. - Stop / Resume auto-queue after no resource or pop-limit reached. - Prevent autoqueue from using the resources you'll need when placing a building. If anything doesn't work as expected, please tell me. Enjoy!
  11. Yes, you read the title correctly: this mod causes extinctions randomly destroying your entities. Official mod page on GitLab here. It's a semi-serious (working!) mod, whose idea originated from joking conversations in the lobby. Too OP and want to balance games? This is your chance to set it right. Features Set the entity reduction rate and the frequency of extinctions. Intensify/alleviate the entity reduction rate and frequency over time. Choose which entities can or cannot be destroyed. Totally voluntary usage: other players don't have to install it to play with you. Is that serious? Yes and no, I mean... it can be fun! On a serious note, scenarios or campaigns can be designed on top of it. After all, the idea is not that different from already existing features such as the rising of water level in the Extinct Volcano map. Events like the spreading of the Antonine Plague, imported by the Roman legions from the Near East, immediately come to my mind; although this example is outside the 0 A.D. time frame, events like this might well fit a scenario/campaign. Mod options (screenshot) Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  12. Hi 0 A.D. friends, the FieldManager mod I am presenting in this post is aimed at reducing micro-management on fields. Official mod page on GitLab here. The mod has been around for a while and I see players on the lobby already using it. I was hesitant to announce it on the forum, for I wished to come up with more functionalities but... I couldn't so here it is! Despite its ostentatious name, the mod provides few but useful features: Select military/non-military/all gatherers from selected fields. Select one gatherer from each selected field. Evenly distribute gatherers across selected fields. Here's a screenshot of the commands available when selecting a number of fields: Be aware that... This mod executes automated actions. This can be considered as a cheat. When you play a game with this mod, make sure other players are aware you are using this mod and agree. Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  13. === Once, some new 0ad player created a map called "map-rheinland". It was supposed to play around a river in old Germania. He tried to imagine how such rivers might have been like, long ago. He had no experience in the game and no idea of the balance whatsoever, so he simply decided to place ore in the mountains and rocks in the swamps and rivers. It was published soon. Since the original map became unloadable with vanilla, a multiplayer / skirmish map is being created from scratch. The main thread, which you are reading now, has been edited and renamed. This could someday become a map pack. I am not sure yet. === While there is further development, i provide the mod in this thread, so it can be used until existing problems are fixed. Also, please consider that it is recommended to use Alpha 27 with Vulkan Backend for good performance / stability. Maps can be huge and contain many resources. For me it works fine with Vulkan on mid-end system. The A27 version of the map... requires Delanda Est, which does not apply to the old A26 map. For some reason, after i had opened the map in Atlas - with DE activated -, the game cannot find any objects when loading it with vanilla 0ad. I try to find out why that happens and will provide the fix. While that is so, the Skirmish version of the map is supposed to work on Vanilla (although, as mentioned, it does not, right now). But for now, it should not be played anyway. I was focussing more on the DE scenario (see below), so that the Skirmish remains kind of unfinished. TBD. The A27 file can be found at the end of this post. Delanda Est Patch On top of that, you can then use the Delanda-Est patch if you like to. It contains a Scenario (1p vs 4 AI) aswell as balancing changes for DE that are designed for this very map. So please remember to turn it off when you play another map - else it will likely disrupt the balance of the original mod. The old file... If you want to play the vanilla map, you can still get the old A26 modfile on mod.io (ingame mod menu) - but it only has 3 player slots, it is not balanced and the terrain and forests are much more generic and dull. Also be aware that there may be changes in the file structure - renaming for example. Need to get a better overview of the map Sources for creation (for myself; can contain german articles. Feel free to share knowledge about how the terrain might have looked like at the time): "Geschichte des Waldes in Mitteleuropa" - Wikipedia (has translations) "Wie breit war der Rhein früher" - the-duesseldorfer.de "Der Rhein in römischer Zeit" - neuss.de "Maps reveal the historical path of the rhine" - uu.nl "Publius Cornelius Tacitus described "Free Germania" (Germania magna) in the 1st century as "terra aut silvis horrida aut paludibus foeda" – a land, covered by horrid forests or loathsome bogs. Tacitus' Mediterranean homeland at that time had already been a cultural landscape for centuries, its forests cleared for fields, orchards and towns, to say nothing of the use of wood for home fires and maritime construction." - Wikipedia Current Map: Old image: ================================================= FILES map-rheinland.pyromod REQUIRES 0ad A27 AND Delanda Est (for now) map-rheinland-v02-patch-delanda-est.pyromod REQUIRES 0ad A27 AND map-rheinland.pyromod AND Delanda Est =================================================
  14. Hello! I tried to make a simple addition to the interface where by clicking a resource on the top panel, it will send a message to notify allies how much of this particular resource you have. The idea is that in multiplayer games, you like to ask for resource you need and offer the ones you have a lot of. Sounded simple and in my reach . Little did I know how little I know... I first tried the simplest thing, I added an attribut to the object tag in \gui\session\top_panel\Counters.xml onPress="Engine.SendNetworkChat(resource[n])" But just adding the "onPress" attribut here seems to break everything; the top panel, and other unrelated things like music. Next I looked into CounterManager.js to add to the existing onPress method of the class, but the class doesn't provide a way to identify the exact ressource I'm clicking on. Last CounterResource.js seemed more promising as "rescode" that provide the names in a string ("food"..) is defined in the constructor. But here, I can't make an onPress method that would work just by naming it. I was just trying to do just this : onPress() { Engine.SendNetworkChat("I have " + this.count + " of " this.resCode + "!"); } Any ideas of what am I missing, please?
