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azayrahmad

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Posts posted by azayrahmad

  1. 12 minutes ago, Player of 0AD said:

    Recently I watched a historical video which says that the pop-culture siege towers (which are used to capture walls) are rather wrong. In reality, the siege towers where used to shoot at the defenders (and to destroy gates / walls / buildings)

    So they should be fine.

    Wait really? So they are not used to pour soldiers into the walls? I was about to think of a way to unload garrisoned soldiers into wall turrets.

    gambar.png.10e8670954d895713118f1691467155c.png

    I wonder what the top part of the tower is intended for. I imagined that it is supposed to unfold a plank in front of the wall, letting soldiers to run onto the wall. Probably it is actually just to let archers shoot over the wall easily?

    • Like 2
  2. I'm wondering if it is desirable for Siege Towers to do what they historically did: capturing walls?

    I think it makes more sense than to have it as arrow-shower vehicles like they are now. Due to infantry cannot capture walls, I think it would be interesting to have gates be captured by siege towers and letting infantry to enter the gates as an alternative of ramming the gates.

    Speaking of gates, I think it is weird that siege towers can pass through the gates, considering its height. Perhaps we can limit passable units based on footprint height as well?

    • Like 3
  3. On 19/05/2021 at 9:24 PM, Stan` said:

    Auras are performance heavy... So it might not be visible.

    My experience in testing City Building and Morale mod, yes they are. RangeQuery are surprisingly taxing on performance. The larger the range the more processing it takes. I do not recommend making any change to auras for this, at least if it involves affecting gatherers. Gatherers can move in and out of aura range, triggering range update every single time, taxing performance along the way.

    Doubling the gather capacity and reduce gather rates are a good option, also I think having slower movement when carrying resource should work. The technology to increase gather capacity should also increase unit movement while carrying resource. You can also change the animation i.e. from carrying a block of metal ingot to perhaps pushing a cart like traders do.

    Going Age of Empires III way of eliminating dropsites entirely, I personally don't think this is suitable for 0 A.D.. It eliminates dropsite placement strategy.

    Another, perhaps more extreme solution, is to go Rise of Nation route. Dropsite has aura that automatically 'gathers' from all relevant resources within dropsite's range, i.e. trickles from resources within aura. Garrison more workers to increase the gather rate. It uses aura, yes, but since resources don't move, should not be too taxing on performance.

     

    • Like 1
    • Thanks 2
  4. 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.

    • Like 4
  5. My suggestion is since we have Instagram/Twitter, we should post anything on quick intervals, perhaps one or two posts a week/per two weeks.

    Also on Instagram, there should be more frequent activity. It doesn't have to be only important announcements or events, it could be as simple as sharing random cool screenshots or newest YouTube videos. It could also be a short clip of interesting things found during a game, or a poll on what features should be next.

    Both of these threads provides rich contents that I think would be interesting to share to the public instead only to forum members. What do you think?

  6. Not necessarily, in that there is no gameplay impact. You can put any word as Class without touching Identity.js and there would be no problem. The ones in the schema are just guidelines on which classes are already in use in base game, therefore have impacts.

    It is recommended to add the new class you made into Identity.js, so other people who'd like to understand the mod or want to fork/pull request can know if certain words have been used as a class name without having to check on every template file.

    • Thanks 2
  7. On 26/03/2021 at 6:01 AM, wowgetoffyourcellphone said:
    On 26/03/2021 at 4:33 AM, Lion.Kanzen said:

    limited resource farm

    Better yet, if we make this possible to "reseed" in the Farmstead.

    So I have made a kind of 'reseeding' concept for my City Building mod. Basically I made fields to have finite resources (default is 1000 grain) and unit assigned to farm the field will automatically rebuild the field once it is depleted. I cannot create pull request to the mod, but I have tested it and so far there is no problem.

    I attached the mod below. If you want to test, you can set the resource supply to 4 grains or something so you can see the loop.

    FarmReseed.zip

    • Like 2
    • Thanks 1
  8. I'm not yet experienced with 0 AD engine, but you should know that currently, most of the things you can do in Atlas (map editor) like terrain modification, day/night cycle, river/wind flow, and weather/climates, are not yet modifiable during the game. However for the other things, I can confidently say that they are achievable, albeit require a lot of effort on some aspects. 

  9. Recent changelog:

    • Cheat codes for morale. Type 'moralize' or 'demoralize' on selected unit(s) to fill up or empty morale respectively.
    • Flank morale bonus. Units attacked from the side or behind deplete morale faster.
    • Class morale bonus. Units can have morale influence bonus on specific classes and alliance.
    • Template differentiation. Now units with different classes and ranks have different morale points and significance.
    • Code has been documented for easier modding.
    • Separate Morale and Influence. It is now possible for an entity to have influence without being affected itself.

    0AD-morale-system-0.0.1.pyromod

    • Like 5
  10. 5 minutes ago, maroder said:

    Sounds very interesting. A few questions: Do you apply directional armor from all attacks? Is it the same for all units or can you specify it in the templates? What exactly means directional; front, side, back or the exact angle?

    If it is the same for all units it can have very different results, depending on the unit speed.

    I'm not sure how @ChronA implemented it, but I remember from @Angen's old Survival mod that it was quite simple. It uses angle difference between two units rotation and decide a tolerance/threshold value on which is considered side and back. You can check in this part of code. I adapted a part of this in my Morale mod.

    Not sure about speed because IIRC unit stopped moving first before attacking, so I haven't implement charging yet.

    All in all, I think this mechanism could help discourage retreating and kiting.

    • Like 1
  11. 3 hours ago, Wuyeh said:

    We've taken a look at this and able to set up a mod and view it in the Game under "Mod Selection" but we found the simulation part overwhelming. 

    If we want to move units in the game, for instance, where should be looking at and what should we add to the mod we created?

    Well, in this game we're supposed to move the units ourselves. But if you mean how to change how AI behaves, you probably want to look at ai/petra inside simulation. When you play single player against computer, you're fighting this Petra ai.

    Does this answers your question? 

  12. Perhaps you want to be more specific on what changes do you want implemented exactly.

    Generally, you'd probably be interested in https://trac.wildfiregames.com/wiki/Modding_Guide for beginners. https://trac.wildfiregames.com/wiki/Mod_Layout#simulation is probably what you want to be focused on, but you can read it entirely to get a gist on how 0AD code is organized.

  13. 8 hours ago, nani said:

    @azayrahmad could you tell what lines were added in the github repo, hard to see without being able to diff with the original.

    I'm sorry, turns out I forgot to push the latest commit to GitHub. Please take a look at the latest commit to check at the diffs. For unit_actions.js check the two latest entries in g_EntityCommands.

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