Jump to content

Realism mod (early beta)


man_s_our
 Share

Recommended Posts

hello fellow 0 A.D players. today I started the open beta testings stage for realism mod (Alpha 27). if anyone is interested in participating in testing the new features and reporting bugs feel free to download the mod from github repo and giving us feedbacks.

main intentions of this mod is:

increasing realism.

reducing micromanagement by increasing units' autonomy.

giving more advantages for players that can do good tactics.

for now, I need more tests for the separate horse and rider entities. try it through ordering any unit to turret any horse (even if owned by gaia or enemies) and report any unwanted behavior.

it also has hunger and thirst mechanisms which needs few tweaks but usable with no problem for human entities.

the resources mechanism now changed. instead of being able to put the resources in a very far storehouse and immediately use them to build some building, the builders will need to carry the needed resources to build (which requires the resources or storehouse be closer for faster building). todo: adding workshops for delayed converting of a resource to another (like using forgery to convert metal to swords).

 

  • Like 7
Link to comment
Share on other sites

6 hours ago, man_s_our said:

the resources mechanism now changed. instead of being able to put the resources in a very far storehouse and immediately use them to build some building, the builders will need to carry the needed resources to build (which requires the resources or storehouse be closer for faster building). todo: adding workshops for delayed converting of a resource to another (like using forgery to convert metal to swords).

 

I  have to admitt I do like this a lot! Reminds me of my past playing settlers IV (and before) where resources must be available nearby where they are needed. Will download the mod and try it.

  • Thanks 1
Link to comment
Share on other sites

<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_structure_economic_storehouse_vegan_store">
  <Identity>
    <Civ>gaia</Civ>
    <SpecificName>vegan store</SpecificName>
  </Identity>
  <VisualActor>
    <Actor>structures/gaia/farmstead.xml</Actor>
  </VisualActor>
</Entity>

for adding the storehouses supported by realism mod you need to update the builder template (if you downloaded the repo before this post) and then, for every civ folder you add xml files like this (for now the available templates are for vegan, meat, water, wood, stone and metal).

builder.xml

Link to comment
Share on other sites

latest updates to the repo:

added the patched gaia.xml that fixes the errors and the resources json files and units' auras related to pushing rams.

also added the patched treasure template that turn treasures into resource stocks and fix the errors.

removed the error messages meant for debugging from builder component and fixed a bug in unit ai component.

now the game should start without errors. but we need more exploration.

 

Link to comment
Share on other sites

9 hours ago, zozio32 said:

hello, the try went a bit further.   I got to see that starting point, send women to get berries, soldier to wood, cav to chicken, and then crash. I am attaching the log

interestinglog.html 26.75 kB · 1 download mainlog.html 87.92 kB · 0 downloads system_info.txt 9.24 kB · 0 downloads userreport_hwdetect.txt 13.93 kB · 0 downloads

is this error reproducible?

the error looks like being resulted from TerritoryDecay.js which I didn't touch

Link to comment
Share on other sites

On 15/12/2023 at 9:56 AM, zozio32 said:

ok, I'll try again without changing anything

yes, it seems that I am getting the same error again. There is again a TerritotyDecay issue.  

If I lunch the game without any mode activated, the errors is not showing, so it is defenitely related to realism.mod as it is on my computer

Link to comment
Share on other sites

1 hour ago, zozio32 said:

yes, it seems that I am getting the same error again. There is again a TerritotyDecay issue.  

If I lunch the game without any mode activated, the errors is not showing, so it is defenitely related to realism.mod as it is on my computer

what map are you using?

and what's the game configurations?

and does the result change when adding this to interfaces folder?

TerritoryDecay.js

Link to comment
Share on other sites

On 18/12/2023 at 11:10 PM, zozio32 said:

still the same thing unfortunately, even with the file added to the interface folder

 

the map is "Acropolis Bay (2)".    Default game setting

interestinglog.html 23.27 kB · 3 downloads mainlog.html 84.69 kB · 2 downloads system_info.txt 9.24 kB · 0 downloads userreport_hwdetect.txt 13.93 kB · 1 download

try updating the mod

Link to comment
Share on other sites

  • 3 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...