  15. Is there any mods playing around with the quick group feature? I'm having hard time finding what files make it work/displayed. If you feel like you have any tip to get me started, it can help! I will try to make a variant of it duplicated on right, to help with building controls. How could I go about it? --Off-- I love tactics and town-building strategies! I'm trying modding enhanced unit controls for tactical moves on GUI. Maybe an overlay for managing building productions could be fun, even if it means less screen space.
  16. Hello 0 A.D. friends, I have been thinking about the possibility of making a mod implementing macros and came to the conclusion this is feasible, albeit complicated. Despite my good intentions, I will be in shortage of time very soon, and this is the kind of project that takes a while to be developed. Perhaps, this is also the kind of project that triggers the interest of some of you smart guys populating the forum. If so, this is the topic for you. If any of the developers has considered this before, I'd be curious to hear from them. This might not be a new idea after all. This post is organized in sections, so a reader can skip the parts they're not interested in. 1. What are macros? 2. Why do 0 A.D. players need macros? 3. Why macros, when there are mods around? 4. What's the proposal? 5. How can a player define a macro? 6. Implementing macros can be complicated
  17. Dear all, thrilled by the new Alpha 0.26 - great job folks! Though - a little user interface inconvenience: 1 - when selecting a new mod from mod.io via the 0AD mods download menu, it is not possible to see simultaneously which mods version is already installed and which mod version is available for download (I know this is a luxury issue and the new nodal window cannot be moved, unfortunately, unless there is major redesign of the user interface mechanics). I you move the overlapping modal window borders a little bit, the existing mod versions could be seen and compared to those aversions available for download. 2 - sometimes new mods versions are not replacing older ones but are added as new mods. Wouldn't it be nice to have a button allowing to remove (delete) the installed instance of an existing mod? (kind of a clean-up process) ( I do know you could manually remove them from the directories but uI would prefer doing that from within the game) Thanks for your consideration! Best regards, Grautvornix
  18. Community Update (8/02/22) Over the course of a few months, we have continued to update our community centered-operations. Today we wish to share those changes and state our plans for the future. Discord Server Our Discord Server is used for many things. It is a community center at heart but also is a hub for everything else. Regular updates, exclusive polls, and an archive come together to make our Discord Server the thriving heart of our community. Our archive includes: Art, Music, Mod Lore, Cutscenes, and more. We are always active and ready to answer any questions you may have and take suggestions on lore, game mechanics, or other things you would like to see in the mod. We always love hearing from you. Wiki (Fandom) We have just begun to break ground on the Fandom platform in order to create a readily available repository of information regarding the mod's lore, mechanics, and more. The Wiki page is unfinished but it has an almost defined framework and we thought it was worth reporting on. Sub-Reddit A small but valuable piece of our community, our Sub-Reddit is basically our forum dedicated wholly to community interaction. We do post content reports here and there but the real goal is to respond to our community and create a friendly environment for discussion. Future Plans: Our current priority is to add our first faction to the game, The Adrestian Empire. The Empire will be the first to join the mod because of the result of a community poll we had a while ago. You can find more information on the Adrestian Empire here in one of our articles. We are also planning to expand our Wiki and continue to add content to it going beyond what it is at the moment. If you wish to help in any way, just let us know on our Discord Server or Sub-Reddit, and thank you. We are trying to avoid spoilers for the mod entirely in this update but we can give you this hint: the "Three Wars" in the title is not just for sake of naming it. Thank you for reading our Community Content Report for August 2, 2022, we hope you have a wonderful day.
