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Everything posted by wowgetoffyourcellphone
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Standards appearing over battalions looks really nice and do help with gameplay. Now, I wonder how to make them civ-specific. I tried using the waypoint/rally point flag hack in the actor, which names variants based on civ codes ("athen", "spart", "cart", etc.). It works for the waypoint actor (obviously), but not for my formation standard actor. In the above screenshot, you see that the standards pick random variants instead of the civ-specific one. Both flags should be the "athen" variant, but they are not. Also, a new flag variant is chosen each time the formation is created. Here is the waypoint flag code, which works: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant frequency="100"> <animations> <animation file="mechanical/waypoint_flag_idle.dae" name="Idle" speed="30"/> </animations> <mesh>props/waypoint_flag.dae</mesh> </variant> </group> <group> <variant name="hele"> <textures> <texture file="props/banner_greek.png" name="baseTex"/> </textures> </variant> <variant name="pers"> <textures> <texture file="props/banner_persian.png" name="baseTex"/> </textures> </variant> <variant name="celt"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="cart"> <textures> <texture file="props/banner_carthage.png" name="baseTex"/> </textures> </variant> <variant name="iber"> <textures> <texture file="props/banner_iberians.png" name="baseTex"/> </textures> </variant> <variant name="scyth"> <textures> <texture file="props/banner_scythians.png" name="baseTex"/> </textures> </variant> <variant name="xion"> <textures> <texture file="props/banner_scythians.png" name="baseTex"/> </textures> </variant> <variant name="rome"> <textures> <texture file="props/banner_romans.png" name="baseTex"/> </textures> </variant> <variant name="imp"> <textures> <texture file="props/banner_romans.png" name="baseTex"/> </textures> </variant> <variant name="spart"> <textures> <texture file="props/banner_spartans.png" name="baseTex"/> </textures> </variant> <variant name="mace"> <textures> <texture file="props/banner_macedonians.png" name="baseTex"/> </textures> </variant> <variant name="athen"> <textures> <texture file="props/banner_greek.png" name="baseTex"/> </textures> </variant> <variant name="brit"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="gaul"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="maur"> <textures> <texture file="props/banner_mauryas.png" name="baseTex"/> </textures> </variant> <variant name="ptol"> <textures> <texture file="props/banner_ptolemies.png" name="baseTex"/> </textures> </variant> <variant name="sele"> <textures> <texture file="props/banner_seleucids.png" name="baseTex"/> </textures> </variant> <variant name="theb"> <textures> <texture file="props/banner_thebans.png" name="baseTex"/> </textures> </variant> <variant name="epir"> <textures> <texture file="props/banner_epirotes.png" name="baseTex"/> </textures> </variant> <variant name="han"> <textures> <texture file="props/banner_chinese.png" name="baseTex"/> </textures> </variant> <variant name="kush"> <textures> <texture file="props/banner_kushites.png" name="baseTex"/> </textures> </variant> <variant name="noba"> <textures> <texture file="props/banner_kushites.png" name="baseTex"/> </textures> </variant> <variant name="sueb"> <textures> <texture file="props/banner_germans.png" name="baseTex"/> </textures> </variant> <variant name="goth"> <textures> <texture file="props/banner_norse.png" name="baseTex"/> </textures> </variant> <variant name="zapo"> <textures> <texture file="props/banner_maya.png" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> Here is the Standard code, which does not work: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant frequency="100"> <mesh>props/standards/formation_pole.dae</mesh> <textures> <texture file="props/kart_standard.png" name="baseTex"/> <texture file="props/kart_standard_norm.png" name="normTex"/> <texture file="props/kart_standard_spec.png" name="specTex"/> </textures> </variant> </group> <group> <variant name="athen"> <props> <prop actor="props/units/standards/formation_flag_athen.xml" attachpoint="root"/> </props> </variant> <variant name="cart"> <props> <prop actor="props/units/standards/formation_flag_cart.xml" attachpoint="root"/> </props> </variant> <variant name="spart"> <props> <prop actor="props/units/standards/formation_flag_spart.xml" attachpoint="root"/> </props> </variant> </group> <material>no_trans_parallax_spec.xml</material> </actor> formation_flag_athen: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant> <mesh>props/standards/formation_flag.dae</mesh> <textures> <texture file="props/standards/athen_infantry_1.png" name="baseTex"/> </textures> </variant> </group> <material>player_trans.xml</material> </actor>
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Venetians? Tang would be good. Can use the old Han Fortress (Stan is building a new one for the Han, with a different design). An Indian faction from this period would be nice.
