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Showing content with the highest reputation on 2021-05-16 in Posts

  1. A little update: Incorporates Morale System. Now all units have morale. In addition, units with zero morale for some time (currently 30s) will turn into Gaia capturable slave. Auto Queue. Now a structure can be set to auto-queue to loop through available unit production queue as long as resources and population available. Farm reseed. Fields are now have finite grain amount. Fields also only gatherable by one unit, and will automatically rebuilt if the grain supply has been depleted. I'm probably going to freeze the mod development for a while, perhaps will continue once Alpha 25 has been released. But meanwhile your suggestions and critical reviews are always welcome.
    4 points
  2. Here you go guys Yekaterina Mod consists of everything you have proposed: 1. Everything said by @Thorfinn the Shallow Minded 2. Changes to Roman camps according to reza-math and @nani 3. Soliferreum champion units for Iberians as suggested by @soloooy0 4. African Veteran units for Carthaginians and Carthaginian heros can train units. yekaterinaMod.zip Just unzip and install. It is called YekaterinaMod. Tell me which part you like and which part you don't, also report any bugs please. Sorry for the delay I fell asleep while reading the forum @Lion.Kanzen
    3 points
  3. The files in question you need to add to your mod are: gui\common\!!!autociv_patchApplyN.js gui\common\mod~autociv.js gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js Then change all occurrences of "autociv" word for the name of your mod. As for knowing what to change here are some tips to follow so you don't trigger OOS (out of sync): simulation folder: don't change code behaviour or variables that are serialized How to know if a variable is serialized: There exist a function name "Serialize" in the component and that function does something with the variable Doesn't exist a function name "Serialize" in the component, that means all is serialized Templated can't be modified gui folder: you can change anything art folder: you can change anything shaders folder: you can change stuff but most be compatible with the engine maps folder: you can add maps without problems but you can't modify existing maps l10n folder: you can change anything audio folder: you can change anything globalscripts folder: you might be able to change some things, not sure about this one
    3 points
  4. Building farms around the CC isn't some immutable law of the Universe or something. It's simply based on positive and negative incentives (and the lack thereof), which can be changed.
    3 points
  5. Atlas really needs the option to choose the biome of the random map the designer is generating. Mainland random map, for instance, has no option to choose a different biome. It always generates an Alpine biome map. There is no drop menu, as in game setup, to choose the biome it ill generate.
    2 points
  6. The defensive AI needs some work - it's just sitting duck! The AI just builds some lame towers and wait for me to come and destroy it. It doesn't even get enough swords and skirmishers to counter my siege, and sends units one by one into my crowd of spearmen. If you don't use formations, this will happen: Also I don't get how capturing units work. There doesn't seem to be such an option. Here are the replays: 2021-05-16_0005.zip
    2 points
  7. Macedonia 36 - Battle of the Hydaspes (326 BC) In May 326, the Macedonian king Alexander the Great and his ally, raja Ambhi of Taxila, battled Porus, a raja who had not been able to surrender himself to Alexander. There were heavy rains - the monsoon seems to have started early - and the river Jhelum, already wide in May because of the melting waters of the Himalayas, became very wide. Porus thought he'd have a chance, if only he could win time and keep the river between his own army and that of his enemy. What Alexnader needed was a surprise crossing, and the rain offered sufficient opportunity. Another element of surprise was that the Macedonian officer Coenus had brought the ships (which had been used to cross the Indus) all the way to the Jhelum. During a stormy night, Alexander and his army slipped away from the Jhelum through a hidden valley, out of sight of Porus. At dawn, Alexander crossed the Jhelum, a considerable distance upstream from his initial camp. Unaware of what had happened, and seeing a substantial part of Alexander's army (commanded by Craterus) still on the opposite shore, Porus could not believe the news that the Macedonians had reached the east bank. He sent his son to find out what had happened, but he was killed in action. The fact that it had been raining made it very hard to fight from chariots, a factor that contributed to the defeat of the prince. Alexander proceeded along the river, downstream, towards Porus' army. You, playing as Coenus, are in charge of elite cavalry units, as well as the Dahae horse archers. Alexander's officers advise that our left flank is vulnerably and may need assistance. You are to do anything you can to ensure we are victorious. Alexander and Coenus must survive, and in addition, if too many of our infantry perish, we may have no choice but to put a hold on our Indian expeditions. AI Settings: all AIs should be Sandbox. Reference image I used for the battle is the following: https://www.livius.org/site/assets/files/2552/hydaspes_map1.gif
    2 points
  8. I am working on new precisely historic helmets for the Zapotecs, besides I intend to create yet another variation in the body texture of the padded armor and a new variation for the shield. In addition I will add the warrior with siege torch and the scout running unit of Delenda est.
    2 points
  9. @Yekaterina nice work. We need to collect everything in one mod. This will make it easier to test.
