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kosmo

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Everything posted by kosmo

  1. I'm not sure about that, it's something people need to know once only, why not cover smth. like that in a tutorial?
  2. *Removed the 0ad-Logo for the moment to keep filesize down *the tex-files/values of the units/structures are completely autogenerated To be done: *Research-section *Improvements item for units/structures I suggest to implement sometimes a new item in the .xml's, something along <Description>This is a short ingame Description of the unit. E.g.: The Extraordinarii are the champion, city-phase infantry unit of the Romans. While heavily armoured, they are able to decrease opponents armour for a short period of time if they throw their pila at them.</Description> Or would that be too problematic? It surely would make a nice text directly under the units name. *Thanks to leper *According to the design document of the carthaginians, the Gallic Mercenary Swordsman should be called Sǝḫīr Ḥerev not Seḫīr Ḥerev. *Theres a mistake in the history of the Triarii: In many cases the Tirarii were left at the camp Manual.pdf
  3. http://en.wikipedia.org/wiki/List_of_largest_empires#All_empires_at_their_greatest_extent (yes, it's wikipedia ) So it seems he's right concerning the covered area, while the roman empire had between 65 and 88 million inhabitants, which i guess was the biggest number back then, closely followed by the mauryan empire with 68 million.
  4. You mean of the civs in the info screen or the units/structures <History></History> in the xml's ?
  5. This seems to be a valid point (for me). Whilst I also consider percentage as easier, I don't really see the need for it, as I think most players can handle it without problems with the current system.
  6. Is there a mistake in the xml for the Gallic Mercenary Swordsman in his Specific Name? Its called Seḫīr Ḥerev. The Libyan Spearman (Sǝḫīr Ḥanīt) and the Iberian Mercenary Skirmisher (Sǝḫīr Kidōn) are also called Sehir ... but their e is mirrored
  7. The script works (mostly thanks to leper), so most stuff is now autogenerated, including the stats for the advanced and elite units What remains to be done manually is the text below the subsection header, where the unit can be trained, what it is useful and useless against, improvements and special characteristics. any idea how to get that information? i think the improvement-stuff could be obtained via the technology-templates? leper mentioned using the attack - bonused information to get the information for useful vs.
  8. Beautiful That tower looks like the one from AoE I without upgrades iirc
  9. That may be. Nonetheless it would be nice to play within a map featuring the holy stony stronghold of Ilium.^^
  10. Troy definitely had walls, some fragments are visible even today: http://www.travbuddy.com/Troy-travel-guide-1310130/photos http://www.szalencowie.pl/sztuka_egejska_en/egejskasztuka4_en.html down on this site are some images http://www.lessing-photo.com/dispimg.asp?i=10010227+&cr=19&cl=1 http://en.wikipedia.org/wiki/File:Troy1.jpg http://www.livius.org/to-ts/troy/troy_VI-VII.html http://www.travelblog.org/Photos/1661813
  11. I like the wooden models a lot (more than the stone ones), especially the towers witout and with the crenellations, would be nice if this could change upon research. But maybe the place left on the balcony with crenellations is a bit small for people standing there?
  12. Though I don't know how the particle system works atm, I thought this might be interesting: http://www.cs.cornell.edu/~tedkim/WTURB/
  13. Actually I try to write a python script that generates .txts, that can be easily included in LaTeX. I think most parts of the unit description could be generated by that script. At the moment the script generates for each unit a Health, Armour, Speed, Cost, History, SpecificName, Generic Name .txt Will need some time till this is ready though, since there are problems if theres a mistake in the xml or if the <Cost> in the unitprofile is not the complete cost, because the other half is stored in its parent.xml, and Attack/Range are missing completely When this is done I'm going to implement the script via the python-package directly in LaTeX, so it should update all stats automatically while compiling. Getting other information that is stored in the game as xmls should be quite easy, so it should be possible to add e.g. technologies and Information about the civs What will of course always need manual adjustment are the sketches, since they are not included in the game afaik, but I guess they don't change that often, so it shouldn't be too much work.
  14. Thats why I would prefer to have it as a vectorgraphic. I'm still trying to figure out the best way to implement xml-reading^^
  15. I used them, but they seem still comparatively small, at least to me
  16. I started to make a LaTeX-template for a manual, a first mockup can be seen in the attachment. What I want to know: Are the ressource-icons available in high resolution? Is the 0ad-Logo available as svg? Are the attack icons from here http://trac.wildfire...com/ticket/1785 available in high resolution? Actually they are very small I'd also like to mask the unit portrait a bit, so its not a plain screenshot. I tried to do that in the mockup (i used http://www.bbc.co.uk...gallery.shtml?9 as model) but failed of course, since I never worked with that kind of graphic. I hope theres someone thats capable and willing to redo that, because atm its quite ugly LaTeX can quite easily handle references, so I think it would be nice if there are known references for each profile/faction, if they are included. Let me know what you think. Main.pdf
  17. Well, I think these umbrellas are too small to give useful protection against arrows and spears, since arrows and spears show the usual ballistic behaviour. See http://www.uwgb.edu/...s/kinematics/4/ --> Draw a picture. It would protect some place behind the chariot, though.
  18. Yes, so I think it would be a possibility to make a special capture-button, since there won't be that many animals that get captured, i guess. I think I've read somewhere something like 25% bonus cap^^
  19. I refered to http://trac.wildfire...A_Carthaginians Name: Roundup History: Not unlike the Iberian Peninsula, North Africa was known as ‘horse country’, capable of producing up to 100,000 new mounts each year. It was also the home of the North African Forest Elephant. Effect: Horses or elephants can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse and Elephant functions similarly to a relic as in AoK. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) or War Elephant Super Units is reduced by a fixed amount of –5% per animal corralled appropriate to kind and for the persians Name: Ability to Corral Camels and Horses. History: Horses were of great importance to the Achaemenids, especially in the eastern provinces. Camels, as beasts of burden, were also prized. Effect: Camels and horses can be captured in the wild and placed in the Corral. Unlike normal corralled animals, which generate food, the Corralled Camel/Horse? functions similarly to a relic. As long as it remains in the Corral, the resource cost of training camel-mounted units (the Trader, specifically) or horse-mounted units (as appropriate) is reduced by a fixed amount. Don't know if this is outdated, though^^
  20. I think the capture-button and the rope may be suitable for capturing e.g. elephants, that , while in the corral (?) decrease the cost of further war-elephants. Same with camels and horses.
  21. Yes I'm aware of that, but if I do that there are some minor islands that get sunk Actually, I think it's acceptable, I played a bit with murkiness and the other water options. Thanks anyway
  22. Ah thanks, that works. Yes, the heightmaps set the waterheight automatically as low as possible and it's not so easy to get nicely looking underwatertextures if the water level is too low.
  23. Thanks for the replys. It is not possible to select gaian objects, except trees, so I can't remove some stones and especially two triremes I wrongly placed^^ Another question I asked myself, is it possible to lower the altitude of the terrain arbritaryly? I can't lower the altitude, because I fear theres a minimum height? Is it possible to bypass this subject?
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