Mentula Posted March 24, 2023 Report Share Posted March 24, 2023 (edited) 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! Edited June 3, 2023 by Mentula improved installation instructions 3 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted March 24, 2023 Report Share Posted March 24, 2023 haha, restrict it to units and call it "plague" mod. could also increase likeliness of death for idle units, call it obesity mod. 1 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted March 24, 2023 Report Share Posted March 24, 2023 does it include heroes? Imagine spontaneous defeat in regicide XD Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 24, 2023 Report Share Posted March 24, 2023 reminds me of certain catastrophes in Stronghold. https://stronghold.fandom.com/wiki/Locust_swarm gives me the idea that there could be a farm destruction event Quote Link to comment Share on other sites More sharing options...
Mentula Posted March 24, 2023 Author Report Share Posted March 24, 2023 5 minutes ago, real_tabasco_sauce said: does it include heroes? Imagine spontaneous defeat in regicide XD Yes, heroes can die in Regicide mode. You can whitelist the "Hero" class from the options menu to prevent it. 2 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted March 24, 2023 Report Share Posted March 24, 2023 16 minutes ago, Lion.Kanzen said: reminds me of certain catastrophes in Stronghold. I believe already the original SimCity had stuff like floods, Godzilla showing up... Quote Link to comment Share on other sites More sharing options...
Lopess Posted March 24, 2023 Report Share Posted March 24, 2023 Very interesting! Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 24, 2023 Report Share Posted March 24, 2023 2 minutes ago, Gurken Khan said: I believe already the original SimCity had stuff like floods, Godzilla showing up... These types of events are typical of City builders, but in an RTS it gives you a greater handicap. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 24, 2023 Report Share Posted March 24, 2023 I was planning to suggest these misfortunes for the main game. •Locust Swarm. •Wolf/Lion/Bear Attack • Rioter/Revolt of Slaves Attack •Earthquake •a plague https://m.youtube.com/watch?v=Pr62Bvu139M Quote Link to comment Share on other sites More sharing options...
Mentula Posted May 28, 2023 Author Report Share Posted May 28, 2023 (edited) SelfNerf mod updated for A27. Only port, no other changes made. SelfNerf.pyromodSelfNerf.zip Edited May 29, 2023 by Mentula 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted May 28, 2023 Report Share Posted May 28, 2023 1 hour ago, Mentula said: SelfNerf mod updated for A27. Only port, no other changes made. you need first go to the option to SelfNerf to get default values. Without you get errors and could not really play the game. You dont need change anythink but need visit the options menu of SelfNerf before you start playing Quote Link to comment Share on other sites More sharing options...
Mentula Posted May 29, 2023 Author Report Share Posted May 29, 2023 Thanks @seeh, fixed. Downloads for SelfNerf v0.27.1 and installation guide are in the first post of this thread. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 29, 2023 Report Share Posted May 29, 2023 I really should make a video on how to install mods, pyromod, drag and drop, command line, put the zip in a mod folder with the same name, the options are endless I wonder if @andy5995's pipeline to package mods would also work on gitlab. 1 Quote Link to comment Share on other sites More sharing options...
hyperion Posted May 29, 2023 Report Share Posted May 29, 2023 4 hours ago, Stan` said: I really should make a video on how to install mods, pyromod, drag and drop, command line Only those give the engine a chance to verify the mod beside being user friendly on top. 4 hours ago, Stan` said: put the zip in a mod folder with the same name, the options are endless This are hacks which shouldn't be advertised at all. Sure once upon a time this was the only way and people will figure them out if required for very specific use cases. Quote Link to comment Share on other sites More sharing options...
andy5995 Posted June 2, 2023 Report Share Posted June 2, 2023 On 29/05/2023 at 3:41 AM, Stan` said: I really should make a video on how to install mods, pyromod, drag and drop, command line, put the zip in a mod folder with the same name, the options are endless I wonder if @andy5995's pipeline to package mods would also work on gitlab. @Stan`Probably would only required minor modifications. It just uses this existing docker image and a shell script. As long as GitLab supports things similar to GitHub actions, I don't think it would be very different (the script has variables that are GitHub specific). https://github.com/0ad-matters/gh-action-build-pyromod If anyone ever wants to set up a "GitLab action" and gets stuck, I'd probably be available to help. Quote Link to comment Share on other sites More sharing options...
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