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That is defined in the simulation templates ( http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/ ) F.e. the default attack of the archer is defined to be 6.5 pierce for the moment: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_archer.xml#L3 Note that templates inherit from each other. So you can define a default value for the generic archer, but define a special value for a special archer unit. To redefine it in your mod, you must just copy the file to your mod, and change the values. Your file will override the version that's used in the game. F.e. in millenium A.D., they altered some resource templates to have other stats: https://github.com/0ADMods/millenniumad/tree/master/simulation/templates (in this case, they changed to colour of those elements on the minimap, which is also a stat).2 points
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It may also be a good idea to take a look at an existing mod first, f.e. https://github.com/0ADMods/millenniumad There you can see all the files that were added or altered for that mod.2 points
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It is in the folder source/tools/templatesanalyzer. It is well explained in the readme. You can easily modify this script to get whatever you want.2 points
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It is easy as the game is designed in this goal. You can start at: http://trac.wildfiregames.com/wiki/Modding_Guide and http://trac.wildfiregames.com/wiki/Mod_Layout2 points
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@stanislas69 @niektb @LordGood we alreeady have many place holder units here and don't advance too much , the buildings are fine. I will take searching units examples... But can be nice take this task. we have plenty cavalry examples, But here are missing infantry lets help or help me to do this... Arabian skirmisher can be nice an look easy.2 points
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How difficult is it to create a game modification for 0 A.D.? Is there a guide where to start? Things I would like to do include changing unit statistics (e.g. health, armour, training time), introducing new unit types, overhauling the damage counter system, and adding six new factions (Armenia, Attalids, Boeotians, Parthia, Ponthus, Scythians) but reusing the existing graphics etc. Any advice or help to get started would be appreciated.1 point
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Evaluation criteria: Does the civ have a strong infantry champion? Can this civ's champions be trained from the barracks? Only training champs from fortresses is a serious disadvantage. Does this civ have an economic advantage or disadvantage? Does this civ have a powerful hero? The minimum criterion here is a hero that gives +5 attack to champion units, like Philip of Macedon, or better. Other special considerations Exceptional civs Spartans. The combination of skiritai commandos backed up by pike champs is the best infantry in the game. They can also attack with just the skiritai commandos, which can deal economic damage and even capture CCs by themselves. Their weaknesses are poor siege, and no archers, so it's possible that a Mauryan or Seleucid opponent could build up enough chariots to kill them from a distance. The Spartan can usually take them down before that happens, however. Britons. They build structures faster, and some structures give extra population, which reduces the need for houses. On top of that, they have solid sword champs that can be trained from the barracks, and the best hero (Boudicca). Briton champs also have a fast walking speed, especially with Boudicca. Britons also have slingers that cost stone instead of wood, which helps them out on low-wood maps. Briton chariots deal the most raw damage of any champ, but are weak to arrows and pikes (like any cavalry). Decent civs Macedonians. They have the second-best pike champs, which can be trained from the barracks. The pike champs cost only 50 metal (but 100 wood), which is an advantage on maps with enough wood. They have a strong hero. An equal number of Mace champs will beat Briton champs, and in fact will beat any infantry except for Spartans. However, Macedonians are economically slower than Britons. Also, their champs walk slowly, and are weak against buildings. Iberians. They have sword champs that can be trained from the barracks, and benefit from powerful starting walls. Iberians are a good civ for noobs in team games, because the starting walls mean they will not die early on (if they defend with half a brain). Also, Iberians can make cavalry skirmisher champs, which are very good at killing buildings since they deal crush damage. (Beware - Iberian cavalry skirmisher champs are worthless against enemy champs. Don't make that mistake). However, Iberians suffer from having no good heroes. Mauryans. They have sword champs that can be trained from the barracks. Their elephants make them good on low-wood or low-metal maps, and can also provide a food bonus via gathering berries. Mauryan citizen-soldier archers help protect them against rushes. Mauryans have no good heroes. Mauryan