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Everything posted by Radagast.
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Good you mention that. Will note it for the next iteration of the converting priest mod. We need a XML-attribute (per unit-type/template) resistance or perhaps even divided into physical + mental strength before the adoption of morale. (interesting they also mention the edible plants and the borders of the country.. and really just like Mythos said, the ordinances remind me of Spartan of Prussian militarism?) Edit: I now settled on introducing it as optional element with hard-scripted default base value. This way we can slowly adopt it in the XML as per unit-type. Also note that we are working on twofold: Converting enemies + gaia. (e.g. converting priest) <-- mental influence (resistance mental + perhaps a small physical influence as strong units might frighten converting priests, though this could be covered with morale)Capturing any (even friendly units with the effect of worsening diplomatic tensions up until to war). <-- strict physical rules (distance, overpowering, health)The Aristeia converting healers belong to the second category (non-functional). The converting priests fall into the first category (idanwin's conversion attack, working).
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MuteLovestone, animal reproduction system could also be interesting. Perhaps we should first use easy fibonacci.
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Added - Tidal visual system (which should be tackled when we test/work on different water heights). - Morale boost units. e.g. Druid, Trumpeter, ... (either a permanent aura, or a triggered aura, or a attack type which directs at single units as we don't have spreaded-/area attack type).
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We needed a resistance on a per unit- or per unit-type base then. (depending on what performance allows) The resistance would be a stat/attribute . If we had such an attribute/skill system, then we could have talents/skills which influence the stats directly. (yet it still sounds to me as if those talents/skill-ups just could be technologies to be researched. Of course the tech-system has to be reworked to have a real traversable tree, but that's what Mythos also wants anyway)
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Sounds good to me. We must distinguish though. Many mentioned ideas can be just right away be modded by using Aura. What we need is ability-/talent technologies per unit type. OR to have a custom talent-/ability system on a per entity-/unit- base. Thus we need to have button per unit which can trigger this action once a while (with recovery function, but probably we could even leave this out, as only the AI could have all its special units use this special action, e.g. blowing the horn all the time. And why should a unit not use its horn all the time?). The other possibility is to have it as a separate attack type: - Friendly morale boost attack. - Enemy morale anti-boost attack. The attack animation and sound (e.g. if a Druid speaks a magic formula or if a Trumpeter trumpets) is something that is defined in the unit's XML. The advantage of the Attack types is that the units will automatically attack this way. Just like our converting priest which idanwin developed. In either case we need to trigger the Aura effect ... because we don't have trampling damage or more general: spread- or non-focused attack.
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I think it's doable. We should add it to our list. Obstructions are in very deep water only, so I think we could really leave the obstructions as they are and not change anything related to those. Alos tidal height difference might be no more than 10m .. but possibly I underestimate our moon.
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You don't have to ask. It would be awesome. Still we needed a higher grid resolution instead of 4x4. The reason is that if you don't pay attention when placing for example a fence, then the 4x4 tile might not be marked as obstruction (as eye-candy is less than than 4x4, it could e.g. be 2x8 or similar and thus if placed unluckily, we have no obstruction on this tile). The pathfinder will then just plan a way through the fence which is not so nice. The short range pathfinder is not tiled to my knowledge so it would then detect that there's no path .. .and there is the infinite loop.
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We can do this faction. But modders are thinly spread. Also modders not only wish to add content but functionality to allow to add even awesomer content. Thus we're quite stretched. Just like the main team we can need every helping hand. Edit: We needed a civilisation document too for example see this one from Lion and Rodmar and Atemneses' Egyptians. https://docs.google.com/document/d/13U8XzkBT6cU5kFB2uzsdAD4tjig8xtxhJDx5PpGrsGE/edit.
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- Added MuteLovestone's focus. - Claryfied some points according to newly gained knowledge. - Reworked Legend system: blackish colour + bold => JavaScript + C++ + XML + ... (quite general) colour => low priority/ to be determined if not redundant/counterproductive. brownish colour + bold => JavaScript only. blueish colour + bold => C++ only. The lighter the less settled/smaller chance for progress soon. Edit: Finished mods are signaled by striking through / scoring out. Status now is done via colour brightness (light -> dark means less -> more advanced).
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This is all my fault. I didn't want to get you in trouble. I finally like all color variants. I'm so sorry for sparking our colour-discussion. (me myself I had severe colour probs when I created my signature, you surely remember. . I have be taught more by Lion. thx for the tip. ) Thx for the tool Mute, the tool is interesting - also quite nice that you provide a Alpha16 patched 0AD version. You're rocket man.
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Agreed. Though I at least trusted HistoryChannel the most, but maybe that's an illusion. It's difficult to say if there is any series out there which can be completely trusted. At last not even the historians share the same opinion. (Thus it might be difficult to be 100% accurate within the time-frame. Or it's all just intentionally to outweigh other documentaries which might have been favouring other theories. Difficult to tell.) Oh. At least it reminds me very strongly of certain other stories which were written down in the last century by masters I have never seen and whose stories I hope will never be lost in any fire (as happened to many ancient writers whose tellings I would love to read).
