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  1. i also added the stock bar for each product consumed and i linked the happiness level proportional to the consumer status...in this case is quite angry less product stocked means less money to buy it and/or not enough availability, one main challenge for the player would be to keep prices reasonable and enough supply for all population .
    3 points
  2. I tend to play around with the player color when creating textures. I create three variants to achieve a wider range of color value for each player color (dark tone, mid tone and light tone) Also, painted surface are somewhat powdery in texture. Plus a little dirt buildup around the spine area and the edging the shield might add a little more flavor to those awesome shields! I really cant wait to join the fun next month. The end of the semester is just a few weeks ahead.
    2 points
  3. Since it will be more useful there, I copied the art I disseminated in the other threads here and add a few things: British Iron Age art: British shields inspiration: Early La Tène Continental Iron Age art : Suite La Tène Continental art: Coins art, 1st century BC mainly:
    2 points
  4. If you want your mod to be available in the 0 A.D. mod downloader, you need to follow these steps. 1) Prepare your mod as explained in the Modding Guide. You should end up with a .zip file. If you created a .pyromod file, copy it and rename the copy to modname.zip so it can be uploaded on mod.io. 2) Sign up or login on mod.io. Go to Mods > Add Mod, and specify 0 A.D. in the field Game. Add all the information you want to make available for visitors. Complete the submission steps until your mod is shown as waiting for moderator approval. 3) When you are ready, send me a PM here on the forums, or an email. I will get the mod from mod.io, test it and take a look at its code. When I have checked the mod is not dangerous, I will sign the file. I will answer the PM/email with the signature. I can also report bugs in the mod, and mistakes you may have made when uploading the file on mod.io. Important Notice: Wildfire Games signs mods in order to mitigate the attacks that can be conducted against file repositories and the clients that download from them. Signing a file does not imply that the mod is official, nor that Wildfire Games participated in its creation in any way. It does not mean that it is exempt of bugs or oversights either. The only guarantee signing brings is that the file you are downloading is exactly the one that the signatory tested. 4) I will put the signature in the metadata of the file on mod.io, then make the mod live. Right after this is done, your mod will appear in the mod downloader! Happy modding
    1 point
  5. ==/// ECONOMY SYSTEM MODEL UPDATE \\\== Here is the Model of the Economy System so far, i will update this small section of the first message time to time ////////////////== END UPDATE SECTION == \\\\\\\\\\\\\ Hi everyone!! This is my second Topic in this forum and also the extension of a discussion started here that naturally evolved in a Mod Project. So here we are. First of all i have to tell that i am not native english, i am Italian, so please be patient with me for my grammar. All started from the idea to create a economy structure of the game more complex, i feel all the cities i build with so much effort during the game are just like ghost city, with not real live in it if not for the traders go up and down.... i wanted to have something overall more strategic, not focus on the military where the game is already quite strong, but on the civilian side. To give life to this cities i think is necessary develop their economy dimension, so for example add buildings like Shops , Academies, Products, Markets (Extending that one already in the game) etc.. and Entities like Dealers, Traders, Professors, Artists, Nobles, Citizens, Slaves etc. Starting from this very draft Idea i start developing is something more structured as follow below: (All the Code of the Mod is freely available in this dedicated GitHub for who is interested to partecipate on the development don t hesitate to contact me.) Goal Create a Economy System for 0Ad to give more Realism and add Strategy to the Game. 3 Main Concepts of the Economy System : 1 Economy Entities Dividing the Military Unit from the Civilian , we focus just in the latter for our Economy. Civilian Entity can Upgrade from Slave to Noble paying fee to special structure ( like Academy) or collecting a certain amount of experience ( calculated in money earned ). There are two kind of entity in our model: Passive: Earn Money from the resource gathering job Active: Earn Money producing and selling products We can say that Passive Entity are just Consumer, and Active are both Consumer and Producer. All the Economy Entities consume product and resources, can stock products , have own money saved in them personal wallet and most important they can spend or earn. In more details: Slave work for free and consume just some food the only owner is the State which account for the food and benefits of the resources gathered Citizen the can earn and spend; they consume food and also other commodities like textile or wine, they can buy food from the State or from Food vendors, and the other commodities from the shops or in the market, the own the money earned but also the State own them: all resources gathered go to State which pay them producing money from free Shops, Market, Circus are instead Structures which spend money to buy resources from State and resell them to Citizens offering different products from clothes exotic food entreatment etc..also they need to pay a tax for each transaction to State Nobles instead they can own Slave and earn a percent for all the Lifecycles of them economy once they upgrade in the different economy entity described above. They