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  1. Hi its me again (As you know I have been working at battalion mod. It is sad to said but I might to break something I cannot fix now and have no idea what and at what point I broke it. Anyway here we are.) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ git: https://github.com/SlavomirSlovenkai/Survival basic overview: https://github.com/SlavomirSlovenkai/Survival/blob/master/Research.xlsx Basics: Every living entity (sure, there are some exceptions) consumes some kind of food. If it cannot consume, hp is lowered. If can consume, will be healed. It does not have to eat from every type of food (visible in tooltip), just one. (Cavalry is exception as grain is must for horse). No formations No promotion No healing by healers and temples No expand of territory with phase or other bonuses Low resource capacity for units Soldiers gets experiences (except champions) 4 Types of soldiers (Light, Medium, Heavy, Champion) Attack and Armour: Dealing of damage is directional Shield size defines how much damage unit blocks from front Friendly fire for all units Attacks consume energy, if unit is low on energy, will fight terrible Soldiers can be trained to get experiences in barracks, ranges by garrisoning inside. Citizens: can build any type of building work unit limited per house and cc pays you coins Slaves : can be bought from civic centre cannot attack (even slaughter) cannot place foundations are limited per citizen does not have to eat Soldiers: limited per barracks Cavalry: limited per stables Ranged: limited ammo (will refill after all used) Mercenaries: do not eat hire them with coins need to pay them else they turn to gaia Rams: cannot destroy by attack provides radius of protection from arrows need to be garrisoned to be able to attack can be captured Healer -> Priest: Provides auras for faster work and better fighting (based on priest category) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------------------------------FUN PART BEGINS----------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Research points: You need them for most of the research. You can get them by collection resources (repeated action) , training some units first time, building some buildings first time and so on. Feed your pigs: If you do not slaughter pig and you will feed it, it will grow over time and will provide additional resources. When will be ready to slaughter, small meat icon appears over it. (need to hover or select) Berries: If you collect all berries, they will grow back after some time ( so it is not good to collect all bushes at once else your workers will be idle and do not collect automatically when they regrow) Fields: Fields starts with growing session and applies for them the same as for berries. You can shorter regrowing time and you can double resources you get from them with research. Metal and Stone: Techs for these resources have been merged. You can research Shaft mining and after you exhaust mines and quarries (the 50k ones) there will spawn additional resource. Wagons: You can research and construct wagon with horse. Then you specify resource with upgrade (can change any time for free). Units will drop resources into it and when full, wagon goes to dropsite and then back to last position. Trade and Barter: Too many resources so that is moved to dialog window ( just in case you wonder why market is empty ) Damage is deadly Mainly from ranged attacks and animals AnimalAI Collective behaviour based on https://trac.wildfiregames.com/attachment/ticket/1724/collectiveBehavior-v4.diff Enlarged vision for wolfs Animals will run when they are going to attack UnitAI Collective behaviour for passive units to flee Animations and Art Horse update from a24 Units will hold tools their are going to use Combat / relax animation variants for soldiers Ranged units will not display ammo when they have none Ranged units will hold daggers when no ammo or only melee allowed Displaying real attack range of buildings even when in preview Buildings Grouped by category Will take resources only if actually build (Queue stalled message if not enough resources) Will give resources back when demolished Fortress Territory root Trees Lowers vision and walkspeed ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------IMPORTANT NOTES--------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Only Athenians AI broken -> so none Every victory condition has survival script (you loose if you have 0 citizens) Maps Some maps might give errors when you try to play I left them so you can play multiplayer. SURVIVAL SCENARIO I have created single player Scenario map with scripted enemy to attack in waves. Cool thing it is actually player not gaia so victory condition applies Your can stop attacks if you manage to destroy its fortress. ( Has one ) Then to win you need to kill citizens of that player. (They are in city and countryside. Some are garrisoned inside CCs, because currently has no active defence reaction.) // Side note: Took me 3h to finish that map (to win) Have fun, enjoy report.
