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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.

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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 !

 

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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 by Seleucids
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  • 2 weeks later...

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 by Seleucids
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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)

image.thumb.png.06f46b078ae4d21eacb74749f34974c5.png

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

 

 

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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)

image.thumb.png.06f46b078ae4d21eacb74749f34974c5.png

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?

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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. 

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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.

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