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newcivs

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Posts posted by newcivs

  1. I usually send smaller armies from the beginning and then work my way to gain map control by focussing on getting more civic centers built.

    Once I gain the economical advantage, I focus on building larger armies and attacking the enemy from different positions.

    Huge attacks won't let you win, your units will just get stuck until you give up playing. An attack with 100 units is already pretty huge.

    But to counter aegis, it's best to create an army with only 10 units, as fast as you can, and attack them. Do not come too near the cc, as those arrows kill you raster fast, but try to shoot his units. Meanwhile, keep creating units at your base, and send them to help your small army already there.

    Patrol around the cc, and try to kill everyone who comes out. When your army there has grown to 50 units, you can attack the cc itself.

    thanks!

    and 500+ units means pop points, because the catapult for example has 5 pop cost and elephants 3

  2. in the second punic wr carthage controls a huge part of iberian peninsula, we can put a technology that unlocks the function on train iberian mercenaries at barracks

    *Notes:

    * i think that this technology would be the only millitarry technology avaible for village phase

    * The Celt and Samnite mercenaries gonne be unmodificated, we don't mod it

  3. Seleucid it's not finished for now Seleucid units looks like other civilizations/ faction units.

    Tienes que entender que el juego esta en etapa Alfa , por ahora los Seleucidas no están ni remotamente empezados. Ni siquiera tendrán esos stats.

    Es muy difícil que los veas en sus formas finales , recomiendo que busques más en el foro antes de abrir nuevos temas.

    I recommend to you use the topic where are this matter, I is Crowd-sourced Civ : Seleucids. Design art in art Forum.

    http://www.wildfiregames.com/forum/index.php?showtopic=17651

    i understand it, because the "mauryan bug"

    Mauryyans implemented on A13, but on A14 were buggy "elephants without animations" only on A15 are Stable

  4. Random maps are coded in JavaScript. So you first have to learn the JavaScript programming language.

    i don't have a huge knowledge about Javascript, but i know a few of it

    the funcion operators

    the DOM basic functions

    "docement.getElementById"

    if / else operator

    a very few of random "only Math.random

    and a "strong" knowledge of Canvas API

    but a hardcore knowledge not, but with this "basic" knowledge i can do things as:

    https://dl.dropboxusercontent.com/u/101275290/BBB.html

    full compatible on Firefox, semi-compatible on webkit, bad on presto and ie

    but i don't know about JSON notation

    .

  5. You cannot edit them. You either have to use an existing animation, or create a new one from scratch in e.g. Blender. You'll most likely have to create a new unit model as well in that case though. But again, most likely there is an existing animation you can use already, just by changing the XML for the unit. Maybe the 2handed sword animation is useful for what you want to do? I suggest you take a look at champion_unit_3.xml in the celts folder and base it on that (just change the broadsword to an axe), and see if that's ok enough.

    2 handed swrod???

    such as delamokludda?

  6. As Sander said, check the template files which currently give errors. The messages do not relate to this specific map.

    Somewhat off-topic: Any modifications would be better at place in a separate mod folder, next to the public mod. This mod can then be included at launch or not, which makes it easy to run the game vanilla without requiring a separate svn copy. Any changes made in svn would also not overwrite or conflict with your changes (although those won't be incorporated either in a separate mod folder). Running different svn copies seems superfluous, atlhough I see the point once you're altering the to-be-compiled source code. Once WFG has migrated to git it should be an easier process to use different branches, reducing the need for svn copies in different places.

    are you saying that i need redownload the 0AD public mod?????????

    and create a new folder callded "mod"?

    structures/egypt_mill is pointing to simulation/templates/template_structure_economic_mill.xml, which was renamed some time ago in the SVN version to template_structure_economic_storehouse.

    i need change structures/egypt_mill for structures/egypt_storehouse

    ?

