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6 points
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A little update about Phase II As I have finished patching the Phase I for both Alpha 23 and Alpha 24 (available on Mod.io) it's time for me to continue to Phase II: Economy. In this phase I attempt to make extensive change to the way economy is handled in 0 A.D. to make it more resemble city builder games, namely Impression city builders like Caesar, Pharaoh, and Zeus, and also taking some inspiration from castle builder games like Stronghold. I'm still in the research part of the process, and really overwhelmed by the code, as I'm not too familiar with Javascript. So any programmer who wishes to help is very much appreciated. So here's a list of things I want to accomplish in this mod, and the status of their progression: Money resource: A new resource that cannot be gathered, but instead trickled. House and Markets will trickle money over time, which can be used to train units and construct buildings. There are many mod projects that are already implemented this modification, some of my favorites are 0abc and also Delenda Est, so I plan to add some of my own twist to it. Trickle rate is based on location desirability of each house, with ruleset already established in Phase I to make city planning has a more tangible reward. Status: Largely finished, still tweaking the trickle rate. Also have to merge with Phase I completely before adding other changes. Adding features from other mods like tax adjustment etc (if permitted). Secondary Resources: New secondary resources that can be produced using primary resources. Like Weapon made from wood and metal, Horses from food, etc. In city building games they usually have different building for making different weapon and there will be automated NPCs bringing wood to the fletcher and another to bring the finished bows to armory. The way to do it is probably by trickling Weapon periodically while also negative trickle on wood and metal. And also having citizens tasked to 'gather' weapon from blacksmith and drop it at barracks. Status: Not sure if it's going to be enjoyable. Perhaps a refinement of the idea could help. I'm also not sure how to stop trickling if the primary resources goes to zero. Victory Condition: As with city-building tradition, several new victory conditions are planned to be added as options. Population Victory (first faction to reach 500 population), Economic Victory (reach 10000 money), etc. Status: Still an idea, but peeking through code seems like it could be done. Resource Cap: Just like population, I'd like to make resources have limit too. Every dropsite will increase the resource cap just like house to population. For example a Farmstead could only accept 500 food, so if it reaches 500 then all available food dropsite will stop functioning until a new one is built. Status: Learning the code. It seems very complex as there seems to be many files that have to be changed. Hopefully I can do it. Any programmer out there that have experience in handling resource and population Javascript, I need your help. So the most realistic part of this plan is probably the money resource and victory condition. I hope I have enough time to learn while my day job is not too hectic recently (it might change soon though). Thanks for reading!4 points
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Champions Mod 1.1 This is a big release which addresses four main issues: Making turtling and booming more viable Encourage transitioning to the next phase more Making civs moe different to each other Adding more depth to gameplay Houses have a new aura which gives +30% health within its range. Clever positioning of houses can now protect against rushes. Towers now do more damage and garrison slightly more units but have a lower maximum number of arrows. Overall this benefits defense. It's now slightly cheaper to research the town and city phases. Stone and metal mines now only have 2500 resources instead of 3000 to force earlier expansion. Added a new dilemma tech to the Corral: Cavalry speed or Cavalry hunt rate. Added a new dilemma tech to the Market: Cheaper women or faster metal mining. Added a new dilemma tech to the Temple: Faster healing or more unit health. The Blacksmith tech to increase Melee Infantry speed has been increased to +15% from +10%. There is now a very cheap, but worthwhile, upgrade for dogs in the kennel available in the town phase. New upgrade for Naked Fanatics available providing +20% health and +10% speed for 150 food and 150 metal. Added a unique tech to Roman and British Workshops to give +30% Siege speed. Romans can now research aqueducts for cheaper/faster Storehouse upgrades. Ptolemies have a new Poison Arrows upgrade for their camels. It costs 100 wood for +30% attack. Ptolemies have a new special tech that allows them to build Temples 50% cheaper. This allows faster production of Meroitic Temple Guards. Iberians' Revered Monument now grants +30% attack aura instead of +20%. Iberians now have a Celtic embassy and access to Expertise in War. Mauryan's Yōddha now have buffed stats and are available in the town phase but slowly bleed health. Since they do crush damage they can be used for fast, damaging attacks. Added Bamboo Bows tech to give +3 damage to Mauryan Longbows. Spartans have a new building, the Athenian Embassy, where they can very slowly train mercs for free. The building limit is 2. Sparta can now rebel, turning their women in warriors! Used as a last attempt to salvage victory, it also makes women cost twice as much and build slowly. Many techs are now better value. Better tooltips. Other small improvements. When you update to the new version make sure to delete the old version first!3 points
