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Showing content with the highest reputation on 2016-07-02 in all areas

  1. When we reach a more stable state (like beta), we should make such a page specifically for modders though. F.e. stating what schemas changed in what way, or listing changes to our engine that depreciate old component code.
    2 points
  2. I watched a player extending the limits of his territory by building a structure just at the edge of it, then using the extended territory influence of that structure to create more structures and so on. I tried to experiment on it (see attachment), and this is what I think: On one side, it seems to make the idea of Territory Boundaries meaningless. On the other, it has some risk factors to be pulled off effectively. My question is: Is this a bug that needs to be fixed, or is it an acceptable mechanic?
    1 point
  3. http://trac.wildfiregames.com/changeset/18467 Hi guy. So, the Upgrade feature is in! It is a very nice feature thanks to wraitii. I have already experiment and make upgradable tower. Wood -> Stone. Works brilliant. A few things: Would be good for to upgrade multiple buildings at once in selection. Costs do not show up in the tooltip. Maybe is something I screw up. I think the Upgrade icon when turn green (when in midst of upgrade) should slowly change green like when training a troop. How do I make RequiredTechnology? It gives me error when I try to do it. Here is my tower (sorry for bad indentations) <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_defense"> <Attack> <Ranged> <Hack>0.0</Hack> <Pierce>15.0</Pierce> <Crush>0.0</Crush> <MaxRange>40.0</MaxRange> <MinRange>12.0</MinRange> <ElevationBonus>15</ElevationBonus> <ProjectileSpeed>50.0</ProjectileSpeed> <PrepareTime>1200</PrepareTime> <RepeatTime>4000</RepeatTime> <Spread>1.5</Spread> <PreferredClasses datatype="tokens">Organic</PreferredClasses> <Bonuses> <NerfSiege> <Classes>Siege</Classes> <Multiplier>0.75</Multiplier> </NerfSiege> </Bonuses> </Ranged> </Attack> <BuildingAI> <DefaultArrowCount>1</DefaultArrowCount> <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier> <MaxArrowCount>3</MaxArrowCount> <GarrisonArrowClasses>Infantry Ranged</GarrisonArrowClasses> </BuildingAI> <BuildRestrictions> <Category>DefenseTower</Category> <Territory>own ally</Territory> <Distance> <FromClass>DefenseTower</FromClass> <MinDistance>25</MinDistance> </Distance> </BuildRestrictions> <Cost> <BuildTime>100</BuildTime> <Resources> <wood>100</wood> <stone>0</stone> </Resources> </Cost> <Footprint> <Square width="10.0" depth="10.0"/> <Height>15.0</Height> </Footprint> <GarrisonHolder> <Max>5</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <List datatype="tokens">Support Infantry</List> <BuffHeal>0</BuffHeal> <LoadingRange>2</LoadingRange> </GarrisonHolder> <Health> <Max>500</Max> <SpawnEntityOnDeath>rubble/rubble_stone_2x2</SpawnEntityOnDeath> </Health> <Identity> <GenericName>Wooden Defense Tower</GenericName> <Tooltip>Shoots arrows. Garrison to provide extra defense. Can be built in allied territory for mutual defense.</Tooltip> <Classes datatype="tokens">GarrisonTower -ConquestCritical</Classes> <VisibleClasses datatype="tokens">Village Wood Tower DefenseTower Ranged</VisibleClasses> <Icon>structures/defense_tower.png</Icon> <RequiredTechnology>phase_village</RequiredTechnology> </Identity> <Loot> <xp>100</xp> <food>0</food> <wood>10</wood> <stone>10</stone> <metal>0</metal> </Loot> <Obstruction> <Static width="7.0" depth="7.0"/> </Obstruction> <ProductionQueue> <BatchTimeModifier>0.7</BatchTimeModifier> <Technologies datatype="tokens"> pair_tower_01 pair_defensive_01 vision_defense_tower </Technologies> </ProductionQueue> <Sound> <SoundGroups> <select>interface/select/building/sel_tower.xml</select> <constructed>interface/complete/building/complete_tower.xml</constructed> <attack>attack/weapon/arrowfly.xml</attack> <death>attack/destruction/building_collapse_large.xml</death> </SoundGroups> </Sound> <StatusBars> <BarWidth>6.0</BarWidth> <BarHeight>0.6</BarHeight> <HeightOffset>21.0</HeightOffset> </StatusBars> <TerritoryInfluence> <Root>false</Root> <Radius>20</Radius> <Weight>20000</Weight> </TerritoryInfluence> <Upgrade> <Tower> <Entity>structures/{civ}_defense_tower_stone</Entity> <Tooltip>Upgrade this wooden tower into a stone tower, with +100% health.