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Building/Unit Names in Ancient Scripts?
Radagast. replied to Atenmeses52's topic in Game Development & Technical Discussion
Atenmeses is back. Interesting point. We could just have the original transcription as tooltip? Would it be even possible to include Elvish? There are free fonts for that at least. -
Thyra -- Granddaughter of Ragnar Lodbrok
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Did you know of the Oseberg ship? °Asa the great queen is said to have been buried with this ship. I landed there via: Ragnar Lodbrok -> Sigurd Snake in the Eye -> Aslaug -> Sigurd Hart -> Ragnhild & Guttorn (both children) Those siblings were captured by the berserker Haki until Halfdan The Black (unvoluntary son of the aforementioned famous °Asa H°akonsdotter, which freed herself from captiveness and ruled for 20 years). Halfdan + Ragnhild were the parents of Harald Fairhair (remembered as the First King of Norway).
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Oho. Glory is back. thx for this ship. How many viking might fit into the Drekkar?
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I'm looking forward to how you deal with my long-bearded commanders - having fought seventyseven battles on all seven seas, the navy commander will surpass you sea blockades, the commander of forest troops will pose capture your troops without opposition, and the longest-bearded mushroom-loving commander in chief will fight in first row with his troops to raise moral against your invincible gladiators. Wait too long and their wisdom will exchange our losses for yours. (though I still hope they can end the war without any losses on either side )
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Good. Red or light green? hmm.. Perhaps chestnut as background and tan or 0AD logo colo(u)r for the text? EITHER Something quite lightish for the background + same color but much darker for the text. OR -"- darkish -"- + -"- lighter -"-. Hope that's not too confusing. But how quick you got that tool ready. Took just two nights. omg. And it's useful. Your mods are the farthest evolved already.
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I agree with my forespeakers. Which Scipio is whom thou want to follow? Is it Scipio Afrikanensis or the Scipio which was decisive against Hannibal's brother which ought to bring massive reinforcements from Carthage but was defeated mainly by Scipio's talent? (in a situation which could have rendered them hopeless) We can discuss it. Though I doubt it's boring to hold territory. If you look at wars it was all about holding or losing advantageous territory. And if you lost one spot then you probably even had to abandon another which you maybe just recently reconquered. A victory condition to hold out is what in my opinion we should think of too. Thx for sparking this discussion.
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Finally debugged mod-patch which turns pyro's component loading a bit upside down (hopefully without side-effects): instead of thefirst component being the non-plus-ultra and not preemptable. we now give every subsequent component which is registered with the same name the chance to preempt the previous one. I tested it while playtesting Aristeia when I realised two or three problems: - Axeman called Roman Swordsman. <-- entity template fixed in newest revision (I utilized our Egyptian Design Document). - (I forgot this one.) - Which units can build the large temple? (the large temple is where the converting priests are created .. and hence I not really were capable of testing it. Though my primary motivation was leper's Aristeia request so it was not for nothing.) Overall it feels nice now. It's really a nice civilisation. We have some artwork which is missing. E.g. logos and some 3D models/ textures are reused from the persians. But that's no problem at all. It looks very unique. And want to thank the creators and all involved for this faction. Edit: That was the one where Aegis interfered when I held a troop show for photoshooting (instead they had to fight off the attack and what you see here are the remains of my photoshooting plans). One even lay on the market. It looks just as if we had walkable meshes.
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That's true. It might be a bit high. Yet this is what I expect of my Hybrid AI which should finally give the units the experience and knowledge to start something just by combining events from history. I even like to call it Hybrid Hannibal AI as what you develops looks like a promising base for the commanders' self-/history-awareness.
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I like it. It's a mod we should not forget about. Especially I wish to reuse this mod later for alarming/informing faraway units of what is happening. (for the Hybrid Hannibal AI where units have a group/self-awareness but are not omniscient)
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Dracula probably likes it. (if he randomly opened this site in his mobile sarkophar or whatever technology those comrades have. ) I have to say this was 1. A lot of work. 2. The github repository contains exactly what is needed. 3. And everything is ready to work out of the box. Good job.
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Project-(unfinished)-|program|-ModFile Creator
Radagast. replied to FueledByOCHD's topic in Projects
That's the program to create those famous mod-info-files automatically. Or rather one of it. (each mod needs one to give the user enough information to decide whether to download this mod [the real mod-files/folder] or not.) -
With a tech you could modify the actor-xml and hence the amount of Loot as this is specified within <Loot> <Water>1000</Water> <xp>10</xp> ...</Loot>See e.g. here: https://github.com/0ADMods/China/commit/ed6dcfc2e40ae0e849b60e55f5496c29cea3df89#diff-10b879d5e375a9e337e9cc99c1be930cR13 I like it - however you solve(d) it. For your 2nd question: (we have a promotion component which stores the experience) cmpPromotion.IncreaseXp(<amount_of_xp_you_wish_to_add>);If I'm not mistaken then tech is only to modify templates => xml (json too?).