WhiteTreePaladin
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Posts posted by WhiteTreePaladin
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Just some clarification
The game, 0 A.D., covers the time period from roughly 500 B.C to A.D. 500.
Pyrogenesis is just the game engine, not a game in itself.
Atlas is the scenario editor, so it doesn't have a time period.
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I suppose you could "modify their mod" if you liked their basic premise, but didn't want ages. I was just saying that there are no ages in the official game.
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There are no ages in our game. We have phases which are not researched like "ages." I believe our phases are: Village, Town, and City. They are not implemented though, so there is nothing to try out yet related to that.
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This is not directly related, but it is at least remotely related: Portable Linux Apps Which Work With Any Linux Distro
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They also take the "History Made Everyday" part too literally - How does "Ice Road Truckers," etc. count as history?
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I guess security updates are not always a requirement - it depends on the situation. Windows viruses are not relevant, for one thing.
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Welcome back.
The map editor works reasonably well (no triggers yet). You might want to try it out considering you like scenario design.
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I want to like Fedora, but every release I've tried (10, 11, 12, 13) has always had something that didn't work correctly. Fedora releases expire so quickly, why is 12 even important?
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And reposted on tuxmachines, a sort of popular aggregation.
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Learn something new everyday...Terrain panel -> Visualise -> Passability -> default. Does that do what you want? -
We're aware of this, but it probably will be awhile before it's fixed...Terrain texturing- Fix the texture tesselation glitch , it looks weird and its annoying.One feature I would like to see added under "Misc Hacks" (which will have to be renamed at some point ) is the ability to turn on the "red impassable" overlay part of the pathfinder. It would make it much easier to make mountains knowing what is passable and what is not.
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Very nice! I'll have to try it. You might want to remove the settlements, since they don't work yet. Put Civil Centers there and you'll have a working 4 player map.
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He's referring to the bug that only allows you to gather from farms you do not own. (Already been fixed BTW)
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I also noticed some of the Celt buildings weren't inheriting properly - I'll see if your fix corrects that also.
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I've noticed something interesting (It's a problem Michael mentioned earlier.)
If there are both advanced and elite units on a map, the elite units will have the same stats as the advanced version. The elite version will have the correct icon though - which is referenced in the elite template.
On the Latium map, there are only elite (and basic if you train them) units available. They both have the correct stats there.
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What about healers and traders? I think the standard running animation would suffice, but a more panicked animation would be interesting.
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Ringing the bell a second time unloaded all the units and sent them back to their previous tasks. I don't think it affected military units though.
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Would "delete" be considered a command? (town bell, etc.)
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I have to take credit for the farm bug... It's already been fixed, and should be in the next version. (I was trying to consolidate things and I ended up only allowing units to gather resources not owned by the player. Since you can gather from enemy farms, it encourages cooperative play. )
There is no player AI yet - we are focusing on multi-player first. (Units will not even attack nearby enemies yet.)
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Umm, there are lots of "TODOs" in the code. I think ResourceDropsite.js is dependent on the Auras.js component (which is not yet implemented either). The dropsite is a resource center building that allows units to gather resources a certain distance away. Right now you can gather resources anywhere on the map because the dropsite isn't implemented. I don't think the dropsite will control the aspects you want to change. ResourceGatherer.js would be more likely to have relevant information, but it will likely not be a good place to try to fix it. When we get the basic AI (not the same as a "computer player") working, I think it will be much easier to fix it.
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Really, this should apply to all resources, not just fields. I think this is related to the basic AI (like auto-attacking nearby enemies). We are planning on redoing the existing AI code which will probably fix this (or at least provide the base for fixing it). Still, feel free to experiment and see what you can do.
If you're on Windows, then the gameplay components are located here: C:\0ad\binaries\data\mods\public\simulation\components. You will see ResourceDropsite.js, ResourceGatherer.js, ResourceSupply.js, etc. However, I think the fix will likely need to be done in the basic AI code which I'm not familiar with.1) I cant seem to find out the the places where the resources definition is there
This should also apply to soldiers that can gather, so I don't think you'll need anything specific to a villager. However, just in case you want to take a look, the XML unit templates are found here: C:\0ad\binaries\data\mods\public\simulation\templates\units.2) Also i am unable to find the Vilage women ....where actions are defined??[edit]
I misread your post. I though you were referring to units continuing to gather a specific resource automatically. It appears you are actually asking how to get units to farm a field immediately after building it, not to search for other fields if the current one is exhausted. However, both seem AI related.
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I could help test, but not host (at least for now). Would it need to be done using the debug executable?
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Ah, I think I remember you. Been awhile since I've been over there at AoK Heaven.
I don't think there is much other then some plans and concept art for TLA. It was put on hold due to no one having time to work on it. I do think something more generic would probably be much safer and still allow individual users to make LOTR scenarios. It might work better as a mod. (Remember, 0 A.D. will let you change just about anything). By the way, I don't think that contacting Christopher Tolkien will due any good at all.
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Some of the maps are not playable yet - perhaps one of those was chosen?
ARCHÉ
in Game Modification
Posted
Ok, I just got it confused with our Atlas.