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Showing content with the highest reputation on 2016-09-02 in all areas

  1. 2. Yes, that sounds correct, the name of the bonus doesn't matter, it just has to be unique in the file to allow our tools to parse it. For the techs, see here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies Civ bonuses are just techs with an "autoresearch" flag set. And team bonuses are implemented as auras because auras can be undone again (and diplomacies see also not fixed in the game).
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  2. The ShC2 physics engine is useless, it puts up a performance wall for lower end systems and that's about it. A custom animation would be needed for every single wall segment and variation, which would take a very long time.
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  3. 1. b: .local/share/0ad/mods/mynewmod 2. Yes, we have hard counters, though most hard counters have been removed from the stats, as they were considered confusing for users and balancers. Without hard counters, you have some less variables to take into account, and it makes balancing easier. The code is still present though, and we still use it in a few templates, like spearmen still have a hard counter against cav: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_spearman.xml#L14 3. That's defined in the "RequiredTechnology" key, you can make buildings available on any tech research, and phases are mostly just like other techs: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures/maur_elephant_stables.xml#L26 4. adding ".DELETE" to the end of the file name will delete the file from the parent mod. But in this case, you can also remove it from their Builder Entities list for all Mauryan units: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/maur_infantry_archer_b.xml 5. For a building, add it to the Builder Entities of certain units, for a unit, add it to the ProductionQueue of a building. Do watch out with the {civ} codes, as it makes a difference with captured buildings. The civ is the civ of the owner, so the units you can make in a building depends on who has captured it, unless you hard-code the civs in the templates, in which case the capturer can produce units of a different civ. 6. Millenium A.D. is a good example of this (adding 2 factions with custom art and only few other changes). So best take a look there. If you don't want to modify the art yet, copying the unit and structure templates and the civ.json is probably enough. http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/civs
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  4. I could look into it when I go back from holidays =)
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  5. If you think I don't understand just write your answers in your native language =) So that somebody that speaks both can help you.
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  6. @stanislas69 ? -------- I love that cap, really give some fresh aIr to Greek factions, more diverse...
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  7. Also, I think important this only go to basic Macedonian and Seleucid unit. But could go to possible Greco-Bactrians and Indo-Greeks factions in the future.
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  8. Dug this one out of the seleucid structures thread and polished it up
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  9. Early Islamic Caliphate army lacks armour is a truth, but later they obtained more armour from the Persian armouries as they conquer more Persian lands. By the way, i was thinking about adding a new unit to the Caliphate army: Jarwajaraya (javelinman) Dabbabat (siege tower)
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  11. You seems to forget the Generals: Sa'd ibn Waqqas, the commander who defeat the Persian army in the battle of Al-Qadisiyyah. Khalid ibn Walid, the best commander in the Islamic Caliphate. Muawiya ibn Abu Sufyan, founder of the Umayyad Caliphate.
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  12. Guys try to upload to as document desing. remember the post can be lost by time, documents don't.