Spend money for very expensive commodities and they influence the civ evolution like giving some very good benefits to win the game( not sure yet which one ) In more details: State:  Ownership: Own Spend : Money / Technology, Weapon, Diplomacy, Super Unit, Corruption etc.. Earn : Money/ VAT Tax, Monthly Tax, Resources, Villas, Castles Consume: None Produce: Money, Slaves, Market Building Dedicated Building: Civ Center  Slave: Ownership: State, Nobles Spend : NO Money  Earn : NO Money Consume: 1 Food[fish,fruit,grain,meat]/Day Dedicated Building: No Produce: Labor   Citizen: Ownership: State, Own Spend : Money / Products and Resources Earn : Money/ Resource Gathered Consume: 2 Food [fish, fruit, grain, meat]/Day 2 Food [wine, sausage, bread, steak]/Day 1 Clothes/Week ( will be produced by some Shop or  1 Entertainment/Month Produce: Labor Dedicated Building: No   Food Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Bread , Sausage Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Sausages,Breads,Wines, Steak Dedicated Building: 1 Level : Street Vendor, 2 Level: Locand, Bakery, Butcher Clothes Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Clothes Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Clothes Dedicated Building: 1 Level : Street Vendor, 2 Level: Clothes Shop Jewelry Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Jewelry Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Jewelry Dedicated Building: 1 Level : Street Vendor, 2 Level: Jewelry Shop Trader: Ownership: Own Spend : Money / Resources, Products Earn : Money / Resources, Products Traded Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Resources, Products Dedicated Building: 1 Level : Street Merchant, Artist: Ownership: Own Spend : Money / Resources, Products Earn : Money / Entreatment Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Entreatment Dedicated Building: 1 Level : Street Vendor, 2 Level: Entreatment Building(Arena) Noble: Ownership: Own Spend : Money / Resources, Products, Slaves Earn : Money / Tax from his former Slaves Consume: 20 Food [fish, fruit, grain, meat]/Day 20 Food [wine, sausage, bread, steak]/Day 10 Clothes/Week 10 Entertainment/Month 10 Jewelry Produce: Technology Dedicated Building: 1 Level : Villa, 2 Level: Castle 2) Money Of course all is about money, so the first thing i did is to create the Money Resource. The Player represent the State in my Economy System, perceive a Tax for every transaction done in its kingdom, ( ex. 20%) plus it can collect money selling resources to the producers and adding other fee after a certain amount of time. More glorious is his economy more money he can make. 3) Products So far i created 8 products that can be sold: - Food: bread, wine, steak, sausage - Clothes - Entertainment - Jewelry - Slave Each Product has a price that change based on the Supply and Demand, they are being calculated by a PriceManager Component, which will calculate the demand and offer every tot amount of time, to give realism of the Economy Model. What i Achieved so far ... As you can see on the image i took the template of Female Support i add to the template EntityFinance, EntityConsumer and EntityProducer. With EntityFinance Component they can earn money every resources gathered, they automatically pay the tax to the State, they can store all money in a Balance which has a maximum capacity , depending if are just citizen or nobles. or dealer etc.. With EntityConsumer Component i track the need of the entity, every time she work one algorithm calculate different variables to define is actual need. these variables are : - Product Daily Consuming, - Product Daily Availability, - Product Already in Stock - Product Prices Compared with his Own Balance. The need is so calculated as a value between 0 and 2 , if the value of need of a product is major of 1 , the product is inserted inside a list of FirstChoiceProduct, which define the entity needed product in every given the moment Of course this component track all the product consumed and stocked by the entity With EntityProducer Component instead define the capabilities to produce products to resell later. all Products produced are in a catalogue that other entity can see , so far i developed just to let the entity purchase what she wants, still need to be developed to producing product etc.. To make the entity moving to buy product if needed i implemented a new order in unitAI Component, i called it "Shopping", which let the entity once she working checking if she has need, if there are producer with available product around and in case if go to them, buy the product, stock them and go back to work . Also For the Visual Part and GUI, i added the 8 product category for Entity Consumer in the left panel so to have a track of what the entity has in stock(you can see the tooltip) and the balance of money of the entity is showed on top of the head of the 3d woman and also in the central panel, where there is a more specific description with tot amount ant max capacity. Money resources are instead tracked in the top together with all other resources. Also i added one new animation once the entity approach the seller, is just a start but at least she do something like paying cash.( Is the third picture, i used another woman as a producer cause i don t have now 3d model of vendor to use) All the Code of the Mod is freely available in this dedicated GitHub for who is interested to partecipate on the development don t hesitate to contact me. Please give me Ideas and Feedback
    1 point
  6. I feel like y'all have made this overly complex. It's all awesome af though. One suggestion or request would be that you stick to one general shape or a shape and its variants per unit type. This is for visual verification of the unit on the battlefield (I admit that realistically they would be mixed, but this is a game and it has its needs).
