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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Nice. Which part are you animating? The grindstone? I wonder of you'd be willing to help animate the Sasanian farmstead. It has two sail-driven grindstones. Perhaps as with the forge smoke, the sails can turn when the farmstead is researching (rule of cool).
  2. I fixed a few refs in research manager and had a match vs AI where their units didn't go idle. I'll attempt some more test matches tonight. EDIT: Nevermind. Still happening: I see they have plenty of food, but have stopped gathering the wood needed for phase-up for some reason.
  3. Sadly, we can't currently only change props from techs, we can only swap in a whole unit actor. So, the best you could do is "levels" of gear, like "Basic Kit" -> "Medium Armor" -> "Heavy Panoply", which is fine and can definitely work. Then attack could increase by ranking.
  4. Looks like pickRandom was deleted as a tech research option in https://gitea.wildfiregames.com/0ad/0ad/pulls/8468/files#diff-982d380b40dc36243a91196999bdea61854236ba But I use it in DE's researchManager: if (tech[0] == "gather_lumbering_ironaxes" || tech[0] == "gather_mining_pickaxes") return { "name": pickRandom(["gather_lumbering_ironaxes", "gather_mining_pickaxes"]), "increasePriority": true }; if (tech[0] == "forge/techs_forge_cost" || tech[0] == "forge/techs_forge_speed") return { "name": pickRandom(["forge/techs_forge_cost", "forge/techs_forge_speed"]), "increasePriority": true }; Could this cause the problem? I really want the AI to choose a tech out of these pairs. It worked well enough in R28. If that's true, then base game's researchManager is bugged too at line 91: if (tech[0] == "traditional_army_sele" || tech[0] == "reformed_army_sele") return { "name": pickRandom(["traditional_army_sele", "reformed_army_sele"]), "increasePriority": true };
  5. Making headway! Any ideas for auras and techs?
  6. The current Achaemenid wonder in DE is the Apadana of Darius.
  7. He seems like a worthy addition, but having 6 would strain the current choice UI layout. I'd actually like to redesign the choice layout to allow for more hero choices, but I am no UI coder. I'd need help on the code side.
  8. Nope, not a problem. I'd probably consider "antiquity" in Iran to last until the Muslim conquest. In the West, it was the German conquests, maybe even until Constantinople finally lost Rome (which would allow for Justinian and Belisarius, "the Last Romans").
  9. Roman Cataphract becomes available if you choose Aurelian for your hero.
  10. I wonder if DE's simulation\components\Helpers.js and Environment.js files (needed for sandstorms and blizzards) needs to be "deserialized" like the other components.
  11. I know. They've been in the config file for years. I've gotten the AI to build special buildings again, which is good. But outstanding issues remain: The AI will hunt elephants and ignore nearby, readily-available berries. The AI will stop gathering wood 5-10 minutes into the match, never gathering enough to research Town Phase. The citizens will just stand at the Civic Center. The AI will default to building its military buildings on the "South" side of their base, no matter which direction the enemy base is. These are pretty severe issues, making the AI very weak to the player.
  12. So, it seems like the AI stops attempting to gather wood, stone, or metal at some point now, and then can't phase up to Town phase.
  13. It may have been my attackplan.js file. It had not been updated with the deserialization changes. https://github.com/JustusAvramenko/delenda_est/commit/456f297a3975678149ef70148a968c52d465951b I need the file because Delenda Est changes "Farmsteads" to Granaries. "Farmsteads" are the capturable Gaia buildings that give the farmland and fertile soil auras. This does not solve the AI not building special buildings though. hmm
  14. the older AI models couldn't create good enough looking helmets. With the user-training that is now possible, I'm able to "train" the AI on what helmet I want integrated onto the existing hero.
  15. So, sometime this month, some changes in the base game's code have rendered the AI in Delenda Est neutered. The AI no longer builds the structures listed in petra/config.js and after a short while the civilian citizens they train stand idle at the Civic Center. These things don't happen with vanilla (I've play tested). I thought I kept DE's AI files up to date with all the recent changes, but perhaps there is something I overlooked or there's something with the new changes which negatively affect the mod. Anyone willing to take a look and see what they can find? https://github.com/JustusAvramenko/delenda_est The AI in R28 works really well and is pretty deadly, so this is a post-R28 issue.
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