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azayrahmad

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Everything posted by azayrahmad

  1. I'm not a historian, @Thorfinn the Shallow Minded, so if people at the time didn't eat cattle and sheep, what meat they eat? I assume they still eat goats and birds? I agree that fattening is a neat idea but quite impractical in multiplayer. In terms of resources and time, it's like fields but more cumbersome.
  2. It's in Templates folder for general unit, but most of the time it is defined in Units folder inside it.
  3. I'm still learning about this, @Trinketos. I suspect queueplanBuilding.js is responsible for building coordinates, but I'm still trying to understand the code. Let me know if you find anything
  4. So is this means that it is possible to generate random gendered citizens like in AoE2? Is it possible for them to have different stats as well?
  5. I honestly didn't make any change to AI. But this mod is designed to be discoverable on gameplay, so it's not too punishing for player who doesn't know the rules but gives advantages to those who know. Actually Petra bot is already pretty smart, as discovered in previous post. It build houses clustered together, which invokes Neighborhood aura that boosts population. And they put military buildings far away from residence zone. It still doesn't give any regard to dropsites though, building storehouses close to houses, which I assume simply because starting resources near Civic Center. Also remember every second you use to plan the city is used by AI to build up army, so if you're not careful you can still get rushed when deciding where to build your next house (as I have too many times). Please let me know if you have played the game and feel the AI needs improvement.
  6. I'm sorry, what do you mean by IA? In general, this mod is basically replaces all structure templates, so if you install it with other mods that also change structures/buildings it will not work correctly.
  7. City Building Mod: Building Aura This is Phase I of my city building mod that focuses on improving building auras to simulate city-building. Download the latest version here on GitHub. Overview Base-building is one of the main parts of RTS games, including 0AD. However because of 0AD focus on combat, base building mostly revolves around build order, with building placement is usually optimized for resource gathering and defenses. The resulting city layout becomes strategic but unrealistic. Civic center surrounded by farms, houses built in countryside as walls; these are strategically viable but not realistic nor historically accurate. This mod attempts to bring realism of city planning to 0AD, to encourage careful building placement. Features Fluctuative Population With this mod, population cap is no longer based only on how much house you built, but also where you place it. Every single building in 0 A.D. has been revamped with new aura effects that influence desirability of its nearby area, simulated by house population. This means that a house built next to a civil center supports more population than a house in country side. Building a military base beside it will reduce the population even more. This will encourage you to find a good place to construct houses, just like a city planner would. Every building costs population to run, and default house population has been reduced by half to keep it spicy. Production Chain Imagine how a soldier got his weapon. Wood and metal are collected in the storehouse, then they will be brought to blacksmith to be forged, then they will be received by the soldier at the end of his training. If all of those building are very close together, the soldier doesn’t have to wait too long to receive his weapon. This mod emulates such situation by giving effects if the buildings are nearby. Storehouse fastens nearby blacksmith’s research, and blacksmith fastens nearby barrack’s training. By arranging the buildings in specific way you can optimize your barrack to pump armies as fast as possible. Infrastructure Units are also affected by this mod. In real life, in the area where a city center stands, roads and other convenience are made to anticipate crowd of people running around. This mod simulates this by giving units speed boost while walking around the city center. Putting your storehouse right next to a mine also gives gatherers one extra resource to bring back. Mix and Match Since every building influences another, there are bound to be some compromises. Barrack will reduce nearby house population, but house will fasten barrack’s training, so if you need soldiers fast then you can build them next to each other at the cost of one population. There are so many possibilities. Experiment and discover your ultimate city that serves your strategy to conquer the world. Improved AI Now AI has been taught basic lessons on city planning. Beware that the nature of this mod allows AI to optimize this and might get surplus population early if you're not careful. The city pictured above is not my creation, it's purely built by AI with tremendous efficiency. New update also reduced default house population to nerf the AI because it was just that good. Installation Mod is available for download on mod.io (waiting for moderator's approval). It is available both for Alpha 23 and Alpha 24. Simply download the one compatible with your installed 0 A.D. version. Extract the entire content into My Games\0ad\mods\public folder and enjoy. Alternatively it is available for download at GitHub. Choose the branch according to your installed version and download. As I am not well versed in modding nor I am in history, please let me know if you think the modding could be improved or if it can be made more historically accurate. Enjoy!
  8. Bump because I'm interested in this topic. In my opinion, it could be like this: Cattle should be bought with metal, perhaps about 50 for small animal and 100 for big animal Training time should be long, 1 to 2 minutes, to simulates cattle growth from baby to consumable Slaughter it immediately if needed or garrison it for trickle, just like @wowgetoffyourcellphone suggested. The trickle rate should be similar to grain gathering rate for one female. Trickle can be any resources, I think, to imply the cattle is used for milk/fleece/horsepower etc. Make cattle slowly lose health and unhealable. This is to prevent infinite trickle if garrisoned. So when the cattle has finished training, you need to choose between slaughter or garrisoned This is I think not much different from fattening system, but with less code work. It should be used as an alternative to fields with similar gain but different mechanics.
