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Showing content with the highest reputation on 2017-06-27 in all areas

  1. Implement some of the longstanding gameplay elements that have been forgotten about: Capturing and Garrisoning animals in corrals -- with food trickle. Charging. And then also coaxing @Enrique into completing the new cavalry animations and getting those all set into the game. It would be nice to animate the Zebu for the Mauryan Indians. Also, add Auroch and Zebu to the game finally as fauna. And generic "Cattle" for eventual capture/corral feature. Oh, and some ideas for replays/observers: When you choose 'Observer' in the drop down: Add the resource icons back to the upper left, hover to see the resource counts for ALL players. Right now there's nothing. Hitting TAB enables status bars for every single thing in the game.
    4 points
  2. (First let me curse about the forum software that managed to have an "autosave" feature that doesn't work, thus I'm writing this again... Now in a proper editor because @#$% WYSIWYG doesn't help with splitting quotes.) As the schema should say that is just an example. More specifically an example of what is currently used in the public mod (though it might not be accurate and complete). Yes, just add them to the respective token list under the Identity tag. For the purpose of the game: None. Most of the games code doesn't even know that there are two different lists, that is an internal detail of the Identity component. The only difference is that VisibleClasses might end up being shown to the user in e.g. GUI tooltips (requirements tooltips, unit training tooltips) and are translated (if the mod has a translation). Yes, just add them to the respective list. Done. They aren't the same. They could as well be named A and B, apart from the detail that CivilCentre is displayed in the GUI. There is no meaning in a class which is just a bunch of characters, the only meaning comes from specifying the same string in a few places (e.g. technology requirements). If you mean entity templates that are used to reduce duplication when specifying those look for files named template_unit_support.xml. If you mean for classes (be that in Classes or VisibleClasses) then no, since those are just a bunch of characters without any intrinsic meaning. (Slighly modified, blame me being lazy after fighting with the forum.) This is related to how we handle template inheritance which is explained in some detail in the CParamNode documentation. I'll give a short overview of how token lists are handled (which is what both Classes and VisibleClasses are; notice the datatype="tokens" attribute). The token list elements of the parent (after the parent was already handled fully, taking care of inheritance) is enlarged by adding all tokens in the template. Except for those starting with a -, these remove the token from the list. Note that trying to remove tokens that are not present in the parent will result in a warning. So for your example we get template_unit: Classes: {Unit ConquestCritical} ; VisibleClasses: {} template_unit_support: Classes: {Unit ConquestCritical Human Organic} ; VisibleClasses: {Support} template_unit_support_female_citizen: Classes: {Unit ConquestCritical Human Organic FemaleCitizen} ; VisibleClasses: {Support Citizen Worker} Yes, that's all there is to it. For a specific unit open the developer overlay (Alt+D) and toggle "Display selection state", you will see the Classes and VisibleClasses for that unit. If you mean all, then no. Some grepping of the templates should give you an idea, but since there is nothing to "load" it doesn't seem very interesting. You could however write a little code and use the Units Demo map that places all entities and get a full list if that is really what you want.
    4 points
  3. Still think a resource trickle for corrals is boring and doesn't require any investment or skill of the player. "status bars for every single thing in the game" as in gaia resources too? Otherwise it's the case already. "resource counts for all players" as in showing the sum of resources all players currently have? Can I write a TODO list for you guys too? Hope you didn't plan anything until November/December.
    2 points
  4. Stables, cash crops, and... Kushites… I know, I know, you said think realistic, but one can only dream…
    2 points
  5. Used the technique to make a rock. It works okay.
    2 points
  6. Thank you to all! Very informative posts.
    1 point
  7. Same barracks structure but with more height (Maybe with this mesh it can have less depth.
    1 point
  8. I like to see double wooden wall, like middle size wall, the same for stone. Have small, medium and long.
    1 point
  9. Actually the situation is drastically reverted in a22 because after the accuracy rework 6 cavalry skirmishers can kill a gaia elephant with ease and have an easy hunt while spear cavalry has hard time in luring an elephant with an unit while others damage it (it is even much slower). Indeed soap giraffes are still likely flee from skirmishers but if you get near a soap giraffe with a bunch of skirmishers, you can kill it with 1 hit and eventually kill all other giraffes nearby and speed up your hunting without bother about a lone skirmisher who chases a fleeing giraffe around the whole area. Technically Cavalry rush is op because the food boost that fruits + Wicker Basket gives you is amazing for the low wood cost of the tech (100 wood only) and the low wood cost of skirmisher cavalry (40 wood only). Potentially a player who choice to rely on wood based investments like infantry soldiers and eventually sentry towers where to garrison soldiers for a bit of damage/protection is in disadvantage because wood is gathered way slower and the wood is essential for houses.
    1 point
  10. palisades upgrading into spiked wooden walls would be fun to have.
    1 point
  11. See that farm in the preview/thumbnail? Don't worry. I already told him.
    1 point
  12. The only big issue is the texture as I can't find a proper way to overlay ambiant occlusion and curvature map and small details on it... EDIT: I think it works.
    1 point
  13. Well you can see @wowgetoffyourcellphone plans on his mod @DarcReaver I don't think I have seen news for a while but maybe he is working in the shadows
    1 point
  14. I withhold any desires until I see some of gameplay plans of darcReaver and wow have come to light.
    1 point
  15. I don't believe that is what the schema entry is for... more for template on how to make a template_unit or template_structure, etc. Main question is, can a MOD add a Class to Classes or VisibleClasses in the game, to be used for i.e. technologies, etc. Questions: What had me thinking about this, is going through Delenda, and seeing technology affects applied to such entities as "Gatherer". I could not find "Gatherer" in main game. CultStatue is another. Does just adding it to VisibleClasses, add it to the game? Seems to answer some of above questions, if so. Is there a command to query all Classes and VisibleClasses loaded?
    1 point
  16. Hi all ! Looks better with some terrain painting and forests... thanks to the rendering engine and 0.A.D artists ! The script is far from complete and perfect for now (my first Javascript program !). That's why I don't give it, but I hope I'll can share rather soon a little library for use along with rmgen. Friendly,
    1 point
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