</Tooltip> <RequiredTechnology>phase_town</RequiredTechnology> <Cost> <stone>100</stone> <wood>0</wood> </Cost> <Time>10000</Time> </Tower> </Upgrade> <Vision> <Range>60</Range> </Vision> <VisualActor> <FoundationActor>structures/fndn_2x2.xml</FoundationActor> </VisualActor> </Entity> The base, wooden Seleucid tower (sele_defense_tower) obviously have the above attributes by parent. And then here is the stone Seleucid defense tower: <?xml version="1.0" encoding="utf-8"?> <Entity parent="structures/sele_defense_tower"> <Health> <Max>1000</Max> </Health> <Identity> <GenericName>Stone Defense Tower</GenericName> <VisibleClasses datatype="tokens">-Wood Stone</VisibleClasses> </Identity> <ProductionQueue> <Technologies datatype="tokens"> successors/unlock_oxybeles_towers_seleucids </Technologies> </ProductionQueue> <Upgrade disable=""/> <VisualActor> <Actor>structures/seleucids/defense_tower_stone.xml</Actor> </VisualActor> </Entity> If I leave out <RequiredTechnology> then it works perfectly, but I can upgrade it in Village Phase, which I do not want. Here is the error: Again, good job with the feature. It is nice to see and opens many many possibility.
    1 point
  4. Hi, my name is Kenneth Edwards. My nick was first formed by AOL as kedwa49094, but that account no longer exists. So far I have not played any pvp games online, but you will see me on the forums because I am interested in how this game works and programming in general. My GMT is the same as Chicago (-6) or CST, but I am usually awake all night and sleep in the morning until noon. Oh, currently we are in daylight savings time so use -5 and CDT. I wish to abolish daylight savings time. It is simply the vanity of legislators to show the world they have the power to change time with their decree. Yo no hablo muy pequeño espanol. XD
    1 point
  5. Yeah, points 2, 3, and 4 are fix! Cool. Point 1 would be important if for example the player wanted to upgrade a bunch of pikemen to champion level or something like this (in my example, upgrade more than one wooden tower at a time). I seem to be having a problem with capturing now. Unit can't capture Gaia merc camps in my mod. Maybe ther was change to capture code or attack code? Or was there some decision to not make Gaia things capturable? I don't know if it related to your patch. commands.txt
    1 point
  6. roman army camp into CC.
    1 point
  7. Before, the upgrade of towers was with 1 tech and upgraded all tower at the same time by swap the actor (from wooden to stone). In this new implementation in the core game thanks to wraitii game can upgrade indicvidual structures and units. So, let's say you want to upgrade some of your legionaires to centurions*. Now the game can have this feature. Mods can have, say, Level 1 barracks, Level 2 barracks, etc. with this feature too (though, I have not try to see where the button would show up if at all if there is entities in productionqueue). So, now in my mod, you build the wooden towers and then can upgrade each tower individually to stone. Don't have to bank up a lot of stone to research one tech to change them all at once (though I can still keep this tech modified). I can perhaps make the Military Colonies of the Ptolemies and Seleucids able to upgrade to full Civic Centers individually. *
    1 point
  8. The Aura mechanic for a temporary conversion sounds good then.
    1 point
  9. I can understand it's hard work when you're making a mod that doesn't only add features (like adding a new civ), but also modifies features. Certainly modifying templates currently means that you have to copy a lot of data over, and keep the things you want unchanged synched with the main game. I hope we can find some solution for #4076 soonish, which would certainly help maintainability of mods by reducing the amount of data that has to be copied from the start. So I agree that modders need to know what they're getting into, but it's only thanks to modders that we know what's still lacking in our game wrt moddability. So we really appreciate your effort and the effort of other modders. PS. if a single commit sets you back an hour or more, it's likely someone on our side also worked an hour or more on related data changes. Ofc, our team is a bit bigger, so I agree it's harder for modders.
    1 point
  10. @Mah-Dry-Bread, thanks a lot for mentioning it on your channel. Looking forward to seeing your streams. Btw, most devs usually gather on IRC ( https://kiwiirc.com/client/irc.quakenet.org#0ad-dev ), we don't play that often (as devs tend to have a broken version of the game most of the time), but if you give a shout there, I guess some of us could follow the stream and join your chat if we have time.
    1 point
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