  19. Introducing God's Eye. I've been working on this mod for about just 48hrs now. Not so lone but due to the pace I'm moving, I am almost done with beta version .0.01 and I'm looking for testers who will use the mod, discover bugs and add it to the known issues so that i can get it patched and release the entire mod to everyone as soon as possible. Don't hesitate to inbox me if you are willing to help build up this mod or have any interesting feature you would like to request. My arms are opened!, Request a feature or suggest and it will be added as soon as I can. PM me if you would like to test the ------------------------------------------------------------------------------------------------------------------------------------------------------ God's Eye was created in attempt to bring back our favorite mod of all time, Fgod mod - by @ffffffff This mod is inspired by FGOD Mod, part of the code may be from the original fgod mod made by @ffffffff , all rights reserved. -------------------------------------------------------------------------------------------------------------------------------------------------------- v0.0.1 updated: v0.0.2 (6/30/2022) updated: v0.0.3 (7/02/2022) updated: v0.0.4 (7/03/2022) - reduced file size and cleanup updated: v0.0.6 (7/03/2022) - reduced file size and cleanup updated: v0.0.7 (9/28/2022) - compatible with a26 Features Overview Auto Login Vision Ally Stats Auto Away Start into lobby Improved UI Design Functions with all mod Network warnings Late Observer Joins Auto Share Resources Among Teammates When You Resign A Team Game Fight Ratio Calculator Lobby Notification from in-game New music added Sound on message sent added New chat notification sound added Ping players to ready during game setup Ping players to join your game from lobby Added easy team numbers to easily set your hosts to 1v1, 2v2, 4v4 , ffa , etc. Added smurf highlighter - Highlight smurf in the game easily with a single button Added buddies sorting Known Issues Minor typos ( fixed ) Unclickable chat input Installation guide; 1. Download both mod.json and godeye.zip files ( attached to this post ) 2. Make a new folder and name it godseye in your mods folder 3. Paste the mod.json and godseye.zip file, no need to unzip it 4. After following the above steps, you are good to go! Open the game and you will see it in your mod list Alternatively, you can download it from the game through the mod downloader or visit https://0ad.mod.io/gods-eye-mod?preview=c0076b5082eb4209ca4277950830f43d Mod Folder locations- linux into ~/.local/share/0ad/mods/godseye windows typically: ~\Documents\My Games\0ad\mods\godseye mac: ~/Library/Application\ Support/0ad/mods/godseye New update: v.0.0.6 ( file size reduced ) mod.json godseye.zip New update: v.0.0.6 ( file size reduced ) godseye.zip Main Lobby Page Player List Panel Game List Panel Chat Panel ( Additional Buttons ) God's Eye Settings Page Main PreGame Page
  20. Fight the tyranny of the Archbishop as the Adrestian Empire or defend the "Holy Church" as the Knights of Seiros! Journey across Fodlan and take part in some of Fire Emblem's most iconic battles, but this time in an RTS format. As rumors of war begin to formulate in the surrounding villages due to the tensions between the Church of Seiros and the Empire, the Archbishop, Lady Rhea, forms an army in secret just in case the rumors become fact, what happens next is something entirely different than what she had expected and it all began with three students being chased in the woods by bandits... Release Date: TBD An Empire in the Making (View Original Post) The Adrestian Empire is located at the south end of Fodlan bosting the famous Black Eagle house to represent them at Garreg Mach Monastery which lies at the center of Fodlan. It is said that the founding of the Adrestian Empire was aided by Lady Seiros when they helped her defeat Nemesis (The King of Liberation). The "Crest of Seiros" runs through their family bloodline as a gift from the goddess for lending their strength to Lady Seiros. The Black Eagle house was named after the traditionally black armor of the Adrestian knights and the twin-headed eagle on the Empire's coat of arms. The Black Eagles' attendants this year are as follows: Edelgard (The only child left of House Hresvelg and the only heir to the throne of the Adrestian Empire), Hubert (House Vestra), Bernadetta (Only daughter of House Varley), Ferdinand (House Aegir, in line to become the next Prime Minister of the Empire), Capar (One of the sons of House Bergliez), Linhardt (House Hevring), Petra (House Macneary and in line for the throne of Brigid), Dorothea (The only commoner in Black Eagle). Help Wanted: If anyone wishes to help in the development of this mod we will be grateful to hear from you on our Discord Server. We are currently in the need of a 3d modeler, music help, and some artists. If you wish to help in any other way then you are always welcome on our team. Thank you. Fire Emblem: Three Wars Reddit Fire Emblem: Three Wars Discord Server Fire Emblem: Three Wars Mod DB Page
