nani 548 Posted October 12, 2020 Author Report Share Posted October 12, 2020 version 0.17.9 Fix: Game setup civ assignment: nicks with custom rating now work Updated: FXAA: using official svn 24 alpha version (should fix some problems with some cards). Kudos @vladislavbelov Sharpening shader: using official svn 24 alpha version CAS instead of current one. Kudos to @OptimusShepard Added: Game setup: unlimited resources option [command /resourcesUnlimited] Readme: read me about the mod inside 0ad [press Shift + F4 to open] 2 1 Quote Link to post Share on other sites
ffffffff 307 Posted October 12, 2020 Report Share Posted October 12, 2020 3 hours ago, nani said: press Shift + F4 to open Alt+f4 for @borg- 1 Quote Link to post Share on other sites
go2die 102 Posted November 1, 2020 Report Share Posted November 1, 2020 Enhancement idea: ignore civs for autoselect The host of the game can decide which civs are allowed by setting up some variable: /civfilter nocelts:-britons|-gauls /civfilter archersonly:-all|+kushites|+carthagians|+blabla|+blabla1 /civsfilteron /civsfilteroff + notification for joiners of the game 1 Quote Link to post Share on other sites
nani 548 Posted November 2, 2020 Author Report Share Posted November 2, 2020 21 hours ago, go2die said: Enhancement idea: ignore civs for autoselect The host of the game can decide which civs are allowed by setting up some variable: /civfilter nocelts:-britons|-gauls /civfilter archersonly:-all|+kushites|+carthagians|+blabla|+blabla1 /civsfilteron /civsfilteroff + notification for joiners of the game Looks like nice idea but IMO this is unnecessary as regular chat already does the job well and would lead to more confusion. New commands imho should be things that you cant currently do directly in gamesetup in any other way, so wont add ty for suggestion tho 1 Quote Link to post Share on other sites
badosu 417 Posted November 3, 2020 Report Share Posted November 3, 2020 Well, that's a good idea but perhaps in the scope of a map/civ pool mod I suggested some time ago. Still it would help to have a text-based one in autociv Quote Link to post Share on other sites
vladislavbelov 604 Posted November 8, 2020 Report Share Posted November 8, 2020 I remember there was a discussion about round minimaps here. D2216 was just committed, so it's possible to have round minimaps now (at least visually). Quote Link to post Share on other sites
asterix 418 Posted November 8, 2020 Report Share Posted November 8, 2020 1 hour ago, vladislavbelov said: I remember there was a discussion about round minimaps here. D2216 was just committed, so it's possible to have round minimaps now (at least visually). What about minimap expand and minimap flare from page 4 onward can it be ported in core 0ad 0.24? @nani Quote Link to post Share on other sites
vladislavbelov 604 Posted November 8, 2020 Report Share Posted November 8, 2020 6 minutes ago, asterix said: What about minimap expand and minimap flare from page 4 onward can it be ported in core 0ad 0.24? @nani Expand can be added by someone (it's just JS GUI changes). About flares, @Imarok has a patch about ping on map. Quote Link to post Share on other sites
maroder 11 Posted November 13, 2020 Report Share Posted November 13, 2020 (edited) Not sure if you are looking for more suggestions for your mod, but something i always wish that the game would have is an overview of the units or tecs that are being produced/ researched at the moment, so you dont have to check your control groups or every few seconds to see if they are idle. Something like this: (upper right corner) I was always wondering if am the only one for whom this might be helpful. But anyways, really great mod. It does enhance the gameplay quite a bit. Edited November 13, 2020 by maroder typo 1 Quote Link to post Share on other sites
nani 548 Posted November 13, 2020 Author Report Share Posted November 13, 2020 (edited) 1 hour ago, maroder said: Not sure if you are looking for more suggestions for your mod, but something i always wish that the game would have is an overview of the units or tecs that are being produced/ researched at the moment, so you dont have to check your control groups or every few seconds to see if they are idle. Something like this: (upper right corner) I was always wondering if am the only one for whom this might be helpful. But anyways, really great mod. It does enhance the gameplay quite a bit. Fear not, @badosu has you covered ! Edited November 13, 2020 by nani 1 1 Quote Link to post Share on other sites
