guerringuerrin Posted February 11 Report Share Posted February 11 2 hours ago, Atrik said: Replace line 224 in GuiInterface, "total" by "Unit". "enemyUnitsKilledTotal": cmpPlayerStatisticsTracker?.enemyUnitsKilled.Unit ?? 0 thanks @Atrik i'm sharing the errors i see as nani asked for fixing further releases Quote Link to comment Share on other sites More sharing options...
sarcoma Posted February 11 Report Share Posted February 11 (edited) 23 hours ago, MetaPhyZic said: renderAndPlayFlare is not defined dont think this is autocivs fault happens because causatives mod overwrites gui/session/unit_actions.js Edited February 11 by sarcoma Quote Link to comment Share on other sites More sharing options...
sarcoma Posted February 11 Report Share Posted February 11 pingall fix gui/lobby/LobbyPage/Chat/ChatCommandHandler~autociv.js line 15 thisbotsListIgnore -> that.botsListIgnore Quote Link to comment Share on other sites More sharing options...
MetaPhyZic Posted February 13 Report Share Posted February 13 On 11/02/2025 at 10:07 PM, sarcoma said: happens because causatives mod overwrites gui/session/unit_actions.js Yes, you are right. Quote Link to comment Share on other sites More sharing options...
nani Posted February 14 Author Report Share Posted February 14 Update I don't plan to work on this mode anymore. Looking for a volunteer who wants to take over this mod and fixes. I will give him write access to the github project if he/she wants. Needs to know how to program a little in Javascript, not asking for perfect, I can give some light mentoring on the codebase of the mod and 0ad basics. 5 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted February 14 Report Share Posted February 14 1 hour ago, nani said: Looking for a volunteer who wants to take over this mod and fixes. I will give him write access to the github project if he/she wants. Needs to know how to program a little in Javascript, not asking for perfect, I can give some light mentoring on the codebase of the mod and 0ad basics. I volunteer ! 3 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 15 Report Share Posted February 15 Might be nicer to try to merge single features in the main game. 3 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted February 15 Report Share Posted February 15 (edited) 2 hours ago, Stan` said: Might be nicer to try to merge single features in the main game. Agreed, as an attached user of autociv, I find these features the most important: 1. Additional hotkeys to select all cavalry, all infantry etc 2. The stats panel 3. The additional chat commands: /link /team 4. Automatically changing civ when you type a name - you won't need to bother the host. 5. Maximum number of corpses = 1 to reduce confusion and lag. However, I do realise that some people may be against implementing some of these features into public, especially point 2 and 5. So some input from singleplayers would be appreciated. Edited February 15 by Seleucids 1 Quote Link to comment Share on other sites More sharing options...
Vantha Posted February 15 Report Share Posted February 15 1 hour ago, Seleucids said: 4. Automatically changing civ when you type a name - you won't need to bother the host. Something like this would be the ideal solution in my opinion. 1 Quote Link to comment Share on other sites More sharing options...
nani Posted February 27 Author Report Share Posted February 27 Update From now on @Seleucids is the main maintainer of autociv. Thanks for taking over 4 2 2 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted February 28 Report Share Posted February 28 (edited) Hi all, please list your feature requests for autociv below, and I will try to implement them as suitable. Also any suggestions and bug reports are welcomed. For a start, I am thinking about allowing the user to choose which stats they would like to see in the stats panel. For example, you can choose to see your melee count but not the number of siege weapons that you made. You can also disable teammate stats (despite allied view on) as some people found it annoying to see so many fluctuating numbers. This will be configurable via a page in options. Edited February 28 by Seleucids 5 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted Tuesday at 17:58 Report Share Posted Tuesday at 17:58 I'm glad to announce some new features for Autociv - New panel counters: Ranged units Melee units Total units lost KD ratio rounded to 2 decimal points The population counter in the autociv panel has been adjusted to showing the effective population instead of the top panel's housing demand. housing demand = total units on the map + units in production (optimistic value that helps you with housing plans) effective population = infantry + cavalry + support (realistic value to assess your boom and consider before engaging in fights) In this example, the effective population is 9 because there are only 9 units on the map. But 0AD counter shows 10 because it included the woman that is being trained. To those of you who still don't know how to install autociv, check out this video: https://youtu.be/NSDfiqfqJHI?si=jqnvxXRc8X1KX3_6 2 1 Quote Link to comment Share on other sites More sharing options...
Emacz Posted Tuesday at 20:37 Report Share Posted Tuesday at 20:37 2 hours ago, Seleucids said: I'm glad to announce some new features for Autociv - New panel counters: Ranged units Melee units Total units lost KD ratio rounded to 2 decimal points The population counter in the autociv panel has been adjusted to showing the effective population instead of the top panel's housing demand. housing demand = total units on the map + units in production (optimistic value that helps you with housing plans) effective population = infantry + cavalry + support (realistic value to assess your boom and consider before engaging in fights) In this example, the effective population is 9 because there are only 9 units on the map. But 0AD counter shows 10 because it included the woman that is being trained. To those of you who still don't know how to install autociv, check out this video: https://youtu.be/NSDfiqfqJHI?si=jqnvxXRc8X1KX3_6 OPP! Not mod.io yet though? Quote Link to comment Share on other sites More sharing options...
Seleucids Posted Tuesday at 20:42 Report Share Posted Tuesday at 20:42 2 minutes ago, Emacz said: Not mod.io yet though? I am afraid mod.io is impossible for autociv as long as it stays compatible. The reason is their new policy of not allowing any mod which touches the simulation folder to be set compatible. I don't know why they suddenly wanted to do this. The best case we can do is upload an incompatible version onto mod.io then ask players to change mod.json to make it compatible. Sadly many players don't want to change this 1 line of code. Quote Link to comment Share on other sites More sharing options...
Emacz Posted Tuesday at 20:45 Report Share Posted Tuesday at 20:45 1 minute ago, Seleucids said: I am afraid mod.io is impossible for autociv as long as it stays compatible. The reason is their new policy of not allowing any mod which touches the simulation folder to be set compatible. I don't know why they suddenly wanted to do this. The best case we can do is upload an incompatible version onto mod.io then ask players to change mod.json to make it compatible. Sadly many players don't want to change this 1 line of code. I would much rather change 1 line of code then figure out how to install it off topic i need some historical help. Implemented some "new" things, well they already existed but were being used, like the range, and a cool persian champ jav. Quote Link to comment Share on other sites More sharing options...
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