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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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29 minutes ago, sarcoma said:

stats are fixed, no update

In the stats panels settings, you need to set an update frequency, I think. But default it should be once per second but you might havehad some other value

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New update:

  • Removed redundant options: show KD stats, military stats and update frequency. Instead, we let the user choose between detailed counters and minimal counters. A few players were confused by these new options or forgot to set them
  • Migrated the stats panel configurations into the same page as autociv to use pages more efficiently
  • Enable and disable eyecandy features, e.g. decorational flowers on India map
  • Cleaned up the code format and unessential debugging prints.

 

The options now look like this:

image.thumb.png.435691753368202c0e256aa96f9f0430.png

Edited by Seleucids
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On 15/03/2025 at 9:40 AM, sarcoma said:

KDr too close to Loss?

Thanks for raising this. Originally, the KD ratio was shown as raw decimals to an arbitrary number of decimal points. I have now rounded the values to only 2 decimal points to control its length. I have also increased the column width to accommodate for more extreme values, e.g. KD 28.79 (happened once to someone who spammed siege towers) 

Please update the mod now. 

On 15/03/2025 at 9:40 AM, sarcoma said:

Tec not 0 @ min 0?

I am afraid there are some techs which exist within the civilisation by default, e.g. civ bonuses. But it would be a good idea to remove this default number to avoid confusion. Working on it :) 

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On 17/03/2025 at 7:42 PM, Seleucids said:

New update:

  • Removed redundant options: show KD stats, military stats and update frequency. Instead, we let the user choose between detailed counters and minimal counters. A few players were confused by these new options or forgot to set them
  • Migrated the stats panel configurations into the same page as autociv to use pages more efficiently
  • Enable and disable eyecandy features, e.g. decorational flowers on India map
  • Cleaned up the code format and unessential debugging prints.

 

The options now look like this:

image.thumb.png.435691753368202c0e256aa96f9f0430.png

It still looks like the version before that for me. With detailed stats, that I can't turn off individually. I downloaded the pyromod. Should I have downloaded something else?

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6 hours ago, kun0 said:

t still looks like the version before that for me. With detailed stats, that I can't turn off individually. I downloaded the pyromod. Should I have downloaded something else?

To see the newest updates, you should download the source code zip here then install it like any other zip mod.

image.thumb.png.cadf3e0e3c807fe9336e6c097781bc3e.png

This video teaches you to install zip mods https://youtu.be/NSDfiqfqJHI

 

 

The Pyromod file that you downloaded is a previous release, so it contains no updates. I haven't compiled the newest versions into new releases yet, because I want to test them a bit more and wait for user feedback before publishing it as an official release. 

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