  7. i setup a match

    Carthaginians "me"

    vs Britons "Aegis Medium"

    map: persian highlands giant

    Pop cap: Unlimited

    Start enties: 18, my 9 units and 9 enemies

    * Starting Resources: Very High "3000"

    Reveal Map: Yes

    Lock teams: default

    but the pathfinding is frozen at 100%, and i can't play is frozen for hours

    version: Alpha XV Osirios, "SVN 14386"

    PC:

    Rfremix "Fedora" 19 i386

    Extras: Mod Aristeia installed

    the code:

    cd binaries/system[alvin@localhost system]$ ./pyrogenesisCache: 200 (total: 1979) MiBTIMER| InitVfs: 87.0798 msSound: AlcInit success, using OpenAL SoftTIMER| CONFIG_Init: 205.886 msTIMER| InitScripting: 122.506 msATTENTION: default value of option force_s3tc_enable overridden by environment.TIMER| RunHardwareDetection: 93.2862 msTIMER| write_sys_info: 16.6091 msTIMER| InitRenderer: 29.9398 msTIMER| ps_console: 9.70293 msTIMER| ps_lang_hotkeys: 1.44364 msTIMER| common/setup.xml: 36.9471 msTIMER| common/styles.xml: 16.8785 msTIMER| common/sprite1.xml: 7.64249 msTIMER| common/init.xml: 2.32556 msTIMER| common/common_sprites.xml: 12.0038 msTIMER| common/common_styles.xml: 737.401 usTIMER| pregame/sprites.xml: 13.051 msTIMER| pregame/styles.xml: 310.243 usTIMER| pregame/mainmenu.xml: 68.0842 msTIMER| common/global.xml: 799.716 usTIMER| common/setup.xml: 890.003 usTIMER| common/styles.xml: 50.067 usTIMER| common/sprite1.xml: 2.43649 msTIMER| common/common_sprites.xml: 2.88745 msTIMER| common/common_styles.xml: 371.312 usTIMER| splashscreen/styles.xml: 703.86 usTIMER| splashscreen/setup.xml: 548.282 usTIMER| splashscreen/splashscreen.xml: 22.2389 mssys_cursor_create: using Xcursor to create 32 x 32 cursorTIMER| common/setup.xml: 1.30948 msTIMER| common/styles.xml: 91.716 usTIMER| common/sprite1.xml: 2.77733 msTIMER| common/common_sprites.xml: 2.97074 msTIMER| common/common_styles.xml: 359.38 usTIMER| gamesetup/setup.xml: 12.224 msTIMER| gamesetup/sprites.xml: 310.974 usTIMER| gamesetup/styles.xml: 357.01 usTIMER| gamesetup/gamesetup.xml: 20.4493 msTIMER| common/global.xml: 506.112 usTIMER| common/setup.xml: 883.272 usTIMER| common/styles.xml: 48.23 usTIMER| common/sprite1.xml: 2.46291 msTIMER| common/init.xml: 1.45348 msTIMER| common/common_sprites.xml: 2.96498 msTIMER| common/common_styles.xml: 355.84 usTIMER| loading/styles.xml: 21.5519 msTIMER| loading/sprites.xml: 901.369 usTIMER| loading/loading.xml: 3.74189 msTIMER| common/global.xml: 393.153 ussys_cursor_create: using Xcursor to create 32 x 32 cursorWARNING: [ParamNode] Could not remove token 'pair_cav_01' from node 'Technologies' in 'structures/egypt_barracks'; not present in list nor inherited (possible typo?)ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/template_structure_economic_mill.xml"ERROR: Failed to load parent 'template_structure_economic_mill' of entity template 'structures/egypt_mill'ERROR: Failed to load entity template 'structures/egypt_mill'TIMER| ParseTerrain: 26.7044 msTIMER| ParseEntities: 3.40177 s
  8. That's the right file, did you restart the game?

    i gonna explain you:

    1 turn off the game

    2. open gedit and edit the file, i put as armor flaming javelin

    i edit the file and this is the result:

    "after i run the game"

    <?xml version="1.0" encoding="utf-8"?><actor version="1">  <castshadow/>  <group>    <variant frequency="100" name="Base">      <animations>        <animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="100"/>        <animation event="0.5" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="attack_ranged" speed="75"/>        <animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/>        <animation file="biped/walk_spearshield.psa" name="Walk" speed="120"/>        <animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="30"/>        <animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="30"/>        <animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="30"/>        <animation file="biped/walk_spearshield.psa" name="carry_food" speed="120"/>        <animation file="biped/walk_spearshield.psa" name="carry_meat" speed="120"/>        <animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/>        <animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/>        <animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/>        <animation event="0.23" file="infantry/general/chop.psa" name="gather_tree" speed="250"/>        <animation file="biped/hoe.psa" name="gather_grain" speed="300"/>        <animation file="infantry/general/forage.psa" name="gather_fruit" speed="125"/>        <animation file="infantry/general/forage.psa" name="gather_meat" speed="125"/>        <animation event="0.43" file="infantry/general/mine.psa" name="gather_rock" speed="250"/>        <animation event="0.43" file="infantry/general/mine.psa" name="gather_ore" speed="250"/>        <animation event="0.43" file="infantry/general/mine.psa" name="gather_ruins" speed="250"/>        <animation event="0.6" file="infantry/general/dude/dudebuild.psa" name="Build" speed="300"/>        <animation file="infantry/general/death/inf_01.psa" name="Death" speed="400"/>        <animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/>        <animation file="infantry/general/death/inf_03.psa" name="Death" speed="500"/>        <animation file="infantry/general/death/inf_04.psa" name="Death" speed="400"/>        <animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/>        <animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/>        <animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/>      </animations>      <mesh>skeletal/m_tunic_short.dae</mesh>      <props>        <prop actor="props/units/heads/head_iber_isl_b.xml" attachpoint="head"/>        <prop actor="props/units/weapons/jav_projectile_flame.xml" attachpoint="r_hand"/>        <prop actor="props/units/weapons/jav_projectile_flame.xml" attachpoint="l_hand"/>        <prop actor="props/units/shields/iberian_buckler_basic.xml" attachpoint="shield"/>      </props>      <textures><texture file="skeletal/iber_isw_b_3.dds" name="baseTex"/></textures>    </variant>  </group>  <group>    <variant frequency="100" name="Idle"/>    <variant name="attack_ranged">      <props>        <prop attachpoint="r_hand"/>        <prop actor="props/units/weapons/jav_loaded.xml" attachpoint="loaded-r_hand"/>        <prop actor="props/units/weapons/jav_iron.xml" attachpoint="projectile"/>      </props>    </variant>    <variant name="attack_slaughter">      <props>        <prop actor="props/units/weapons/knife.xml" attachpoint="r_hand"/>      </props>    </variant>    <variant name="gather_tree">      <props>        <prop attachpoint="shield"/>        <prop attachpoint="r_hand"/>        <prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>      </props>    </variant>    <variant name="gather_grain">      <props>        <prop attachpoint="shield"/>        <prop attachpoint="r_hand"/>        <prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>      </props>    </variant>    <variant name="gather_fruit">      <props>        <prop attachpoint="shield"/>        <prop attachpoint="r_hand"/>        <prop attachpoint="l_hand"/>        <prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>      </props>    </variant>    <variant name="gather_meat">      <props>        <prop attachpoint="shield"/>        <prop attachpoint="r_hand"/>        <prop attachpoint="l_hand"/>        <prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>      </props>    </variant>    <variant name="gather_rock">      <props>        <prop attachpoint="shield"/>        <prop attachpoint="r_hand"/>        <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>      </props>    </variant>    <variant name="gather_ore">      <props>        <prop attachpoint="shield"/>        <prop attachpoint="r_hand"/>        <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>      </props>    </variant>    <variant name="gather_ruins">      <props>        <prop attachpoint="shield"/>        <prop attachpoint="r_hand"/>        <prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>      </props>    </variant>    <variant name="Build">      <props>        <prop attachpoint="shield"/>        <prop attachpoint="l_hand"/>        <prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>      </props>    </variant>    <variant name="carry_food">      <props>        <prop actor="props/units/shuttle_basket.xml" attachpoint="r_hand"/>        <prop attachpoint="l_hand"/>        <prop attachpoint="helmet"/>        <prop attachpoint="shield"/>      </props>    </variant>    <variant name="carry_meat">      <props>        <prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/>        <prop attachpoint="l_hand"/>        <prop attachpoint="helmet"/>        <prop attachpoint="shield"/>      </props>    </variant>    <variant name="carry_wood">      <props>        <prop actor="props/units/shuttle_wood.xml" attachpoint="r_hand"/>        <prop actor="" attachpoint="l_hand"/>        <prop attachpoint="helmet"/>        <prop attachpoint="shield"/>      </props>    </variant>    <variant name="carry_stone">      <props>        <prop actor="props/units/shuttle_stone.xml" attachpoint="r_hand"/>        <prop actor="" attachpoint="l_hand"/>        <prop attachpoint="helmet"/>        <prop attachpoint="shield"/>      </props>    </variant>    <variant name="carry_metal">      <props>        <prop actor="props/units/shuttle_metal.xml" attachpoint="r_hand"/>        <prop actor="" attachpoint="l_hand"/>        <prop attachpoint="helmet"/>        <prop attachpoint="shield"/>      </props>    </variant>  </group>  <material>player_trans.xml</material></actor>
  9. Carthage have abandoned chariot when they encountered the Greeks in Sicily but it wasn't obsolete during the founding of Carthage and the time frame was fine for the Carthaginian to deploy chariots, but with a major problem : How do you phased out the chariots in the Carthaginian Army? Are they Editor-Only-Unit or generic military unit? IMHO they should be Editor-Only-Unit.

