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Angen

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Everything posted by Angen

  1. Angen

    Battalion test mode

    This mod contains experimental gameplay features which might not be perfect yet. Also I am aware of some bugs (but if you find any, please report them). NEVER MIX (ENABLE) THIS MOD WITH ANOTHER MODS AND PATCHES WHICH ARE NOT VITAL FOR GAME. I WILL NOT SOLVE CONFLICTS FROM THEM. github repository https://github.com/SlavomirSlovenkai/0ad-gameplay-mode For more changes reade here: https://wildfiregames.com/forum/index.php?/topic/24764-battalion-test-mode/&do=findComment&comment=367259 Features: Phasing is cost free and automatic. Phase requirements Town phase 5x House 1x Market 1x Farmstead 25x Citizen City phase 15x House 1x Blacksmith 1x Market 1x Temple 40x Citizen General You need 1 Farmstead for every 4 Fields to build. Fields has to be build at minimum distance 80 from Civ centre. Soldiers can not gather and can build only military/defense buildings. Cavalry can still hunt. New unit Hunter available in village phase from civic centre. It is melee unit with nice slaughter attack and weak melee, so you can hunt animals even you do not have access to cavalry. New support unit Male. Can build special and military/defense buildings, also storehouse and corral. Only Female can build House, Farmstead, Field, Temple, Market. Melee infantry is trained in barracks, ranged infantry in range barracks, cavalry in stables. Stances got rework. Technologies Every soldier is locked by technology (or more) For example: Spears -> Spearman Spears -> Pikes -> Pikeman Spears -> Hoplite (tech - as they have special formation) -> Hoplite (unit) Swords -> Swordman Javelin -> Javelin throwers Archery -> Archers Cavalry + Swords -> Sword riders (tech) -> Cavalry Swordsman Champions + Swords -> Champion swordsman (tech) -> Champion Swordsman ( unit) Cavalry + Champions -> Champion Cavalry + Swords -> Champion Cavalry Swordsman (unit) Every unit starts with no armour and no shields (some civilisations have shields from start). There are 2 available unit upgrades in the row ( every unit class has its own upgrades ). Each one adds some equipment to the unit, but they needs to be unlocked. For example: Swords + Shields -> Swordsman upgrade (tech - giving shields to swordsmen) Champions are trained fully equipped, but that equipment has to researched. Melee weapons, infantry melee units upgrades and melee infantry champions are researched in barracks. Ranged weapons, infantry ranged units upgrades and ranged infantry champions are researched in range barracks. All kinds of cavalry, their upgrades and champions are researched in stables. Cavalry and champion cavalry itself are researched in corrals. Champions are researched in civic centre. Siege weapons are researched and build in siege workshop. Training is done by garrisoning units into barracks/range/stables. While they are inside, they get experiences and rank up. Units with lower or no rank fights worse ( exception are champions and heroes). You can train them by fighting but they will probably die fast (especially when your enemy has better trained troops than you). As this takes some time, to train unit from nothing to basic rank takes 30 seconds, to advanced next 30 seconds (60 seconds), to elite next 30 seconds (1 minute and 30 seconds), to fully trained in total 2 minutes. You should care about your troops more and you will not want to throw them away and let them fall in battle for nothing. Damage types and armour: Fire -> Special units ( add-on damage, small compared to others, but no unit has strong protection against fire ) Pierce -> Spear, Pike Hack -> Sword Crush -> Slinger, Club, Mace Missile -> Archer, Javelin Range units have minimal range when they can use their weapons, if they cannot they use weak melee attack. Range unit according to spread: Slinger, -> Javelin -> Archer Melee units have MissChance, which is the most 0.5. It means that unit has 50% chance to miss target with attack. Spread and MissChance gets lower as unit levels through experiences. Champions and Heroes now have chance to deal critical damage, what means they can find weak spot and kill enemy with one single attack. Shields and armour Protection is divided between armour itself and shield (based on shield type and armour type unit is wearing). Bigger shield means higher protection than smaller one ( also shield from metal/iron means better protection than shield from wood - roman shields are exception ) Also Chain armour gives more protection than some basic kind of armour. Wearing helmets means extra protection. Attacking unit from back (melee or missile) removes protection given by shield. Rams are 100% missile proof, but weak against all kinds of melee attacks, also their attack rate is reduced. Capturing happens by garrisoning units into enemy building ( aka they brake doors and go in ). To deal with them defender has to garrison troops with better capture rate as enemy does. If attacker and defender are equals in capturing strength and defender owns more than 0.5 of the building or defender is stronger and owns whole building, troops of attacker slowly loose health. Exception are walls ( and maybe later another buildings ), where garrisoned units are visible and they fight against each other. Attacker has to use siege towers to ungarrison units on the wall. Rams and Siege towers requires minimum number of units to be garrisoned to be able to move. Rams requires minimum number of units to be garrisoned to be able to attack, When Gate is under 50% of health it is force opened even if was locked before and remains broken ( unable to close ) until its health is above 80%. Friendly fire is enabled. So you really want units upgrades to not miss their targets. Ammunition ranged units have certain count of arrows/stones/javelins to use. They will get it back slowly. Some champion units (e. g. persian immortals) can switch to bows, throw javelins or spears. Every range unit has ability to disable range attack. Running on command draining energy. Energy is required for running and melee attacks. When melee unit has no energy fights worse ( melee units have some chance to miss ). Melee cavalry can Charge with double click on enemy unit. This drains energy as running. Charging is done to the position enemy is staying, so when he moves, target place is fixed. While units are charging they deal mount damage (no armour can save you from this damage) to every enemy unit they pass around and they deal extra damage when they reach target position. When they charge into formation turned towards them, they get anti-charge damage. Hero selection on the start of the game and auto spawn after that. No resurrection later. Formations They have attack and armour bonuses to overcome units fighting in no formation. Control Selecting one unit from formation means selecting whole formation. You can ROTATE one unit or whole formation with Shift + R and right click to position you want them to face towards. -------- ( Still working on changes )
  2. Angen