  9. A little update about the mod behavior. Here is the typical AI city layout with the mod. No change has been made to the AI. Since the AI apparently used to play AoE2 often, it's a tradition to build farms adjacent to Civil Center, even though this is not historically accurate at all. Houses clustered together, which is good, but they build them next to mines, which is bad. 17 houses got them 138 total population. This is me, trying to optimize population cap. I tried plotting a realistic city. Civil Center surrounded by houses, with public places such as temple and market nearby. Farms and storehouses were built on hillside, barracks and blacksmith on the forefront. With only 14 houses in, I've already got 143 population cap, which is 5 population (=1 house) more than a city with bad design. So in conclusion, the mod seems to work as intended. Although now that I think about it, without mod 17 houses combined with initial population would only get you 105 population, so even without understanding city planning the AI still able to get 33 pop bonus, which is about 7 houses. I probably should tweak the effects more to not drastically changes the existing economy.
  10. Wow that's a loong read but worth it, @Lopess. @Monder87 is insanely talented, making the mod with such depth I can only hope. It has different purpose compared to my mod though. His mod aims to realistically simulate economy, while my economy phase was initiated merely to support my building placement mod. I think it's best that I focus on enhancing my building placement phase, perhaps later I could integrate his mod into mine to make some kind of ultimate city building simulation game. I still can't run the mod though, too many error messages. Perhaps it was made with nightly base? Thanks for the suggestion, @asterix. I envision the money to be tradeable and barterable just like any other resources though, so no further modification needed for now. It's amazing how the AI catches up with added resource, they quickly buy food with coins when they are about to train masses of soldiers.
  11. Hi all, I'm working on a City Building mod. This mod is trying to incorporate elements of city building games like Caesar or SimCity to 0 A.D. The end goal here is to have a RTS/city building hybrid mod using 0 A.D engine. The balance between the two genres that I'm trying to achieve here is to ensure that the city building part should be fun enough without getting too complicated. The plan I've made consists of several phases, each with different features to implement. But currently I'm focusing on two mechanics: I. Building placement In city building games, building placement is important. Especially housing zone. People will only live in your city if their needs are met. Job, food, desirable location. Otherwise they will leave. Resource and storage building placement is also important, finding sweet spots to shorten the route without disturbing existing residences. Since this is still a RTS game, effects need to be tweaked in such a way that normal player can play the game without crippling penalty, but player who takes time to plan the city can optimize it to gain edge. Implementation: Every building has aura that indicates their desirability, which will increase or decrease population count of nearby houses, e.g. civic building increasing nearby house population, military building decreasing it. Since resource management is already complicated in 0AD, alternative implementation is using building aura to increase performance of related nearby building, e.g mining dropsite increase nearby blacksmith research speed, blacksmith increase nearby barrack training speed, etc. This will cause crowds of buildings in desirable area, so to justify it every building is implied to have been constructed along with its nearby infrastructure, increasing nearby unit speed. Status & TODO: Released, but with general rule. These are the desired changes and their detailed implementations. A complete explanation of Phase I and download link is posted here. II. Economy In city building games, money is usually the only resource the player needs to build the city. It can be gathered from each citizen, or received by importing resources to other cities. Implementation: New resource available to simulate productions. Money: House and Economic buildings trickle money periodically. The amount of taxes will be influenced with the same rule as Phase I. The trickle should be low enough that player should spend responsibly, but should also be high enough so that it's not the first resource to run out before other resources. Money should be requirement of every building and unit creation, as it is analogous to builder/soldier salary. Weapon: Blacksmith will be available to construct in town phase and trickles weapon over time. This will be used to train soldiers. It would consume wood and metal, so wood and metal resource for unit training can be removed and replaced with only food, money, and weapon. Training time should also be made faster. Working animal: Horses/Elephant is trickled resources as well. Useful to train cavalry. Status: In progress. Money has been proven to be workable, but still tweaking 0AD GUI to support more than 4 resources. Weapon and Working animal is still being researched. TODO: Test other impacts of new resources, finding out other uses of money, learning about Summary screen (after battle) GUI as it is bugged out on Resource Tab. III. Citizens City building has NPCs that simulates production chain and distribution. To enhance the experience several new citizen types can be created that work like modified Trader but between resource dropsite and market/house/blacksmith. This is still in research phase. Feel free to criticize or ask if any of these doesn't make sense/needs work/impossible to implement in 0 A.D. I still have a lot to learn in modding 0 A.D, any feedback is welcome. I will keep updating this post if there's a new idea to share. Thank you.