    carthage don't abadon the chariot in this wars, in fact carthage surrive tu a huge attack of dionisius of siracuse, with only chariots!, but in the punic wars, and samall, and "random" trarrain of italy and this islands the chariots are very unuse@#&#036;%, huge and "slow", and expensive, were replaced by numidian javelinist

  10. Syntagma and Phalanx are associatted with:

    * Grreks

    * Macedonia

    * Diadochi

    but there is a none-heenistic state that uses this formations, Cartage, since Jantipus' reforms, he get the phalanx and syntagma formations for Carthage,

    Sehir Hanit as Holipites, Sacred Band of Baal, as Spartaties "Jantipus was born in Sparta", Chariots aside "after numidian calvary"

    after Cartage during punic wasa mantatin this formatins with a few changes, on left ranged units "numidian, calvary, iberian mercenaries", and on the right the "heavy units":

    * Swordmen: Samnites and Celts

    * and on the "rightest" side of army the calvary "iberian and celt", and the true side left the Sacred Band of Astarte

    a few images about the "phalanx on carthage"

    cart_early_punichoplite.png

    cart_earlylibypunic_hoplites.png

    cart_early_militiahoplite.png

    my evidence is:

    http://bet-ilim.blogspot.de/2012/01/military-of-ancient-canaan.html

  11. i compile 0AD from SVN!

    i am using Rfremix 19, but today Rfremix 20 is released, and i have a question, is possible backup my 0ad compilaton?

    explanation:

    save the 0AD compilation on a pendrive, when i installed Rfremix 20, copy the "USB version" to the computer, and for play i only need run:

    su -c yum install gcc-c++ python  subversion zip cmake boost-devel libcurl-devel libjpeg-devel libpng-devel libvorbis-devel libxml2-devel openal-soft-devel pkgconfig SDL-devel wxGTK-devel gloox-devel
    is it possible???

    or i must get all code and compile?

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