maroder 11 Posted November 13, 2020 Report Share Posted November 13, 2020 Oh wow i thought the spec mod is only for spectating, but i will definitely check it out then. Quote Link to post Share on other sites
Elinvention 9 Posted December 2, 2020 Report Share Posted December 2, 2020 I was wondering about the licensing of this mod: is this FOSS? What is its license and where is the source code? Quote Link to post Share on other sites
Loki1950 570 Posted December 2, 2020 Report Share Posted December 2, 2020 IT's is the same as the main game and @nani has a github repo for it. Enjoy the Choice Quote Link to post Share on other sites
nani 548 Posted December 2, 2020 Author Report Share Posted December 2, 2020 The mod currently has no license and the source code is all in the same zip, there is no github page but i use a git repository (local). If you want I can add a standard GPL-2 license like most code from 0ad engine looking as you seem to want to do something with it. Quote Link to post Share on other sites
seeh 3 Posted December 15, 2020 Report Share Posted December 15, 2020 On 06/09/2020 at 4:24 PM, Itms said: Completely agree. The only questionable thing we find in a few mods is the code that removes the mod itself from the list of enabled mods. Players should be aware that their opponent is using autociv or any other mod (in theory: as I said, they can't know if their opponent changed the code locally). what do you think how many rigged clients are using? if that more then 20 % so may install that always as default for everybody? Quote Link to post Share on other sites
ffm2 36 Posted December 28, 2020 Report Share Posted December 28, 2020 Petition: Nani please add a command that assigns random civs in the game setup, with the option to exclude certain OP and UP civs. Like /civ_random_without civA civB. Or even with all civs randomly shuffled, its nice to have a glance at it before the game to see at least if the OP and UP civs are at least evenly distributed, otherwise shuffle again. 1 Quote Link to post Share on other sites
nani 548 Posted December 29, 2020 Author Report Share Posted December 29, 2020 version 0.17.11 Added: Gamesetup: /randomCivs excludeCiv1FullName excludeCiv2FullName ... Session: Hotkey option for group selection filter .by.group.groupNumber|none 2 Quote Link to post Share on other sites
FeiLongbay 2 Posted January 18 Report Share Posted January 18 Thanks for the mod and the help. Fantastic! Now I can finally be pro and beat Boudicca! I love late game, so I'm psyched to micro all the time with auto production on. General mod question: Is there a way to raise an alert for only selected women? 2 Quote Link to post Share on other sites
nani 548 Posted Tuesday at 03:50 Author Report Share Posted Tuesday at 03:50 (edited) version 1.0.0 Upgrade to alpha 24 Notice 1: Remove all old autociv settings & hotkeys from user.cfg before migrations.Notice 2: Some hotkeys might not work, some chat commands might be bugged. Removed Map browser - We now have an official one ! Hotkey editor/viewer - We now have an official one Snap to edge - No need for backport anymore yay FXAA, sharpening effect - We now have an official FXAA, MSAA and CAS ! Edited Tuesday at 03:51 by nani 6 Quote Link to post Share on other sites
Langbart 23 Posted Tuesday at 04:49 Report Share Posted Tuesday at 04:49 (edited) On 19/07/2018 at 2:37 AM, nani said: Instructions to install manually Hide contents MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) zip file: Copy folder inside the zip file into your mods folder The installation for the pyromod file under macOS now works the same as under Windows&Linux for A24. This was not the case for A23b. Thank you for updating your mod so quickly. Little problem when typing /help (Maybe I should invest in a bigger screen) Edited Tuesday at 05:01 by Langbart 1 Quote Link to post Share on other sites
nani 548 Posted Tuesday at 05:06 Author Report Share Posted Tuesday at 05:06 14 minutes ago, Langbart said: The installation for the pyromod file under macOS now works the same as under Windows&Linux for A24. This was not the case for A23b. Thank you for updating your mod so quickly. Little problem when typing /help (Maybe I should invest in a bigger screen) Ye, the mix of the new code refactor with the still old system running in the back in some other parts gives this cluster@#$% of bug. Hard to fix Quote Link to post Share on other sites
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