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Everything posted by niektb
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I indeed didn't notice your edit, will look into when home.
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No, I'd rather keep the Jarl's Hold. Keeping out a strong fortress would render Vikings (even though meant to be an offensive civ) rather defenseless: No stone walls only stronger palisades, no defense tower, weaker at start and then no fortress too? Not the best idea, besides: we need a place to train champion units (=>huscarls), which were originally Jarl's bodyguard. Secondly the Longboat already has some of the features you suggested: 1. It is able to train some units. 2. It is a mobile dropsite What's more: 3. It gives a loot bonus in a certain area around him.
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But to answer your question: We need a longhouse with a stone foundation and a huge bunch of props (well, shields, weaponry, archery targets, circular wooden palisade (including gates, re-use of already existing is possible), and a ground foundation for the palisade. Lion's house is better suited as wonder (Like in AOE2).
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Rotating the roads or the house block, the result is the same (the building is symmetrical)
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New Map "Aspec (2)". You can choose two sizes.
niektb replied to FMZSchotter's topic in Scenario Design/Map making
Do you have a changelog? -
Using only one block of houses is what I first thought of too. But than another problem appears: How do I place those houses keeping the roads as is? Rotating the house block 45 degree? I think your second idea is a bit too much right now and a mere impossibility, even though it's not a bad idea.
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That is where the difficult part begins. Making it full-size would be way too large (sixteen longhouses would turn out huge!). What is an accurate way of using less buildings in this fortress? And how should the ground on which the palisade stands be created (and fit it in most climates)?
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You need a shortcut: And testmod is of course your modfolder.
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Oh and Notepad++ is no problem of course. (Any text/code editor would work)
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This is how I personnaly thought of making Vikings a different to play faction.
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Well done, Lion! Is this the final version or do you want to change the border's color?
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That is exactly what is done right now. There is a rank upgrade technology (in simulation/data/technologies) upgrade_rank_****_infantry/cavalry.json: { "genericName": "Advanced Citizen-Infantry", "specificName": { "hele": "Metikoi", "mace": "Metikoi", "spart": "Metikoi", "athen": "Metikoi" }, "description": "Upgrade all of your citizen-soldier infantrymen to Advanced rank.", "cost": {"food": 200, "wood": 300, "stone": 0, "metal": 0}, "requirements": {"tech": "phase_town"}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "upgrade_advanced.png", "researchTime": 40, "tooltip": "Upgrade all of your citizen-soldier infantrymen to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Citizen-Infantry technology.", "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], "affects": ["Infantry Basic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml"}
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The armor can be done in the same file. The reason that you don't see them is because the're already defined in a parent template. In the parent file of the roman ballista you'll find this: <Armour> <Hack>2</Hack> <Pierce>30</Pierce> <Crush>10</Crush></Armour>You can adjust these values in the child template, using the same tags (child values override parental values) You might find this tutorial useful (although it doesn't directly deal with armor and other stats) http://www.wildfiregames.com/forum/index.php?showtopic=18396
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I did a throw to the design mockup: It is taken from the Empire Earth tech tree modifier for scenarios As you can see there are two columns. One with disabled mods and one with enabled mods. Using the buttons in the middle you can change priority and enable/disable it. Clicking the "+" gives additional info on requirements and stuff. Green means that the requirements for the mod are met, red means it doesn't. It only needs a starting button, but I think it's a handy approach.
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The red-white combination is best. But please make the dragon itself white and the rest of the shield red.
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I do not oppose to it but I'm just wondering if Trinketos is able to conversate in English (that would speed up communication with him)
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Maybe converting for enemy and healing for friendly units? I would like to hear Idanwin on this.
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My bad.
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Thanks, I already had fixed in a more difficult way.
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But healing goes different in 0 A.D. (with auras)
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I'm currently updating the Convert script but I'm not sure what it does: Does it replace healing with converting?
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This sounds like a fun idea for generating realistic rivers: http://playtechs.blogspot.nl/2008/11/rapidly-exploring-random-trees.html
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Target: "C:\CODE\binaries\system\pyrogenesis.exe" -mod=testmod or C:\CODE\binaries\system\pyrogenesis.exe -mod=testmodStart in: C:\CODE\binaries\systemReplace C:\CODE\binaries\system with your own installation path: "[installation path]\binaries\system\pyrogenesis.exe" -mod=testmod (The shortcut is also included in the result files above)
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No, Lion: You should use double quotation marks!
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If you see his screenshots his quotation marks are a bit strange, even though that is barely visible since the image is a bit low res.