  12. Hi there, @Itms! I just submitted my mod to mod.io. Please take a look if you have time. Thank you very much.
  13. I just recently play Rome Total War after a long time and its famous mod Europa Barbarorum and I suddenly understand many design decisions in 0 AD I previously thought just weird. So I have some questions: Formations: Are formations currently implemented (Alpha 16) final? Will there be formation direction/mapping (drag-right click) like in Total War (or EE)? 0 AD seems to favor formation compared to other RTS, but I think it will be a complete feature if you can actually map the formation and its direction.Charge, stamina, and morale: I understand there are run and walk animation but so far the only appearance of running animation is when a unit catching up his friends while in formation and naked fanatics (which seems to be in always running mode). There are also stamina bar beside the hitpoints bar but it is only appear in groups. Is it a planned feature? Also will there be morale system?Collaboration with EB2 team: I see that both of these projects have similar goal of historical authenticity. Some of the music from 0 AD can also be heard in EB2. Will there be any more collaboration between you two? The voicemods of EB can surely be used for 0 AD units, for exampleThank you.
  14. I love the minimum 12 year old disclaimer. Like there's going to be a kiddie version somewhere.
  15. For the time being I think the only way is to print it out and read it while playing Actually the no-snapping placement is not that bad. It's nice to have it precise. It's just that in some cases like in limited space you have to zoom in to be able to know if you can place a building while in tile system like in AoEII you can easily see from afar that a building can or cannot fit in a place. I'm thinking image placement in MS Word. When you place an image in a page it will be snapped according to line spacing but if you press Alt it will be smooth (although MS Word 2013 is the reverse).
  16. Some suggestions from me. Snapping on building placement: Sometimes I have to precisely find a perfect space for my field only to later realized that one of my houses is too close a little to my civic center that I couldn't possibly place a field between them. I prefer the hard snapping like in AoEII or in Empire Earth. The snapping in AoEIII is a bit more complex (smooth in large field but snap when you want to place a building next to existing buildings), but the old snapping will do.Detailed Formations tooltip: Why and when should I use phalanx or syntagma? What is battle line formation supposed to be? I can't find it anywhere.Civilization profiles in game session: Sometimes I play random or trying new unfamiliar civilization and I forgot what's their special powers. The history page could be accessed in Main Menu but there's no way to access it while playing. The emblem on middle-top is just a decoration with a tooltip of the civilization's name. How about making it clickable and when clicked it will show the history page?
  17. 1 female = 15s, 5 female = 15x5 = 75. 10 female = 15x10 = 150 1 batch (5 at once) = 55. 2 batch (10 at once) = 95. But I didn't calculate the exact amount of resources that could be collected, because with 5 consequent production, gathering could started even if 4 vills are still in production. With batch there is no gathering until the batch finished training.
  18. Solved! So I have cleaned it up with default cleanup setting but it doesn't work, so I cleaned it up again with all the options checked and suddenly it works. Thank you!
  19. Does that means I just have to copy the game folder and re-update the new one?
  20. The only weird thing in unit selection I think is that when you select multiple units the menu instantly grouped them by their classes and there is no way to select individual soldiers from the menu. Also the blurry lines between military and economic units. Otherwise the game is just fine, at least on unit selection department. Or I just played the game for too long I became accustomed with the clunkiness, I don't know.
  21. It has been a long time since I use TortoiseSVN, so probably there's something I did wrong. When I tried to play the game, it loads just fine with two warning message on debug. After selecting a match to play and the game loads, there are a bunch or error messages like: and then the game crashed. When I look at the game directory, indeed those files doesn't exists. Do I have the wrong setting of TortoiseSVN? Is there any way I can obtain the latest working copy? These are the logs files: logs.zip Thank you.
  22. I have some simple suggestions, I hope they could be put into consideration: Decreasing default popcap to 100. Since large army can cause lags, I think 100 popcap is more suitable for default experience instead of current default popcap (300). I know this will make the game less epic on high-end computers but I hope this could prevent new player from being discouraged because their first playing experience is lagging. AoE.II has default popcap set to 75 and still awesome as it is. Change 'Learn to play' to 'Help'. It's probably just me, but I expect a learning/tutorial campaign when I click 'Learn to play' button. I think it should be changed to just 'help' and put the button just above 'exit'. Integrate 'Language' menu in Options panel.Thank you
  23. If you hover over resource icons on top left of the screen in-game you will get tooltip that describe the icons (wood/food/metal or population). While this could be useful for total beginners, I think this kind of tooltip only used once and then I'm sure most players would never needed it again. Besides, every other tooltips in the game never use the resource names, but instead only its icons. I propose to put worker information on those tooltips. So instead of just 'Wood' it would be '5 citizens are gathering woods.' This will be very helpful so we could allocate them more efficiently based on this information. On more advanced example, if it's possible why not make a list? The same thing could be applied to Population icon too. This will be useful especially when the game have limited population caps. What do you think?
  24. I agree with many things you said. You take the words out of my mouth Shouldn't this be a good thing? It's more realistic. That's why you should always bring your scouts with any army. That being said, I need that 'jump to notification' hotkey so bad.
  25. Oh right. Speaking of mods, is there any resource here about modding tutorial? How to create new things, how to edit existing things, how to publish mod? I could probably experimenting with one
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