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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I think the coolest and most comprehensive way to do victory conditions would be, as @elexis mentioned, to have a list of different conditions and let the host select them with a check box. That way, you can have multiple routes to victory if desired. Can maybe allow the players to create presets too, although if there are, say, less than 20 possible conditions then presets may not be necessary. Kill or Capture All Enemy Units and Buildings Kill or Capture All Enemy Units Immediate Victory or Timer Kill All Enemy Heroes Immediate Victory or Timer Destroy or Capture All Enemy Buildings Immediate Victory or Timer Destroy or Capture All Enemy Civic Centers Immediate Victory or Timer Capture All Mercenary Camps Immediate Victory or Timer Wonder Victory Immediate Victory or Timer Score Victory Choose Score Amount Team score or individual score Capture and Hold All Relics Immediate Victory or Timer Map Control Percentage Choose Percentage Immediate Victory or Timer Population Race Choose Population Amount Immediate Victory or Timer Technology Race Phase Race Game host checkmarks all the victory conditions she wants. Other things, like Capture the Flag and Deathmatch and King of the Hill are game modes to me, not victory conditions in themselves, though a couple of them might come with their own custom victory condition. Victory Conditions can be applied to nearly any style of map, while Game Modes might have other variables that prevent application to all maps. I'll start a game mode thread.
  2. A quick tip regarding Delenda Est. Random Maps do not have farmlands, so farming will be considerably nerfed on random maps. Better to play the mod on Skirmish maps; I was able to add farmlands to every one of those. Oh, and Alpha 22's version of the mod is going to be so good. Much improvement over A21's mod. So much wow, you won't mind getting off your cell phone.
  3. I would say keep this style from @s0600204's old tech tree patch, which was awesome when it worked, btw. It just needs some minor layout rework. As for further mockups, I'd be happy to make some if I was assured they'd be taken seriously. No offense to you personally, but one of the reasons I have not bothered to try to join the team is the general rule of open source development of lots of intensive work going to waste. With modding, I can do exactly what I want to when I want to. Sadly, my programming skills are limited to copying and pasting and editing other people's work, so I can't make cool @#$% like that image happen on my own, only lament the eventual incompatibility of cool patches sitting on Trac. You have been rather active though, so I am cautiously optimistic.
  4. What kind of view do you need? A clear design mockup or are you talking about a way forward coding it?
  5. Hi. I see this commit here, which is a good commit for what the game has now: https://trac.wildfiregames.com/changeset/19673 Also, some technical discussion here: https://code.wildfiregames.com/D460 I was wondering if it would be better for the civ.json files to call the templates and auras directly and get the information directly from these files, rather than having to manually keep the civ.json files up to date. Maybe what I am suggesting is too difficult for the benefit, but I think it would simplify things a lot and eventually allow for a better presentation in the History section of the game. So, instead of It could look like: That's a reduction of 40 lines from just one civ file, or about 25% and looks a lot cleaner. The History section would pull the relevant information directly from the aura, technology, and template files listed. See, I left the Silver Owls bonus written out because it's part of their phase tech, but I could just as easily pull those effects out of the phase tech into a different tech file and call that instead.
  6. me like btw, if any 2 or more players want to download the mod and make a replay: https://github.com/JustusAvramenko/delenda_est -- svn compatible version.
  7. Basically, a map control percentage victory condition.
  8. Parts 3, 4, and 5 too? lol Look like long game.
  9. I think the current vanilla list is adequate. I do strongly suggest that the game include a mod like Terra Magna with the official release to illustrate the modding power of the game, while at the same time including more civs for players to tool around with. Also, perhaps include a mod that is a lot different too, like maybe something that radically changes the game, like some kind of small Battle of Waterloo mod with gunpowder units, or even something more radical like a monsters mod that adds trainable myth monsters to each of the civs' Temples.
  10. I like the visualization of the territory borders. Nice and graphical. 0 a.d. should follow suit with a more aesthetically pleasing territory border effect than it currently has.
  11. I had the idea of extending the Tab key. Right now, depress the Tab and you see the health bars of all your units. What if the Tab is more of a toggle and it toggle on other things too, like the floaty icons you propose and various range graphics. Likely too busy to play that way for the whole match, but would be useful, 10 seconds at a time for the player to plan better or get snapshot of what's going on.
  12. Yes, it's funny because if you take static screenshot of his game you don't know what the hell you're looking at either. lol What makes one mech and obvious econ unit and another an obvious military unit? The economic "pod" mechs could be kamikaze units or something for all I would know from a dense, static screenshot.
  13. Here's the weird thing too. I have 2 CCs. I upgrade them to Fortified CCs separately, 5 mins apart, and I still lose. I swear the FCCs have the CivilCentre class.
  14. Hi. So, I made a new Victory Condition for DE, called Conquest Civic Centers. Basically, win by destroy or capture the enemy Civic Centers. Here is the code of the script: var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); cmpTrigger.conquestClassFilter = "CivilCentre"; var data = {"enabled": true}; cmpTrigger.RegisterTrigger("OnOwnershipChanged", "ConquestHandlerOwnerShipChanged", data); cmpTrigger.RegisterTrigger("OnStructureBuilt", "ConquestAddStructure", data); cmpTrigger.DoAfterDelay(0, "ConquestStartGameCount", null); This works fine... until I use an Upgrade feature to upgrade my Civic Center. I made it so I can upgrade my Civic Center to a Fortified Civic Center. The Fortified Civic Center inherits from the Civic Center template, so has all the same classes, etc. There may be a brief moment where the game think I don't have a Civic Center, so it makes me lose. Even though the enemy didn't destroy or capture it. Can I edit something in the script to prevent this? Perhaps that last line that mentions Delay?
  15. The flag indicates a waypoint, actually. Ask @Itms or @elexis, it might be a separate, though related, task.
  16. When a force of enemy troop try to capture my Civic Center, they couldn't capture it because of the number of garrisoned defenders. So, the attackers switched from capture to attack instead. Very nice. @mimo May have been in the logic for a long time, but it really showed this time. They would capture it by about 5% but my defenders capture it back to 100% every 5 seconds or so. The attackers were all like, "Screw this!" and switch to destroy instead. Very nice, something a human player would do.
  17. The red and gold looks really nice. Maybe a subtle spec texture too, especially on the gold trim? And I think the animation should be somewhat faster. This is exciting though.
  18. Post the whole xml file or copypasta the code from the xml file for us.
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