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All Suebian citizen soldiers -1 all armor (hack, pierce, crush), -10 cost (wood or metal), +10% speed.2 points
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At least it informed us that something was wrong in the simulation (and not in the gui).2 points
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Wow, love ecology (and ecologism). Your contributions are very well sourced, thx for that. Okey, back to topic1 point
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Oh i see tanks I been planning the water system since the mod started with the olmecs. Is fixed1 point
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Several Roman weapons have been found in Germanic territories, maybe the artist is drawing one of them or he is getting is inspiration from auxiliary weapons. Even gladii have been found in the Elbe region: There are some wooden helmets found in Denmark: And a Germanic helmet, badly recorded but dated to the 1st century AD:1 point
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The Cherusci Pikeman description comes from Tacitus, at my knowledge, there is no archeological records: The Harii Night-Ambusher is described again by Tacitus, as a part of the supra-group the Lugians/Lygians: The Lugians are associated to the Przeworsk culture with numerous offensive weapons found in burial: Both the Preworsk culture and the Balt Iron Age culture displayed burial of females with weapons. Here Przeworsk Female burials with weapons: Aestii female warrior (East-Baltic): West-Baltic+Pomerania and East-Baltic tribes description from Tacitus: West-Baltic swords: Germanic clubman:1 point
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I thought too about adding a warn("add a civ req to that pair tech"); warning in that place, but it seems the wrong place to check for that in the GUI and only upon capturing with an enemy. And I don't consider a GUI bug about iterator warnings to be a feature. Should be checked when the stuff is loaded.1 point
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As @Freagarach said above, 65535 is the max value for the weight. <TerritoryInfluence><Weight>65536</Weight></TerritoryInfluence> should be replaced by: <TerritoryInfluence><Weight>65535</Weight></TerritoryInfluence>1 point
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I guess the error does not occur when you lower the weight of the territory influence by 2?1 point
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Anyone willing to make these? @Alexandermb @wackyserious? These are excellent concepts. Great work @Obskiuras. There is already a hex shield model in the game for the Celtic civs, but maybe y'all'd want a new one?1 point
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The page is in spanish https://es.qwerty.wiki/wiki/Harii Regarding the Harii, Tacitus writes in Germania:1 point
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Since (not only because) you pinged me, I checked. The error can be reproduced by running with -mod=public -mod=delenda_est -autostart="random/new_rms_test" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:brit -autostart-civ=2:imp -autostart-player=1 alt+d reveal map, select imp CC, "wololo" cheat. It seems to be a classic, as it appeared in rP18653 also. The error happens because GuiInterfaceCall("CheckTechnologyRequirements") says that requirements are not met (accurately, since the two pair techs have the civ requriement unmet), but then it wants to display template.reqs in the tooltip, expecting that to be an array. But template.reqs = DeriveTechnologyRequirements(...) = InterpretTechRequirements(...) = false if the civ requirement. So after a less superficial look the superficial solution (code.wildfiregames.com/D2171) still seems to be the right one, to add a "if (reqs)" just before the "for (let req of reqs)" in selection_panels.js. This way if someone captures a structure that has a pair tech where the parent has no civ requirement but the child techs do, then it will show these buttons grayed out instead of erroring out (and without a "you need to change your civ to research this" tooltip). As suggested by fatherbushido, the civ requirement should also be added to the paired tech, so that the icon disappears completely to the capturing players of other civs. Also I got some other errors in DE in case you are interested:1 point
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No and yes. I use the water has a resource and the Dropsites has a zone for building houses and fields depending if is a cistern, water well or what we call "Pila de Agua" also the fields cost water instead of wood. The units cost water in addition to normal resources, for example water: 10 wood: 10 stone: 51 point
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I just got back. But I hope that I could STAY back. https://www.youtube.com/watch?v=sQdq-J1blms1 point
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I guess too many things happened during my long-overdue hibernation. Ken Wood (the version) seems to be the declaration of Parting Ways as well as a Celebratory release.1 point