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It's getting there! The AO maps are definitely important to making the structures look complete. You've definitely pushed the mod forward a lot! I look forward to seeing how far you push it!
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
The AI doesn't play all of the core game's features yet either. But yeah, probably not until the core game's ai is extended quite a bit more. It needs to be made more agnostic about territory restrictions and such things. Also, it needs to know when it can upgrade towers and things like that. Those changes would just help the ai in general, not specifically for DE (though they would help DE too). Specifically for DE, the territory agnosticism would help for nomadic civs, like the Scythians, Huns, and Xiongnu. Currently, the AI has no clue how to play a civ without territory; it would also help with placing farmsteads and storehouses in neutral territory. Another one specific to DE is the hero selection at the beginning. The AI doesn't know to choose one of the hero techs to unlock the hero and get those boosts. -
Make sure if a structure actor uses a material with "ao" in it, that you specify an AO map in that same actor, else choose a different material. Example: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="civic_center"> <mesh>structural/Byza_CC_revamp.dae</mesh> <textures> <texture file="structural/byza_texture_C.png" name="baseTex"/> <texture file="structural/byza_texture_C_NRM.png" name="normTex"/> </textures> <props> <prop actor="props/structures/decals/dirt_7x7.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1" name="alive"/> <variant name="death"> <props> <prop actor="props/structures/decals/dirt_7x7.xml" attachpoint="root"/> <prop actor="particle/destruction_smoke_med.xml" attachpoint="root"/> <prop actor="particle/destruction_dust_med.xml" attachpoint="root"/> <prop actor="particle/destruction_dust_med.xml" attachpoint="root"/> </props> </variant> </group> <material>player_trans_ao_parallax.xml</material> </actor> The <material> here asks for an ao map, but one is not specified in the textures. I looked in the textures\skins\structural\ao folder, and there are a couple byza textures there to choose from.
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Wish we could get these bad boys in.
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Non-standardised building sizes
wowgetoffyourcellphone replied to Yekaterina's topic in General Discussion
The difference was for gameplay variety. I actually recommend the game switch to 10 and 15 houses. (100w and 150w respectively) -
Non-standardised building sizes
wowgetoffyourcellphone replied to Yekaterina's topic in General Discussion
Answer to the last question is because the game's art has accrued over the past 15 years with the input of over 30 artists. -
The Achaemenid Persians Above: King Cyrus the Great (left), King Cambyses II (right) Above: King Darius the Great (left), King Xerxes I (right) Above: Persian Citizens (left), Conscript Laborers (right) Above: Zoroastrian Magi Priest/Healer (left), Aramaean Merchant (right)
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Fleeing horses also desync their props (manes and tails) and I don't know why.
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Attack-ground: include in A26 or not?
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
OP can be adjusted for. As long as the feature is an improvement in behavior. -
Attack-ground: include in A26 or not?
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
On top of the other 100 things you gotta do. -
Attack-ground: include in A26 or not?
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
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lag investigation thread
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
Each soldier has his own hitbox in TW. Deaths occur per soldier with the soldier's stats (armor and life points) vs. the enemy's attack (attack value plus a dice roll). The battalion as a group only has high level things like morale, coherence, direction (affects armor), range, and stamina. -
Mythos_Ruler's Playlist
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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lag investigation thread
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
Question. So, in a Total War battle, you can also have 100s of arrows in a volley, but have less lag. What are they doing differently? -
Progress Sheet: Heroes
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Huh. A very interesting candidate. His main feat was to storm the Roman siege walls one night, break through with his small party, steal some Roman horses, and then tour Central Iberia asking for help for the Numantines under siege. After every town he visited refused to help, he broke back into Numantia to eventually commit suicide when the defense became hopeless. An interesting character indeed. More "hero" than "famous leader" like most of the others in the game. -
Progress Sheet: Heroes
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Looks like all of these are good choices + Variato/Variathus, for a total of 5 for the Lusitanians. A good number. -
I honestly don't understand why anyone would want to play anything larger than a 3v3, given how much lag even a 6 player match has.