    5 points
  2. Right, but many of the terrains in 0 A.D. are indeed 1024x1024.
    2 points
  3. @gameboy it is part of svn now
    2 points
  4. Due to some errors and per some late observers requests, here I upload regular 4v4 today's game. Game: 4v4, ~24 min game time Map: Mainland (Normal size, snowy biome) T1 Players: snelius (1600), Edwarf (1449), faction02, Palaiologos (1371) T2 Players: Uran238cz (1504), Feldfeld (2035), Unknown_Player (1638), Lodbrog (1503) 2019-07-13_0006.zip
    1 point
  5. what about some Amazonian tribes, like Yanomami, Those tribes have very long bow and arrows. Yanoama. And some Amazonia Tribes. http://www.native-languages.org/amazonian-culture.htm
    1 point
  6. For ranged : if has lower than 20 percent spread for attack is 30 percent larger if has 0 energy, spread is 50 percent larger For melee: Chance to miss target is 30 or 50 percent higher than normally Need to find way to display resources, what is with minimap? its has too many files but yet has to add some missing textures Easier and faster for new fearures to have one civ to mod. No ai, I need to rewrite it completle for economic part. Thats why I added scenario.
    1 point
  7. Bug with fleeing was fixed. Thank you. Sure it is my todo, if I manage to find out how. Taken in mind. I plan that one cannot train more units at once than has couples of female + male but might be complicated to do There are some gathering rate differences now. Anyway it is just preference of player.
    1 point
  8. There needs to be in the tooltips the fact that units consume resources. Apparently it;'s not done with a negative resource trickle, else that would show up in the tooltips. When I attacked a sheep with my male citizens, all the male citizens ran away? Why was that? May I suggest that you combine Citizen and Slave genders like Delenda Est does? Or maybe you want this to be extra slow and more city builder-y. In which case, I think the gender roles should be more stark and more clearly defined, if you know what I mean. Else, it would be better to combine the male and female citizens into one citizen template and the male and female slaves into one slave template. I like the building tabs! But since you have pages of buildings with the tabs, you don't need the UI icons to be so small in the UI. Also, suggestion: Civic - Economic - Military - Defense, maybe in that order and named thusly. I'll make more comments if you deem these helpful.
    1 point
  9. What map? Get market as fast as possible. Coins are best to buy food ( meat ). Second thing you need to get fast are fields for grain so you can train animals for food.
    1 point
  10. I needed that because I used a24 horses and they have new meshes, animations and variants. At some point I needed eyecandy for farmsted foundation. There are some (maybe a lot) not needed files I will clean later.
    1 point
  11. 1 point
  12. It's not the resolution of the terrain textures, it's the quality and also lack of good normal mapping.
    1 point
  13. @gameboy kind of, see https://code.wildfiregames.com/D2074 Edit: Fixed
    1 point
  14. Interesting discussion. Though, I agree with some there in that it's not about 2D vs. 3D, it's about art and game design.
    1 point
  15. When I first saw the fake ISO view I wrote #4638. One can hack such things by replacing default.cfg until the aspired implementation is deployed. (Ideally every mod could introduce custom config options without having to overwrite what exists, so that two mods can be launched simultaneously without breaking.)
    1 point
  16. So this is the reason of the customs agent asked me if I spoke Chinese xd https://www.sciencedaily.com/releases/2015/07/150721134917.htm
    1 point
  17. version 0.1.1 Fix: Now works with non english languages Corrected typo Added: created all structure type shortcut that I could find in the template folder (didn't test all tho) If you have an old version installed you need to set true this setting in user.cfg to see the changes mods.placement_shortcuts.resetToDefault = "true" ## if true resets (o creates) mod shortcuts
    1 point
  18. What about fatigue ? Sure if you're skilled you can always work it out. But if after playing 0AD for 20 minutes you're as tired as if you had played AoE for 60 minutes, this is a point to consider. I had the exact same reflexion in FPSes. In OpenArena the models can be very hard to distinguish from the background, but if I increase the screen backlight, try not to blink and stay perfectly focused on the details, I can be as good as I am in Nexuiz. Problem is : after 15 minutes of it I'm as tired as if I had played Nexuiz in normal conditions for an hour. It's not just about targeting the enemy unit. It's about seeing the threat, take the decision on how to respond depending on what you see, selecting your units, and targeting the enemy unit. Being able to see quickly *and* accurately is very important because all the rest of the tactical action depends on it. Agreeing on both points. An animation takes longer than a glance. Yes.
    1 point
  19. True. 0 A.D. was the prime example given. He also said (in the same article) that AoE3 fell into the same trap. And Starcraft II was more successful in this area.
    1 point
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