    2 points
  10. I've looked into this aswell when i started. I know how this is done but generally speaking its better to not do it (devs discourage it). It can cause out of sync errors depending on what your mod does. It could also be considered cheating if you have a mod enchancing things that others do not have. Your mod will also not be approved for the ingame mod downloader, reducing the audience you can reach significantly because there are much more offline players than you think. With all that said though, i think you are safe from out of sync errors if the changes are strictly GUI, but im not 100% sure. tip: look for the monkey in @nani's mod. I guess he renamed it. It's mod~autociv.js and !!!autociv_patchApplyN.js
    2 points
  11. Personally I would like it if <default><Clearance> in simulation/data/pathfinder.xml was bumped up to 1.5 from its current value of 0.8. Right now there are an awful lot of units clipping through each other in melee fights. Increasing the unit separation would make fights more readable, increase the importance of concavity, and would make the range differences of the melee unit types much more apparent and significant.
    2 points
  12. Yes, ire seems more realistic, or perhaps we can favor the gameplay and the freedom of the player to allow the dock to be done in the middle of the map without water, for me it is not much different from making many fields around the administrative center without respecting whether the area is fertile, if you have a farmstead close by or something. A simple copy and paste of conventions that came from old rts games. And not the 0a.d. he is not a city builder but he values a verisimilitude that in my opinion should be taken into account.
    2 points
  13. That's just simply wrong? It's very plain to see the CC is representative of the administrative center of a town or city.
    2 points
  14. Great , i had this idead because it would kinda replicate the phalanx without the use of those useless formations and would allow them to retain worst attack stats then spearmen because more of them could attack at the same time balancing it out.
    2 points
  15. Careful that's a double edged sword. Anyway I'm not opposed to it, I just don't have time to look into right now. If you now blender it should be pretty easy to do. 1. Create a rig with 2 bones. 2. Import a tree 2. 1 Use the bisect tool to cut the tree somewhere or use the existing subdivisions and press y to separate either the top or the bottom 2.2. add an armature modifier to the tree and link the rig you can also make the rig a parent of the mesh and use add empty weights 2.3 make sure the bottom of the tree and the top are assigned to the vertex groups 2.4 using the rig move the tree around so you can add two caps on both extremities 2.5 add the animation (make the top part fall using the top bone and make it bounce a little when hitting the ground. Note it will look weird on uneven terrain 2.6 export the mesh and the rig and replace the original dae, and export also another dae called something like tree_death or something ( you might be able to reuse it) 2.7 generate the skeleton xml file using my script or by hand 2.8 edit the actors to reference the new anims 2.9 edit the tree templates so that it requires to be killed before falling Or Edit the resource supply.js file so it supports death animations (more complex) when low on a resource (an example can be the health variants in health.js) Just rig the other trees with that animation. Note : Some trees have separate foliage you might have to make it disappear because it's not made to be seen from under.
    1 point
  16. Both It should be compatible with both but I designed it for A25, git.
    1 point
  17. Scouting is part of any RTS. Why would someone want to automate this? It comes down to using shift key and paying attention to mini-map... edit: At least it would be good to be able to disable this from game settings IMHO edit2: Just realised the patch is quite old, I hope this idea is now gone
    1 point
  18. @Lion.Kanzenhttps://wildfiregames.com/forum/topic/40177-make-multiplayer-compatible-mods/ Help me pls
    1 point
  19. A25 with these mods has some variety and benefits certain civs early attack tactics in phase 2, and rome recovers the splendor of the roman castrum, used for the fall of Numantia and more sites. thx @Yekaterina for this work rome-camp.zip thorfinn.zip
    1 point
  20. In the game it is in reverse and it is easier to kill someone with a bow at 60m range.
    1 point
  21. The first time I read it I was intrigued and built an arsenal I ended up not using; otherwise it doesn't affect gameplay. I'm checking the unit tree more frequently now. But I'm also a passionate nitpicker.
    1 point
  22. Aha, the problem is with the template xml for arsenals in the source code. In the tooltips section: <Identity> <GenericName>Arsenal</GenericName> <SelectionGroupName>template_structure_military_arsenal</SelectionGroupName> <Tooltip>Train Champion Infantry Crossbowmen, construct Siege Engines, and research Siege Engine technologies.</Tooltip> <VisibleClasses datatype="tokens">City Arsenal</VisibleClasses> <Icon>structures/siege_workshop.png</Icon> <RequiredTechnology>phase_city</RequiredTechnology> </Identity> This is the general template for all arsenals. We should only add this tooltip to the Macedonians.
    1 point
  23. how is it plain to have an administrative center of a "something" without houses, production, anything really, just eight chickens?
    1 point
  24. I'll just say one thing for this hypothetical. Rams. Pikemen do actually have longer range. If you have them stand ground, multiple ranks will attack simultaneously.
