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Everything posted by Radagast.
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===[COMMITTED]=== Iberian Wonder: Cancho Roano
Radagast. replied to LordGood's topic in Completed Art Tasks
pretty and awesome. That Iberian civ is also one of those that are eye catchers. -
The new complete balance overhaul by MythosRuler looks like a step into the right direction for 0AD Part 1, Empires Ascending (though scythewirler's thoughts are still to be considered of course as Mythos also said): spread fixed, ranged units weakened, counters made more intense + consistent, UnitMotion unified, attack values adapted, train times adapted, and much more. thanks for that! Allow me one question: Doesn't deactivating the Looter component not for slingers only, but for all ranged units at once make more sense? Ranged units have a hard time to gather the loot immediately after their projectile took out an enemy, so deactivating the Looter for all ranged units might make sense. This is a brilliant idea. For this to work cavalry had to be exchanged by horse + units which is not planned for 0AD. Though we already created the horses as standalone units in the experimental Aristeia Bronze Age mod. So your idea will not be lost. We will have to prevent ranged weapons to damage non-wooden structures (walls, fields, ..) then.
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Depending on a general difficulty level similar to the AI difficulty or on a per feature basis in a setting in the settings/configuration file?
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design [DISCUSSION] Regenerative Resources
Radagast. replied to quantumstate's topic in Game Development & Technical Discussion
@auron: For 0AD's city state time speed it might be the way to go. @glassPen: We will adopt your great proposal for 0AD Extended if you don't mind. Its speedy flow of time might be better suited for the growth speed of a tree: (day night cycles possibly have to trick a bit here and have to toggle on a per year basis instead of per day. Unrealistic, but else a game had to take real life years which is undesirable for a virtual time machine.) 10 minutes = 1 year ingame = 365,24 days ingame <=> 1 min = 36,524 days ingame <=> 1 hour = 6 years ingame <=> 2 hours = 12 years ingame Depending on how long you expect a game/time machine journey to take (assuming we have continuing saved games working), these might be alternative real vs. ingame time mappings: 10 minutes = 1 moon ingame = 29,7 days <=> 1 min = 2,97 days ingame <=> 1 hour = 6 months ingame <=> 2 hours = 1 year ingame With realistic day night cycles on a per day basis we had to use that time mapping, but an enduring from Antiquity to Modern times would take centuries, which tells us that this mapping can only work for 0AD Part 1 or 2 as those target city ages and not epochs (and thus a much smaller timeframe than 0AD Extended): 10 minutes = 1 day ingame = 24 h ingame => 1 min = 2,4 h ingame => 1 hour = 6 days ingame => 24 hours = 144 days = 1/2 year Though even for 0AD's city ages time speed a mapping like the following would be more realistic (here day night cycles had to trick a bit too and toggle on a per month/moon cycle instead of per 24 hours) real vs. ingame <=> 10 minutes real = 1 month ingame Edit: 0 B.C.E. finally should progress swifter than 1200 years ingame in 200 hours real life (RL), i.e. 1200 years in 40 hours RL: 10 minutes = 5 years ingame <=> 1 min = 1/2 year ingame <=> 1 hour = 30 years ingame <=> 2 hours = 60 years ingame -
Instead of the wall health decay until it's destroyed, couldn't we also beam all the garrisoned units on the other side of the tunnel when its construction is finished?
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SwampGremlin's Epic Castle Battle Map
Radagast. replied to SwampGremlin's topic in Scenario Design/Map making
Choose move cursor, start selection box and then keep ALT key pressed when finish the selection box to select eyecandy (I had the same issue until feneur + sander told me). Bridges can be made passable by carefully heightening the terrain underneath the bridges. We know that's not optimal. But Stanislas' workaround using walking height empties is still not ready due to lack of support of his great walkable mesh workaround idea. -
For this to work in a generic way, we need to resolve inventory weapons when fighting, tools when gathering. Each weapon/tool would have a simulation template that defines its stats (of course techs can modify those stats). We experiment with that in the Bronze Age mod that has gone completely experimental and will be used as base for the 0AD Extended project. For a start we will use garrisoning for the inventory, that means we check the GarrisonHolder component for garrisoned items. Those items' boni have to be considered by the attack / defence components. For example attack then has to be calculated from base_attack (e.g. fists or hooves) + weapon attack value (e.g. sword damage) + armor value (e.g. shield protection). This also allows to have weight influence your units' UnitMotion speed. All that may later be put in a InventoryHolder component which is a specilization of GarrisonHolder (just like TurretHolder). Having those garrisoned weapons in other entities using the visible garrisoning by Sander is not possible yet if the weapons don't have to move with bones (i.e. the animations). Though there might be a way to synchronize prop-point position with a weapon/tool entity but static garrison points are enough for now (and still allows you to attach lances at the sides of your chariot or horse).
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I'd love to simplify it: For each storehouse you destroy/conquer from your enemy, the enemy loses resource_loss = resource_storage_total * enemy_storehouses_destroyed_or_lost_count / enemy_storehouses_total_countDecay could be calculated like: decay_factor = storehouses_health_average / max_health_of_storehouses = (storehouse1_current_health + storehouse2_current_health + ... + storehouseXY_current_health) / storehouses_total_count * max_health_of_storehouses
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Funny, I meant exactly that as well as taking my wild rice field as separate simulation structure. I have a problem with your initial one, because it didn't extend enough into the ground. I already fixed this using exactly your model, fixing some stretching at the earth walls and deepening those into the ground. So of course I'll use that (your) model, which I tried to improve (without changing anything other than the earth walls). Perhaps we misunderstand again.