    1 point
  7. 1 interesting, would it worth doing it for 23+ texture for now? i mean, having the three tones in all variants means around 70+ when finished (some are british exclusive i guess) 2 i could try add some shadow inside the alpha channel where the player color goes around the edges, but the spina would need a basic rectangular shape with dirt around the spina using alpha channel. This are the used textures for now: And a preview of a shield: @Genava55 give it a try here: Celtic_Shields.7z To try them all together in entities write (Celt) and you see theres two celt_infantry_jav holding a spear, B: No boss E: Boss Note: Some textures may not fit in the shield but they are just for a preview, later texture variants will be assigned per shield type. There are 3 variants for spinas: White - Player color - Brown (wood) decide if they will be used or saved for later shields.
    1 point
  8. Interesting problem. Looking at wikipedia and a few links I would say. Tlaxcaltecans: Coastal so better faster sailing rafts, fishing and trade rafts. Balsa means raft wood. Palm huts on raised earthworks. Less stone work. I would also give them good slingers because the slingers gave Hernan Cortes the most trouble. Xicotencatl the Younger used hit and run kiting effectively. So a kiting slinger or javelin unit. Stealth blow gun unit with good armour verses ranges but blow guns are very short range, low damage with poison. paddle shaped macuahuiti. Spear-macuahuitl combination weapon Probably used for a penetrating thrust with a raking saw action when pulled back. Nasty. Round shields with no feather skirt (chimalli ) or decoration. Top knot cap, low decoration warrior. Poorest of the three. Toltecs: Oldest peoples in the region. The word means artisan. So speed boost to building, crafts & stone work. Their art work includes many tall statues that could be both miniwonder and watch tower/ Tower. Some buildings had colonnades like Greek buildings. Some bass relief show collared jaguar and coyote in war scenes. So war beast units. (like the war dogs) High decoration warriors with cylindrical head dress. Rectangular wood breastplate. Short macuahuitl club, obsidian blades (They are not swords.) with a longer handle. Light fast Blow gun units with poison darts. Mexicas: Essential what we see as Aztecs. Slaves. Plumed headdresses. Can build farms on shallows. Small trees around the farm edge so the farm gives a little wood. Heavy decoration in armour. Round shields with feather chimalli hanging down & high decoration. Most warriors were nobles and slave enforcers so expensive and hard hitting with long macuahuitl club shorter handle. Archers with higher damage but shorter range. Bonus to stone mining. Houses on raised platforms with a hint of water around them. Can build moats[/ canals] as the defence structure with light bridge as gate. Medium armored Blow gun units with poison darts. Small war canoe-raft with two archers. https://www.historyonthenet.com/aztec-warriors-weapons-and-armor Give me a shout if there's more.
    1 point
  9. 1 point
  10. It was like this some alphas ago, and it wasn't fun. Every game was a race to 3 phase and mass champs. RTS should be about choices and different strategies. If there's only a real option, and the other are suboptimal, there's no fun
    1 point
  11. I was planning to have both manual and auto, all auto in default but with the chance for the player to enter manual modality from the consume panel. This give more interactivity and fun!
    1 point
  12. @stanislas69, sure, but it doesn't seem to contain much interesting information Does it get overwrited? I've played more games since then... interestinglog.html
    1 point
  13. I would like to add theater to the Gauls and Carnyx Player unit, who can make this new unit?
    1 point
  14. Just added the icons would great if someone could help me to create a complete list of all products exchange in ancient times with historical attention for each civ. If someone is available please let me know and i can give further details
    1 point
  15. This should have civic techs and train the Carnyx Player special unit.
    1 point
  16. @borg- @wowgetoffyourcellphone There you go https://code.wildfiregames.com/D1782
    1 point
  17. Hi everyone, i tried to put all the things we say in all Diagrams posted before in one single Economy Model Representation, so i give everyone a simpler and unified view of the Model, is just miss the products produced by each entity, so where you read produce, there will be in the future the list of products produced. Please let me know your feedback Ps. The second file is a PDF to see the model in High Resolution Economy System (2).pdf
    1 point
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