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Nescio

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Everything posted by Nescio

  1. It might have to do with the fact you're using snap. I don't know, I don't use snap. However, rather than trying to apply a patch or manually change it in the public.zip or, it's probably easier to do it via a mod. @nwtour's command looks good. Mods can also be created without the command line.
  2. There shouldn't be a comma after the last item in a list. No additional steps are necessary: the fact your mod shows up in game implies you've placed it in the correct location, which is possibly the most difficult part, since file locations can vary, depending on your operating system and installation method. What do you mean with “see it does not work”? Do you get any errors or warnings? (And did you check and double-check your files for typos?)
  3. What version of the game are you using? As pointed out earlier, they're erroneously not placed on any skirmish map in A24, though they were in A23 and earlier versions; it's fixed in the development version (svn, A25). Whether or not the Iberians have starting walls is up to the map maker. They're present in some form on most (all?) random maps, several scenarios, and about half the skirmish maps:
  4. It would make using the corrals to raise animals to butcher for food considerably easier.
  5. Or remove the ability to train the worker elephant at the civic centre? Britons start with a war dof and Kushites start with a healer while those can't be trained at the civic centre.
  6. Exactly! Those were added long ago and are still at 0%. I suspect they were political additions, hence why I started the other thread. Meanwhile, standard Arabic (ar) is at 45%. Feel free to improve it further.
  7. The top of the walls following the slope of the terrain, units walking on top of the walls, and siege towers putting one's units on top of enemy walls are three things I wish 0 A.D. had too. Even those palisades look more natural (no “palisade towers”).
  8. Indeed, butchering animals should be compared with butchering animals, not with growing grain, picking fruit, or fishing. For comparison, the current food.meat gather rates are: basic cavalry: 5 advanced cavalry: 3.5 elite cavalry: 2.45 female citizens: 1 slaves: 1 basic infantry: 1 advanced infantry: 0.7 elite infantry: 0.49 Furthermore, cavalry has double the default resource carry capacity (20 vs 10) and melee cavalry twice the walk speed of their infantry counterparts (ranged cavalry a bit less). If you want to maximize your food income, don't waste time on hunting, just set up a corral supply as soon as possible.
  9. What do you mean? One for towers and one for fortresses?
  10. Some limits are functional, e.g. war dogs have an entity limit (of 20) because they require 0 population. Domestic animals ought to have a limit too, to prevent lag: https://code.wildfiregames.com/D3777 Towers and fortresses are already limited by their costs and minimum distance; having an entity on top of that is unnecessary, I agree: https://code.wildfiregames.com/D3778 Why not? You already found the simulation/templates/special/player/player.xml file, just insert: <EntityLimits> <LimitChangers> <Fortress> <CivilCentre>1</CivilCentre> </Fortress> </LimitChangers> </EntityLimits> Locate your local mods folder (see https://trac.wildfiregames.com/wiki/GameDataPaths ), delete all versions of the mod, then download the newest again.
  11. https://code.wildfiregames.com/D3776
  12. Look what I managed to build with your mod: I can't say I like the hard limit of only 3 fortresses and 10 towers: that might be sufficient for the tiny map size, however, some people play on giant. Nor am I fond of the wall changes, trebling the stone cost and build time of walls (long and medium have the same time) while halving their health. Also, it seems you ignored the differences in resistance levels when lowering structure health.
  13. Yes, many templates have been renamed in A24, with the file paths better reflecting the entities. One can gather stone from rocks, from ruins, and from treasures; all three have different gather rates and could be gathered by different units, in principle; hence why their file names correspond with their resource subtype. Likewise, we have fish and fruit, not food.
  14. A few proposals that could definitely use more testing: mercenaries: https://code.wildfiregames.com/D3699 camels: https://code.wildfiregames.com/D3735 javelineers: https://code.wildfiregames.com/D3755 Yeah, only few people have sufficient perseverance to set up the svn version. Mods can certainly help reach a wider audience.
  15. Actually, that has already been implemented: https://trac.wildfiregames.com/changeset/25135 Furthermore, wall towers can no longer shoot arrows in A25. I've also written a somewhat similar mod for A24 about two weeks ago; more feedback is appreciated: https://wildfiregames.com/forum/topic/37312-balancing-defensive-structures-test-mod/ Yes, I fully agree, this had quite a large impact. I don't know what would be appropiate rotation values, a lot more experimenting and testing by competitive players is needed for that; feel free to write a patch.
  16. Yes, please! I too have wanted such an option for a long time. I don't know how difficult it is to make it an option, though. Maybe something for one of the visibility mods (@badosu, @ffm2, @Langbart, @nani)? Doing it by default is quite easy, actually; it's already done for heroes. I've written a mod for A24 that does that for all units (including animals) and also for fruit, because fruit can be quite hard to see on some terrains. Here's the mod: overlays.zip How it looks in game:
  17. Gameplay balance patches that have been accepted but are not yet committed: https://code.wildfiregames.com/D3565 https://code.wildfiregames.com/D3600 https://code.wildfiregames.com/D3671 https://code.wildfiregames.com/D3681 https://code.wildfiregames.com/D3685 https://code.wildfiregames.com/D3686 https://code.wildfiregames.com/D3697 https://code.wildfiregames.com/D3703 https://code.wildfiregames.com/D3706 More feedback is welcome (preferably on Phabricator, not here).
  18. Most histories tend to focus on military and political events. The economic and sociatal aspects that support that do not always get the attention they deserve. John Peter Oleson (ed.) The Oxford Handbook of Engineering and Technology in the Classical World (Oxford 2008) This book covers a wide range of subjects written by dozens of scholars and contains a wealth of information and hundreds of references. It's worth a read for anyone who wishes to further their understanding of the ancient world.
  19. So far it's rather anecdotal. Could you (or someone else) upload a replay showing triremes being destroyed by javelineers or archers? I've been unable to reproduce it; on my end individual triremes easily kill ranged troops.
  20. Yes, poor map design is a serious problem. In my opinion, gameplay should determine maps, not vice versa. Easier said than done, though .
  21. Currently there are two alternative patches to address this issue: https://code.wildfiregames.com/D3665 https://code.wildfiregames.com/D3699 More proposals can be uploaded, of course; in principle anyone could propose changes to the game .
  22. Are you sure it's a lot worse than in A23 or earlier releases, though? Yes, a lot has changed in A24, but not that much for ships: ship technologies have been replaced and the quinquereme attack was adjusted as part of the artillery overhaul, making them more effective vs structures and less vs units. However, biremes and triremes haven't been touched. I ran a quick test in A24 of ten basic cavalry javelineers vs one trireme (no technologies) and to my surprise, the trireme won.
  23. That's quick! Any selection is essentially arbitrary. I could have included more patches, or fewer. Of the selection I made, I believe the first patch (D2845) is the most significant The archer change (D3668) shouldn't make a difference; their damage per second stays the same; I included it only because in my mind it's rather similar to the structure attack patch (D3672); an arrow is an arrow.
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