    1 point
  25. I already forgotten Sepultura, but the mention and your remark made me remember one of my favourite albums 20+ years ago
    1 point
  26. 1 point
  27. I think pikemen should behave like the AOE II kamayuk, "Kamayuks are most effective in large groups, as they have a range of one, enabling them to attack from behind one another". https://ageofempires.fandom.com/wiki/Kamayuk
    1 point
  28. This is a proposal for a new unit for the Carthaginian faction. African Veterans Generic Name: African Veteran Specific Name: ? Class: Champion Infantry Spearman? or Swordsman? Hacker Armament: Spear? or Sword? Ranged Armament: None. Appearance: Armed and equipped with looted Italian equipment Garb: Tunic and lorica hamata Helmet: Hellenistic era helmets Shield: Roman scutum painted with Carthaginian symbols Figure(s): - History: Garrison: 1. Function: Heavy infantry. Good for holding the main battle line. Special: Trained by Hannibal.
    1 point
  29. Players don't build regularly build army camps this alpha. This alpha army camps can't produce siege and as a result are only only useful if they can shoot arrows at enemy units. That means that camps are only useful if they are placed in an area that will be the center of fighting. Except it is difficult to place buildings somewhere there is constant fighting since your builders will get killed in the fight and the defending player can more quickly spam to a location in their own territory. This ticket (https://code.wildfiregames.com/D3668) will also make army camps less useful because the arrows won't even be as effective anymore. Camps can be built in enemy territory for offensive purposes. In order to actually use camps for that offensive purpose they should have the ability to produce siege. Otherwise, it is just a bad version of colony.
    1 point
  30. Hi. To build the map editor (Atlas) you need wxWidgets header (for example its https://aur.archlinux.org/packages/wxgtk3-dev-light/) (or set options --disable-atlas if no map editor is required)
    1 point
  31. Currently I have heard ideas about: Changing CC cost and influence P2 Champions Nerf Archers and palisade
    1 point
  32. While the quality varies there aren't that many dupes in terms of gameplay. The least desirable is to just have a dozen good looking mainlands. Or in other words an awful looking but unique map shouldn't be dropped but marked as in need of work.
    1 point
  33. There isn't. You can edit the map.
    1 point
  34. We could make it so heroes can unlock the training of different units as long as they live.
    1 point
  35. I was a little unmotivated to work on the mod but im back at it. Added a new prototype branch on github where you can follow the progress of the next update. Also made a spreadsheet i use for re-balancing units for the mod that you can look into if interested. It will work with a deduction system based on what the unit is wearing as described in my previous post.
    1 point
  36. What the game needs is a soldier-citizen concept, then, instead of the current citizen-soldier concept. You need citizens (workers), who just happen to fight, rather than soldiers who just happen to work. Then you could create more champions (your "real" soldiers) for each civ and move their availability to P2, along with some weak siege ("dudes carrying a log") P3 has heroes, advanced siege, mercenaries (and possibly extra champs unlocked).
    1 point
  37. Grab a woman and have her attack a rabbit. Auto-explore.
    1 point
  38. Maybe it would help if the berries looked more like the harvest. Sketch:
    1 point
  39. Made them bigger and added a decal.
    1 point
  40. (but I was making a joke)
    1 point
  41. Okay, so it would be over my dead body. I have an idea that might work, without much extra work.
    1 point
  42. I wouldn't mind if you just put a single blueberry there to represent a patch of berries. A model of blueberry I will make one in Gimp so you know what I mean I really wouldn't mind it looking like this, because it is easy to see, which is the most important thing!
    1 point
  43. ty I think it's basic and easy to set up. Advantageous for exploration, and not too punishing for a player surrounded by these outpost. But the new outpost is stupid and often counterproductive.
    1 point
  44. My opinion: Mercenaries should not need any training. They are hired, not trained, fully ready for campaign. Effect: Mercenaries train instantly or very fast (5 seconds or less). Part of a Mercenary's compensation is plunder, that sweet sweet loot they can send back to their families in Bumfuq Arcadia. Effect: The <Looter> component is disabled. Mercenaries are usually already experienced at war (or garrison duty at least). Effect: Most mercenaries train at Advanced rank. Some (Balearic Slinger, for example) train at Elite rank, with additional cost. Mercenaries are paid a wage and buy their own provisions. Effect: All mercs cost Metal and only Metal ("Coin" in Delenda Est was designed for this purpose). Cavalry mercs cost more. Hiring Mercenaries is expensive, and kings had to heavily tax their subjects in order to afford large numbers of mercenaries. Effect: A new tech at the Market, "War Taxes", gives the player a trickle of Metal from every Citizen and Trader, but reduces their gather rates.
    1 point
  45. Imagine you'd have to do the A23 -A25 leap alone with custom js components remplates and AI. Without intermediate steps it's nearly impossible to test things still work.
    1 point
  46. Notice that no palisades were (ab)used by this player !!!!!!!! This is clearly an invitation for the enemy to come and try to take the civic center down. To me this demonstrate a high sense of morality and ethic by this player who wanted to assess the strengh of the combination fort/civic center with the only aim to try to comment on balancing posts in the forum!
    1 point
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