  21. Hello everyone, I'm sharing with you this mod that I made long ago, hoping it is useful to somebody. The mod is named CircularCamera (official page on GitLab) and it provides nine new cameras, each pointing at a fixed position on the map. Each camera can be accessed with a hotkey. See image below. Features Nine new pre-set cameras are available: one points at the center of the map and eight point at the eight corners of the map. Jumping to any of these cameras can be done via a hotkey. Hotkeys can be edited from the Hotkeys menu. Distance of cameras from map center: the default distance from the center, as well as the increasing/decreasing step can be adjusted from the Options menu. The distance of the cameras from the map center can also be changed in-game via hotkeys. Hotkeys: search for circularcamera in the Hotkeys menu: all the relevant hotkeys can be found and edited there. Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  22. Hello 0 A.D. friends! Many times I find myself in the situation of having many units under production from several buildings and I want to clear ALL the production queues simultaneously. This can happen for many reasons: maybe I want to get back some resources that had been allocated to units production; or maybe I suddenly need to change type of units being produced if I see that the game steers from the direction I expect. As far as I know (correct me if I'm wrong), there is no explicit hotkey that allows to clear all production queues simultaneously. It is also very annoying to clear production queues by clicking on icons one by one, especially when you have many buildings producing or many units being produced. So, I made a mod for this. The ResetQueue mod (official repository at this page) allows to bind a hotkey for clearing production queues of selected buildings. The default hotkeys can be changed from the Settings > Hotkeys menu. I find this feature very useful and I often use it in game. I hope this feature will be present in a future version of the game. What do you think? Installation Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  23. Hello everyone! I hereby present a 0 A.D. mod aimed at evaluating the rating of players. Official mod page on GitLab here. Introduction Before diving into the description, let me introduce the problem this mod aims to solve. In 0 A.D., the ELO system is used to rank players in the lobby. This is good; but is it representative of the players' skills? As you know, the rating system in 0 A.D. only takes into account 1v1 rated games. Team games do not contribute to the ELO score of a player, as well as 1v1 unrated games. Also, the scoring system only takes into account the outcome of a game (victory/defeat) and not the "performance" during the game. Can we do better? This mod uses statistics. It extracts data from all the replays of games you (the mod user) have played. So, if you have played 20 games (1v1s, team games, other..) with a player in the lobby whose name is (for example) strangeJokes, the mod will assign a rating to strangeJokes based on the 20 games you've played with them. The rating system The functioning of the rating system is described in detail here, but in short what it does is: it considers the average performance of the player during the entire game (and not only at game's end). the rating assigned to a player is a percentage: for example, a player with a rating of 5.00 performs a 5% better than other players on average, while a player with a rating of -5.00 performs a 5% worse than other players on average. you can customize the rating system by giving more importance to military, economy, exploration or other factors to the aim of calculating ratings. Keep in mind that this mod is based on statistics; data are taken from your (the mod user) replays. Statistics might not be fully representative of reality; therefore, a player's rating could be inaccurate, especially if you have played few games with that player. The more you play with a player, the more accurate the rating of that player is. Installation ‣Recommended: LocalRatings can be downloaded from the game menu: Settings > Mod Selection > Download Mods. ‣Alternatively: Click here to download the latest release. Install following the official 0 A.D. guide: How to install mods? Alternative downloads: Latest Release (.pyromod) | Latest Release (.zip) | Older Releases Latest version announcement Explanatory pictures Contribute The public repository is at this page. Everybody is very welcome to contribute, suggest, fork or simply give feedback. Have fun!
  24. 这个模组最初是2020年秋天在A23上开始做的,是个修改游戏玩法的模组,适应了我作为帝国时代3玩家的一些习惯。模组第一个版本刚做完的时候刚好A24就发布了,于是半年后我又从A25上从头开始做,到现在修修改改大致作出了想要的效果,所以在这里也发一下。因为我是中国人,大致的介绍我会发汉英两部分,英文部分是机翻,请以汉文内容为准。 This mod was originally started on A23 in the fall of 2020. It is a mod that modifies the gameplay and adapts to some of my habits as an Age of Empires 3 player. When the first version of the mod was just finished, A24 was released, so half a year later, I started from scratch on A25, and now the modifications have roughly achieved the desired effect, so I will post it here as well. Because I am Chinese, I will give a general introduction in Chinese and English. The English part is translated by machine. Please refer to the Chinese content. 相比A25这个模组主要改动如下: Compared with the A25, the main changes of this mod are as follows: 现在的版本是0.25.7,这里提供模组本体以及汉文补丁。 The current version is 0.25.7, here is the mod body and another Chinese patch(Players who do not understand Chinese do not need to download this). Mirror.zip zh-lang.zip Mirror.pymod
  25. What is it This mod lets you play alpha 23b balance in alpha 25 Download a23_balance_for_25.pyromod a23_balance_for_25.zip Why? I like alpha 25 but I like 23b balance better. Source code public repository https://github.com/nanihadesuka/a23_balance_for_25
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