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Showing content with the highest reputation on 2026-05-07 in all areas

  1. https://gitea.wildfiregames.com/0ad/0ad/pulls/8907 Needs a better specific name. Right now, it uses a Google Translation which I'm sure does not follow the game's Greek guidelines.
    2 points
  2. The internal version I have currently supports different vassal races randomly spawning, as well as fixes several bugs when it comes to military units promoting into none vassal units. I'm planning on turning the ai on for vassals after they spawn in, meaning you have to fight to take control of them, this should make it so they are not just a free economy boost. Villagers should harvest stone and metal in the area if there is some close by. Their behaviour at the moment is a bit back and forth as you have noticed, I'll have the AI stop trying to find them jobs if they already have active orders. The current plan is smoothing out the vassal unit behaviour a little more, then having them build up a basic settlement, houses, a barracks to produce units and then farms. Once this is done, each vassal can be made more unique with how they act and what they build. Possibly a diplomacy UI could be implemented too, I'll definitely look into it.
    2 points
  3. You need to use genitive: Ναός Αθηνάς Νίκης The article της is for modern Greek.
    1 point
  4. This is a really, really cool idea for a mod! I like this a lot!
    1 point
  5. Okay yeah, that's what I thought, and I treated it last night to confirm. @LordTriggers, this mod is really cool, but I have a few thoughts on it: A: the building should act autonomously even when it belongs to Gaia. B: you should still be able to train units from the building, not only wait for them to auto-spawn. C: maybe make the civ center randomized, instead of always the Iberian one, or even make it a map-specific setting. D: the workers tend to walk halfway to a tree, turn around, walk back to the civ center, and then walk back and start gathering. E: workers seem to only gather trees, never other resources. Otherwise, great mod, I can't wait to see the finished version.
    1 point
  6. The idea is really interesting, and I was thinking about how to have both settlements to fight for (like you did, which sounds fun) and improving the Diplomacy options by adding Vassal alongside Ally, Neutral and Enemy (like I would have done, which is more realistic). To combine both ideas, maybe some pre-existing settlements (like the ones you propose) could be referred to as Client City-State, Petty Kingdom, or whatever is best according to context, and they can’t be truly annexed but at most become Vassals, combining your ideas with a more complete Diplomacy menu (which hopefully will be made even more interesting in the future), which would give the flexibility of vassalage in other situations.
    1 point
  7. From what I've observed, no, they're just buildings and only start creating units after being occupied.
    1 point
  8. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    1 point
  9. New updates with help in finalizing art in Blender by @Alisson Fabrini . The mod is becoming increasingly complete and closer to an alpha version. Please note, if you see any civilization present in it but feel something is wrong, contact me and we can research improvements together! Thank you very much @Eilat! The Vietnamese are much better off now with your help.
    1 point
  10. Sorry for this ignorant question, I have yet to test the mod, but do the vassals have an active ai that works before they’re captured, ie they train and build a small civ as Gaia, and then continue to do so (albeit for the player that captured them) after they’re captured?
    1 point
  11. The next thing I will probably work on will be placement, making vassals spawn within random places around the map based on the number of players. I can fix the resource thing after they are placed by placing some extra resources around them if they don't already exist. It's going to be harder to detect where important strategic areas are in each map though. One thing I really want to do, Is make sure the base AI in the game can also use them so they are compatible for single player. I'm not sure if the enemy AI will capture neutral/enemy buildings on their own, if so, then they are already compatible, however if they do not, the other option I'm thinking of is having the vassal town centres switch sides to their attackers at low life instead of being destroyed. Edit: AI do seem to convert vassals and use them!
    1 point
  12. The main post has been updated with the latest version of vassals. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. The idea of vassals as a complete AI player sounds like a really interesting way to implement the feature, I really want to implement them in such a way that they become points of interest on maps. Something to fight over.
    1 point
  13. I once tried to create vassals, but in a different way.
    1 point
  14. Hello! Today I’m bringing some more updates about the development of my project World Rising. Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations. Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well. My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players. In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay. For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.
    1 point
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