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Showing content with the highest reputation on 2014-10-22 in all areas

  1. I know. I took forever. Terribly sorry about that! Gov Centre:
    2 points
  2. (No, I'm not trying to 're-envision' how techs work in 0ad, don't worry!) A while ago, Pureon showcased some of the icons the art team had been working on (http://www.wildfiregames.com/forum/index.php?showtopic=17025) and along with a selection of icons, he also displayed a Tech/Structure tree concept: I liked the idea (as did the commenters in that topic) and so I decided to attempt to implement it - with a little interpretation. After months of on/off development (mostly off than on) and various revisions, I have got it to a point where I'm happy to share it with the community. Here's a screenshot: A live interactable version can be found here: http://s06eye.co.uk/0ad/techtree-v2 And the code is on github here: https://github.com/s0600204/0ad-techtree-v2 Please note that this is no more finished than 0ad is. There are changes to come, efficiency improvements, appearance tweaks and such. But I thought I'd share my progress and get some (hopefully favourable) feedback. Enjoy! Update! It is now possible to see this in-game. See this post for details! Code Updates: 21st October : Tooltip positioning is better. 22nd October : Stats are now loaded from parent templates properly 23rd October : Tooltips now have the same descriptions used in-game; and for units and structures, attack and armour stats are shown where applicable. 3rd December : Three more community mods available for comparison, rewrite much of the data parsing code. 30th March : Big update to mods' simulation data, and modifications to permit aristeia's phase-pair techs
    1 point
  3. It's great, getting it in game as well would be even greater. I just noticed some tooltips have full costs and some partial (like only lumber and time for some units that have other costs as well), perhaps a result on reading from main unit files and missing costs that exist only on templates?
    1 point
  4. Indeed, it is not the question of who is the first to research them all but what is best to research to benefit my strategy since you can't simply research them all quickly (as in AoK). That needs time and resources to do so (but maybe you choose to train more units instead of making them stronger => you can train quite a lot units for the same cost as researching the upgrade. That's part of the decision-taking aspect (very cool I think!). You need to choose because you can't have everything (or in this case without much effort)
    1 point
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