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  13. I have some suggestions about the Muslims to radically change their game play from others. Religion was a very big part of this empire, so I am using that as a basis for my suggestions. Overview: The Muslims are a faction that have weaker units than most other factions. They are slightly vulnerable in the late game, having only several key buildings to construct, and instead of upgrading their phase, they must elect one of four historical caliphs, which each either unlock a specific building, units or technologies (I can explain that later). In addition, it also spawns that leader, who has a special power. After "researching" all of the caliphs, the Muslims have the option to either upgrade to the Umayyad or Abbasid Caliphate, which unlocks special units from Iberia or Persia respectively. Mosque: It is a unique building of the Muslims. It is both the religious and political hub of the Muslims, and does a few things: -Expands territory -Trains champion units -increases the attack and hitpoints of units within its aura. -Used as a stockpile -Trains the Slogan Bearer The Slogan Bearer is a unique unit that holds the flag of the Islamic Shahadah. When ordered, the slogan bearer has an ability to decrease the attack strength of all enemy units in his aura, and that is signalled by the slogan bearer shouting Islamic phrases or Slogans (Such as Takbir (Allahu Akbar), Ahadun Ahad (He is one, He is one)). The mosque can be upgraded to either increase its aura or increase territory capabilities. Units: Muslim units have two special things that make them stand out from other units: -They are 10% weaker than their other counterparts at the same cost (That also means female villagers, who gather 10% weaker than other female villagers) -They all have the ability to perform prayer to increase their efficiency. Prayer: Each individual unit can be ordered to pray anywhere on the map. When ordered, the unit goes through an animation that lasts 30 seconds, during which that unit cannot do anything else, even retaliate. Completing the prayer animation causes various effects: For any soldier, it increases their attack power by a certain percent. For female villagers, completing a prayer animation will make them 10% more efficient. Units can pray for a maximum of five times until they will no longer be able to receive improvement. As a consequence of that, soldiers of any type cannot be upgraded through the barracks for their ranks. Starting Phase: In the beginning of the game, Muslims only have access to citizen infantry spearman, female villager, house, stockpile, mosque, farmstead, farms, corrals, palisades and outposts. That is why rushing to elect a leader quickly is important. Leadership: Instead of advancing into various phases, the Muslim faction instead has leaders to elect that unlock certain abilities, technologies or units depending on what they did in real life. It also spawns that leader. Choosing a leader kills the leader that you chose before, so that there is only one leader at one time. Choosing a leader is cheaper than normal phasing, but each leader specializes in one thing so that it is balanced. The first leader you choose costs 400 food and 400 wood. Each leader you elect costs the initial price, plus 200 stone and metal. There are four leaders to choose from in this order: Abu Bakr, Umar ibn al-Khattab, Uthman ibn Affan and Ali ibn Abi Talib. Abu Bakr: During his lifetime, Abu Bakr mostly fought rebellions in the Ridda Wars and began the campaigns against the Sassanid and Byzantine empires. He will unlock the following things: -Barracks -All other citizen infantry -First tier of economic upgrades. The Abu Bakr leader is a cavalry swordsman that increase the hitpoints of units within his aura. Umar Ibn al-Khattab: During his lifetime, Umar focused on political and civil administration, and focused mostly on consolidating the power in the area under Muslim control. Electing him offers various abilities: -Unlocks the market, blacksmith, tower and walls as well as their technologies. -Boosts the territory power of all buildings. The Umar ibn al-Khattab leader is a cavalry spearman that decreases the training and construction time of buildings within his aura. Uthman ibn Affan: During his reign, the Caliphate developed a navy and had many reforms that led to economic prosperity. Electing him offers various things: -Unlocks all economic upgrades, the dock and all ships. -Buildings are 10% cheaper to construct. Mosques are 25% cheaper. The Uthman ibn Affan leader is a spearman that increases productivity of all resource-gathering operations within his aura. Ali ibn Abi Talib: He spent most of his reign quenching rebellions, though one thing he did was to decrease centralization of capital control and divided the revenues from the state treasury equally among Muslims. He was very concerned with agriculture. He unlocks various things: -Unlocks anything that has not yet been unlocked (Fortresses, wonders, champion units, etc.) -Unlocks an upgrade that improves farming by 50%, but decreases metal gathering by 40%. -Units are cheaper to train. The Ali ibn Abi Talib leader is a swordsman who shares all the bonuses of the past leaders, but has a less effective outcome. Imperial phase: After electing the last leader, the Muslim faction can then upgrade to the last phase from which they have to choose whether they want to become the Umayyad Caliphate or the Abbasid Caliphate. The upgrade costs 1000 of each resource, and will unlock a military outpost, another unique building that trains units specific to this upgrade. It also can be used to increase territory. When the Imperial phase is reached, the last leader, Ali ibn Abi Talib, dies. If the Umayyad Caliphate is chosen, the player will be able to build Iberian units from the military outpost. If the Abbasid Caliphate is chosen, the player will be able to build Persian units from the military outpost. For either case, the units will be fully upgraded and trained at the highest rank. After that, I have no other ideas.
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  14. Yes, that's why i'm trying to contact NoMolester, the leader of the Mod. I cannot propose the faction i wish to propose because i didn't receive his approval.
    1 point
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