    Alternative Download?

    hi, sure. https://play0ad.com/download/win/ there is direct download under torent one Enjoy game
  3. Angen

    Battalion test mode

    hi @Servo thank you for testing, for now, siege that has units as actors does not require batalion, anyway visible units using ram are causing a bit of problem ram not attacking so I am reverting it to garrison and disapear till i figure out fix for this. They should be repairable i dont remember to disable this but soldiers dont build may be case they cant repair too. Had archers bows aiming while staying there or they fired and stayed idle. It may be because that errors in timers. I thought I fixed all blooded units
  4. Angen

    Battalion test mode

    Making bottom section for battalions, do you think it is too much bars and I should let it on tooltip ?
  5. Angen

    0AD Economy Simulation Mod

    Uh, by look on diagrams, looks complicated but really nice system, do you plan some tutorial for this mod ?
  6. Angen

    Font Error

    hi, did you change/edit config files?
  7. Angen

    Battalion test mode

    just now when they are prepared they are in combat animation to get into this state I use attack. preparetime It can be setted animation speed. just now what I did for archers, I splited aim and loose+reload animation and unit has 2 more states: firing- performs attack and plays loose+reload animation with speed 1 and once and timer is set from some vatlue in template and after the timer is seted aim animation again once with default lenght and state aim is set there goes next timer with rest of repeat time and after it firing again so i am not stretching animations here it looks weird i think (now javelin thrower looks a bit funny when ready to fire ) and yes, ai should work. but still spending a lot on buildings and workers and rather phase up like research weapons or train soldiers
  8. Angen

    Battalion test mode

    Crash fix update infinite loop in UnitAi fix testing new infantry archer and javelin behaviour AI got guide for techs so now will attack you (somehow still can train separated units)
  9. Angen

    The latest version SVN22054 error!

    I get too IntelliSense but just time from time. And this one does not break buid. Do not know about other
  10. No logs, just crash to windows. Replays crashing too, sometimes before end, sometimes after I press No and move with camera or wait some time, again crash to windows no logs. No mods on. Best reproduction of mine for replay watching test, watch 20x speed on Observer and follow hero. Here are replays. (replays with no problem on A23b) commands.txt commands (1).txt
  11. Angen

    A24 - crashing game [Reason found]

    For now (replays): 22022 works, 22023 fails
  12. Angen

    A24 - crashing game [Reason found]

    well, callstack after watching replay and pressing no mozjs38-ps-release-vc140.dll!js::jit::GetPcScript(JSContext * cx, JSScript * * scriptRes, unsigned char * * pcRes) Line 1545 C++ mozjs38-ps-release-vc140.dll!JSContext::currentScript(unsigned char * * ppc, JSContext::MaybeAllowCrossCompartment allowCrossCompartment) Line 463 C++ > mozjs38-ps-release-vc140.dll!js::ObjectGroup::callingAllocationSiteGroup(JSContext * cx, JSProtoKey key) Line 1159 C++ mozjs38-ps-release-vc140.dll!js::str_split(JSContext * cx, unsigned int argc, JS::Value * vp) Line 3786 C++
  13. Angen

    A24 - crashing game [Reason found]

    I have no crashlogs, game just close. Even interestinglog is empty as i said A23b fine
  14. Angen

    A24 - crashing game [Reason found]

    But never before? and it has nothing with memory. max 20 units in some cases.
  15. Angen

    Need help with Icons

    You are welcome
  16. Angen

    Need help with Icons

    I think you overnamed your picture. You have twice .png
  17. Angen

    Need help with Icons

    could you post template ?
  18. Angen

    Need help with Icons

    it has to be <Icon>units/ lege_infantry_spearman.png</Icon>
  19. Angen

    Need help with Icons

    you should check errors and warnings in log files: https://trac.wildfiregames.com/wiki/GameDataPaths You may have it in wrong folder. Where did you place it ? and how do you call it in template
  20. Angen

    Need help with unit icons

    you need to have them in template files as units for your civ, or you can switch in atlas from entities to all entities and there you can choose every single created actor file you might have enabled modnif it is part of it and starting atlas from game
  21. Angen

    Battalion test mode

    @Yves no problem, take whatever you want
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