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Thank you SO MUCH for taking the time to answer. I really appreciate it. Yes, I have been playing these types of games for years. I remember loving the very first command and conquer.... 1st Warcraft, age of empires etc etc... right through the next versions.... (Still play my old version of C&C Generals lol) I have never had any problem playing any of them. I just couldn't believe the summary at the end how much more resources the enemy had collected than me, yet all I had done was gather resources and build new people to gather more resources.... These are two awesome answers that I can look into. Cheers. Thanks again! (Just read the guide. Very close to what I was doing, but I just think more food and wood gathering needed. I was also building walls and towers straight after upgrading to level 2. Didn't know how to send archers into them. So I think I wasted a lot of time building def and barracks early.)1 point
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Hi @Alexandermb! I 've just updated the mod to have AI know how to use this mod along with several other updates. Download it here at GitHub. Let me know whether the AI match is challenging enough. Thank you.1 point
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So, since I added the coin resource, I've been trying to think of ways to "gather" it and came up with Market Vendors. Building a Market unlocks Market Vendors that you can build and trickle Coin resource. Eventually, I'd like to have units "gather" coin at the vendors by tasking citizens to the Vendor stalls. Need some animations for that to work though. For now, they just trickle the resource for you. I will adjust the "Market Taxes" tech to boost the trickle for the Vendor stalls. Eventually, it would be nice to have civ specific models, but for now they are generic. I want cities in DE to look lively and lived in. I think these go some way toward achieving that.1 point
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So that's what those mean. I somehow thought addInfluence will add some kind of influence score, so the higher XX is the closer they are, but turns out I was wrong. Anyway, I found out why the first house is never placed near to civ center. It's placed just a couple of lines away (line 220-227): let struct = m.getBuiltEntity(gameState, ent); if (struct.resourceDropsiteTypes() && struct.resourceDropsiteTypes().indexOf("food") != -1) { if (template.hasClass("Field") || template.hasClass("Corral")) placement.addInfluence(x, z, 80/cellSize, 50); else // If this is not a field add a negative influence because we want to leave this area for fields placement.addInfluence(x, z, 80/cellSize, -20); } Petra deliberately emptying the area around any food dropsite (including Civ Center) to make fields later. Excluding civ center for this condition will ensure that the area near Civ Center can be occupied by any building. Thanks for helping! Now that's a good work ethic. I myself rather focus on problem solving and let the computer to do spellcheck for me lol. I just found out in trac wiki that Eclipse IDE is recommended, so I'm going to try using it. But if you have any other recommendation let me know. Thank you.1 point
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version 0.7.0 Add: Building selection shortcuts (units possible too but not tested). There are three modes: 1) hotkey : your selection cycles through the buildings of that type. 2) Shift + hotkey: your selection keeps accumulating one by one. 3) Alt + hotkey: you select all the buildings of that type. Hotkeys list: You can add more to the user.cfg list given the genericName of the buildings/entity. Follows the same schema that the placements hotkeys (except for the barracks). hotkey.autociv.session.entity.select.Barracks = "Ctrl+X" hotkey.autociv.session.entity.select.Blacksmith = "Ctrl+N" hotkey.autociv.session.entity.select.City_Wall = "Ctrl+W" hotkey.autociv.session.entity.select.Civic_Center = "Ctrl+C" hotkey.autociv.session.entity.select.Corral = "Ctrl+K" hotkey.autociv.session.entity.select.Defense_Tower = "Ctrl+D" hotkey.autociv.session.entity.select.Dock = "Ctrl+G" hotkey.autociv.session.entity.select.Farmstead = "Shift+Ctrl+F" hotkey.autociv.session.entity.select.Field = "Ctrl+F" hotkey.autociv.session.entity.select.Fortress = "Ctrl+A" hotkey.autociv.session.entity.select.Greek_Outpost = "Ctrl+O" hotkey.autociv.session.entity.select.House = "Ctrl+H" hotkey.autociv.session.entity.select.Market = "Ctrl+M" hotkey.autociv.session.entity.select.Outpost = "Ctrl+O" hotkey.autociv.session.entity.select.Sentry_Tower = "Ctrl+Y" hotkey.autociv.session.entity.select.Siege_Wall = "Ctrl+J" hotkey.autociv.session.entity.select.Storehouse = "Ctrl+S" hotkey.autociv.session.entity.select.Temple = "Ctrl+T" hotkey.autociv.session.entity.select.Wonder = "Ctrl+V" hotkey.autociv.session.entity.select.Wooden_Wall = "Ctrl+E" @Stan` Credits: original author initial implementation https://trac.wildfiregames.com/ticket/18991 point
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Seleucids. Idumeans https://www.academia.edu/38121375/Hellenistic-Roman_Idumea_in_the_Light_of_Greek_and_Latin_Non-Jewish_Authors https://forums.taleworlds.com/index.php?topic=343219.0 About Maccabeans... Galatians (spearman)1 point
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@Alexandermb https://blendermarket.com/products/boxcutter https://blendermarket.com/products/hardopsofficial1 point