Yoddha champs are siege only - worthless against other champs - so usually don't make them. Also, elephants are useless. There's no real point to making maiden guard archers because the chariots are better. Gauls. They have a late game economy boost with heroes Britomartus or Brennus. They also have sword champs that can be trained from the barracks, and faster-building (but weaker) buildings, like the Britons. Compared to the Britons, what they lack is a hero that boosts champs enough. Romans. They have decent champs that can be trained from the barracks, and a good hero who blesses civ-soldiers as well as champs with +5 attack. (I wonder if that hero could be exploited, perhaps by sending in Roman Swordsmen or Pikemen with the champs... they might be able to mimic Sparta, only weaker. Worth a try.). Okay civs Persians. They have archer civ-soldiers and a decent pike champ. However, they cannot train this champ from the barracks, which slows them down. In fact, they can only train it from a single building, or from their hero. Their hero gives no bonus to their champs. Athenians. They have decent champs, and in team games their champ archers can be a big help. However, they have no good heroes, and they cannot train champs from the barracks. Carthaginians. They train champs from their temples, and have no good heroes. Their champs are decent, however, and they do have archer civ-soldiers. Challenging civs Seleucids. They have a good selection of champions, including the best cavalry in the game, and can make military colonies. However, the fact that their champions can only be trained from the Fortress makes them relatively slow to build up. Also, they lack a good hero. In a team game, they can be good if they are given enough time to build up. Ptolemies. They can rush with camel archers, which can be hard to defend against especially if they do it very early (at the 2-4 minute mark). Ptolemies also have good building defenses and military colonies. If the game gets to champions, however, Ptolemies can only train cavalry champions, which are hard countered by enemy pike champs. In addition to that huge weakness, Ptolemies can only train champions from the fortress. In a team game, if they are given time to build up, they can be useful for harassing trade with their cavalry.1 point
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Well the patch won't work since trampling was designed there as an aura and the aura's got moved to .json files in the mean time. Also trampling might need an own component (which copies a lot of the aura code). So it would need a rebase and partial rewrite.1 point
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You edit the relevant units XML template file if your a Windows guy install notepad++ it can be set for various coding languages XML being just one it also handles json files which cover GUI and simulation features for your mod remember to do a copy of the default files rename the folder there in to some like mymod then edit those not the originals this is just basic strategy for all coding/modding that and KISS which is "keep it simple stupid" to start till you get familiar with the whole process small steps at a time that make sense to you at the time as you gain experience getting things to work the way you what them to,and feel free to ask questions as you may have noticed by now we don't bite Enjoy the Choice1 point
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Perhaps they could be made more interesting if they were given an attack bonus/counter, e.g.: Cavalry swordsman: 1.5× vs siege weapons Cavalry archer: 1.5× vs cavalry swordsman Cavalry spearman: 1.5× vs cavalry archer Cavalry skirmisher: 1.5× vs chariots (For comparison, spearman have a 3× attack vs all cavalry)1 point
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Range units should die easily in melee though. They re supposed to be ranged units, to support the assault of your melee infantry and cavalry.1 point
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Normally, if you select the mill all nearby (in a short area around the mill) gatherers get a small icon above their head to show they have a gather speed bonus1 point
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Yoddhas are all about the crush damage, which is useless against units because most units have very high crush armor, but powerful against buildings, which have low crush armor. It's usually better to have 20 more maiden guards than 20 Yoddha, because if your maiden guards are fighting the enemy champs, and you have 20 fewer maiden guards than the enemy champs, you are not winning that fight and all your maiden guards will die. The situation where you would make Yoddha is in the late game if you are already very ahead and the enemy has a heavily fortified position that you have to break into. In other words, the same situation where you would make siege rams. Yoddha = siege rams, approximately.1 point
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Should an official task be created for Seleucid unit design, like the Seleucid buildings task, or should we wait 'till the devs choose one of the suggested rosters?1 point