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Showing content with the highest reputation on 2024-02-07 in all areas

  1. @Vantha sadly if you add new json files the translators will have to translate everything twice... I think you should use the templatemanager like the structure tree instead.
    3 points
  2. Your next project maybe
    2 points
  3. The map is loaded without any problems. How many hours of work did you put into creating the map? ---- PS: These undesired territory spots could be filled with a territory_pull. Screen Recording 2023-04-08 at 08.46.20_1000px_1.6x.mp4
    2 points
  4. Yes. Basically the same way as retrieving information from the history tag.
    1 point
  5. Is there a way for your UI to also talk to the XML files, not for formatting, but to pull the damage/ HP counts and the description as well as training requirements? I @wowgetoffyourcellphone's designs place them very nicely, in the area and that info goes nicely with the articles.
    1 point
  6. When starting with everything, I actually tried retrieving the texts directly from the XML templates. But to be honest I didn't get that to work. My current idea is to store all texts only in JSONs and only show them in the encyclopedia. And to entirely remove the texts from the small viewer popup (and from the template XMLs) because they don't fit well there. And maybe add a button in the viewer popup that opens the respective article in the encyclopedia instead. Yes, that was also my plan. I will do that in the next few days. Making the Civ Selection similar to the dropdown in the top right of the structure tree actually seems like a good and intuitive solution, if that's what you mean. Don't reasonably sized buttons take up more space than text? I'll see what I can do. That's probably best, it shouldn't take me long to implement them.
    1 point
  7. For actors alt click should work. If it doesn't you need to edit the map XML
    1 point
  8. Fishing boats and some other parameters can be customized in the AI/Perta/config.js file sample code this.Economy = { "popPhase2": 80, // How many units we want before aging to phase2. "workPhase3": 160, // How many workers we want before aging to phase3. "workPhase4": 300, // How many workers we want before aging to phase4 or higher. "popForDock": 25, "targetNumWorkers": 800, // dummy, will be changed later "targetNumTraders": 40, // Target number of traders "targetNumFishers": 30, // Target number of fishers per sea "supportRatio": 0.35, // fraction of support workers among the workforce "provisionFields": 4 };
    1 point
  9. Should improve productivity of farms that are next to water...
    1 point
  10. We really need to get a better tutorial.
    1 point
  11. Wow! Really, Wow. It's not done, but you're half way done. Amazing work, @Vantha. Were we planning on using this to replace the old in game encyclopedia UI as well? Seeing how close you are, it might be better, though, to wait until this has inline images and formatting, then we can go over the articles to add the features, in one go. Another thought is it might be cool to throw that up on a GitHub repo in case there are others that want to pitch in, or just want to test.
    1 point
  12. I wonder if you could use the in game icons for these buttons instead of text? It might look good to instead use the top right area for each category's entries.
    1 point
  13. Hey everyone, For the past week and a half or so I've been working on implementing an encyclopedia page orientating towards the concept shown by @wowgetoffyourcellphone. And the framework is done. Here's a short showcase: showcase.mp4 And yes, I am aware that it is incredibly ugly. I wanted to get everything to work first and then focus on aesthetics. I moved all texts to new JSON files with a script, and the engine is retrieving the texts from there. I did this because JSONs are easier to read and also provide more flexibilty for adding new features like different formattings, subheadings, or inline links. There are also some elements I'd personally like still missing, for example the portraits, but they are on my to-do list. If anyone has a suggestions, for example on how to cramp the many buttons into the small space in the left panel, definetely let me know. Btw, applause to all developers of 0ad's engine. It seemed very overwhelming at first but it is very easy to learn how to use. Very well done! P.S. no pressure on anyone of course, but (and I know we've asked this a few times already) how can we get to merging into the mainline? Or is it a bad time for that right now?
    1 point
  14. The more I play, the more I think this is the answer. Not sure if it is necessary for towers but I am leaning towards no. I don't think the meta has really been figured out yet. I think we still need to wait to see how things shake out. With that said...the below are all things that I was independently thinking. I also think there is a general problem with how champions aren't being made as much anymore. I like how melee is being made more now. But that diversity has come at the cost of less cav and champs. Personally, both neither system is better than the other for me. But I do think we could make the current system better to address the cav and champ issues.
    1 point
  15. How the total war mods haunt us to this day. You have evidence to back it up and if you don't it doesn't matter because we are simply thinking that variant civilizations could create when we have conflicts like these. And we could have a variant affiliation that has them and others that don't have them but that's going to be up to the artists who want to do it if not the modders.
    1 point
  16. @guerringuerrin Cuando necesites la textura la pides. Aquí hay 2 buenos ejemplos de cómo hacer la estructura de la barraca. Yo le agregaría 2 torres a los lados como plataformas de vigilancia, cuasi torres.
    1 point
  17. 1 point
  18. her with... a solar crown.
    1 point
  19. Greetings! I'm from Sri Lanka. I speak Sinhalese and a little Tamil. I'm happy to help you if you plan on developing this civ in the future and I think adding the Tamils is a great idea because they were the biggest power in Southern India. However they don't achieve the height of their power until until the medieval age (900 AD - 1300 AD). The same could be said about the Sinhalese. In my opinion both these civs would be more fitting in a millennium AD mod. But still they both did exist in the 500 BC - 500 AD time frame and had a good level of sophistication.
    1 point
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