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Could we allow both? (wild rice, wheat field + rice plant like Ayakashi's image references show) Perhaps make the wheat field more productive in the northern areas of a map. Or perhaps the northern China areas are less high in altitude than the south? Eventhough even in Himalaya there is some sort of corn that grows, I think the harvests are small. While sea-level ground always excels at corn-growth if the geographical latitude (sea- and mountain-proximity) is equal.
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Techs are powerful in 0AD: - Each entity template (unit, building, ...) can depend on as many techs as you desire (have a look into simulation/templates/). - Each tech can itself depend on other techs (techs are found in simulation/data/technologies/). - Each tech can be auto-researched depending on almost anything (we still miss to have time-tagged triggered techs but some day we'll have those too and with those flow of time is possible, while the engine picks textures for each unit depending on zenith timetag and first and last occurrence). If a building can train a certain unit type or not, is defined in the building's simulation template (simulation/templates/structures/) in the ProductionQueue tag. If a building can be built by a unit is defined in the unit's Builder tag. Structures also may be able to build other structures, think of an unpackable ship that transforms into a off-shore construction tower that constructs an oil platform. We will make use of all this (+ generalized promotion functionality to upgrade buildings on technology research/upgrade button*) to achieve flow of time in 0AD Extended. * as discussed with Ykkrosh, leper and Sander, mutable templates are out of the question but replacing templates like what happens when a unit is promoted is the solution. Currently only exchanging the visual appearence (actor) on tech research is possible which is nice, but troublesome as you not only want your buildings to look different when a new epoch is reached (fluent process, not hard-coded), but you also want it to have different skills. (e.g. harbour turrets to defend against bomber attacks in modern epoch).
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Thank you for your apology, Stan. I thought you could have changed the probability of occurrence (frequency) instead of completely removing it. Like I did not remove your model/mesh, but instead created 2+ more variants of it: - same mesh/model but with deeper into the ground reaching earth walls. - new field (drop propped with 3 different sorts of plants) which turned out to look more like wild rice. Those are defined as variants and if you thought the occurrence of my unfinished experiments were to frequent, then I'd prefer lowering the frequency (of occurrence) instead of removing it. But of course you are right, it should be a wild-rice field and be clearly separated from the rice plant. I agree that we might have to lessen the size of your model/mesh (or the copy of which I deepened the earth walls). Then we might drop prop it and perhaps we achieve something like Ayakashi wanted. I also feel that those fields are hard to get right. :/
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Were my wild rice fields really that bad? What are comments that contain info or TODO notes for, if they get removed later without being fixed? *Radagast is sad, feels reverted constantly, looks for violet mushroom and feels better instantly.
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Great detail, realistic harbors, all well protected.
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Stan added a new siege tower for the Han dynasty:
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Great it at least helped a bit. @shieldwolf: Glad to know Spearhead joining our efforts. I often tend to dig too deep and for too long into Your scenarios for EE. I think I fully missed EE. Hopefully 0AD's potential to be the open source EE is seen by enough people to give the Open source movement a breakthrough.
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If you know Java then you might find JavaScript as easy as it is. JavaScript is not strongly typed. Here a bad CrashCurs Java -> JavaScript: After that, Tereisias' instructions might be helpful to get full force into 0AD AI development (to assist mimo): http://www.wildfiregames.com/forum/index.php?showtopic=18375&p=286844 It assumes Linux + Git. But you might want to read http://trac.wildfiregames.com/wiki/BuildInstructions#Getting_the_code .
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Hello! I'm looking forward to helping out
Radagast. replied to ZeroEmpires's topic in Introductions & Off-Topic Discussion
absolutely. I only got this impression from Google maps. Nice to hear there is variation. -
Hello! I'm looking forward to helping out
Radagast. replied to ZeroEmpires's topic in Introductions & Off-Topic Discussion
welcome, comrade. I like your intro, though did you know you can rotate buildings when keeping the left mouse pressed and circling around. I love nature's imperfection and non-squareness. (I know Americans are used to all streets crossing in a right angle, but meh, I dislike a perfectly square world. Once ago, wraitii even made the AI place the buildings in a random angle, so that settlements on maps even looked more natural.) An ingame tutorial has already been created by Spahbod. Using the brandnew triggers. Thanks for your support. Let's jointly improve 0AD. -
[Random Map] Realistic Terrain Demo
Radagast. replied to FeXoR's topic in Scenario Design/Map making
thunder and bolt, for the glory of mother nature, this is amazing. -
Can't we reuse an oar rig from another 0AD ship? Then it'd not be so much work anew.
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Ok. The portrait is already ready. Though the axeman currently uses a sword only. Which building best should build the chariot? Why were idanwin's walls remoed then? Or didn't you get te missing wall error in the egyptian Demo map? Should the Pharao keep his female voice plus animations?
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Myself is lost in blender addon dev. So it can't be me either. Though I'd love to make the blacksmith produce real weapons. Different grade even. For example two different quality crossbows. Or an attachment for the crossbow to make it even more accurate, if this is visibly garrisoned inside the crossbow. Though that may screw its animation, but I can live with it. Of course each of these attachments had to be produced first. To produce it, you'd need to research it.
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wow, awesome. Why not keepit as such. I think in The Settlers territories also were covered in fog of war, when there was no own/allied unit or building. It's quite like in real world then. Thank you Itms for adding an additional layer of strategy. Feint manoevres and reconnaissance may be much more important now.