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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I am not sure what the program team wants to get done by Sunday, so I only mention it because the current trend seem to be to fix multiple selection bugs and related things.
  2. Imarok's file here does fixes this! selection_panels.js However, it does not include the fix from 18788 http://trac.wildfiregames.com/changeset/18788 probably only fixes the cost of upgrades for multiple selections, which is a good fix for sure. Regarding costs of multiple selections. Take a look if you will to the buildtime cost of units in multiple selected barracks (for instance). It assumes they are a single batch and calculate the buildtime accordingly (when they are actually separate batches with their own buildtimes).
  3. You still have it wrong friend. Marian reform army is the army Caesar used. Marian reforms happened only a few decades before Caesar started his Gallic conquests. And technically, the "Marian Reform" army is what was used up through most of the reign of Augustus. He was the one who created the standing army of the Romans that many know and love, standardiing many of the ad hoc practices of the previous 80 years since the Marian Reform. About that tme is when the segmentata became into use, very early 1st century AD. Continued to being used until the 3rd century AD. I would say the peak of use was in the reign of Trajan and his Dacian Wars, around AD 105. Hamata was used too through the whole time period.
  4. "Old" broch is better, sorry. Just my opinion. I would hate to see it thrown out. The new look like something from Ponies Ascendant. *shrugs* The walls are interesting to see though. Look nice! Because the celt made stone case walls. It was the insides that were make of earth and wood and prevent Caesar's men from using battering ram (the earth and wood absorbed the force). And if you want to do the "earthworks" thing with the slope sides you have to solve a lot of issues, not just the biome thing for the dirt. You have to solve how to make units run up earthen side. You have to solve to let the units know that the wall is a place for defensiveness and not just a obstacle when tasked to attack enemy. Also solve how to choose which side is the ramp side and which side is the defensive (wall) side when you drag place the wall length in real time. All of these are not unsolvable, but I think are low priority and hard, so just having wall that works like other civ is great for now.
  5. Sorry, I do not read every single Trac commit with tooth and comb.
  6. I think the drop shadow of the top layer could be a little bit darker, but now I nitpick. See if other like the glow. It is the basic template I am use for all new unit portraits and other portraits.
  7. I did not think the structree fix would be easy or swift, but thanks for the explanation. I don't think I will include the patch in my mod for this time around, or if I do, I will wait until the release candidate is release and make sure there are no conflict with s0600204's patch.
  8. Yep, last patch I renamed the txt to .diff and apply with svn. It fix everything except structree problem, but I think that is a battle for another day unless you want to tackle that guy. For this alpha, to temporary fix the strcutree errors, I will probably just remove the pair techs from the worker elephant and I will remove the supoersedes from the paired barracks tech. Structree also show 3 different phase tech for each phase (lol), because not parse civ and notciv tags right. *Or I can release disclaimer that structree will be broken and keep the gameplay intact. EDIT: Did your patch just alllow player to upgrade more than 1 unit at a time? Is nice.
  9. If you want to start them as a minifaction first that is fine, but I think the plans are looking to make a full faction. I could see a minifaction working by just having the encampment and then letting it be a combination civic center, market, and barracks in one thing. Just disable garrison and you can have the barter stuff on the left panel. Training queue look like: Bedouin Woman, Skirmisher dude, Camel Raider cav, Merchant. Can even have a basic tech tree (no phases). Just basic upgrades for the woman, skirmisher, camel cav, merchant, in that order. I think this would be more of a Bedouin/Berber minifaction rather than a Nabataean minifaction.
  10. Reverting that allows me to research the tech though, not just remove the warning. ¯\_(ツ)_/¯
  11. Revert this does fix issue #1 and #3: http://trac.wildfiregames.com/changeset/18773/ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js
  12. I turned off DE and ran vanilla game. The Selecudic fortress pair is broken in vanilla. So, problem #1 is a vanilla problem too. Cannot click a paired tech. Get warning message. The weird selection visualization could be a symptom. Problem #2 with structree and not showing Chanakya or Worker elephant on the right is that it does not like the Worker Elephant having paired techs. Could maybbe solved by solving #1? If not, it's a problem with structree and the ticket you link could be the solution. Problem #3 with not liking the paired tech supersede tag to go after a single tech, not sure what's happening here. I can guess it's related back to #1 again since it happend at the same time.
  13. Does vanilla game have any units that research tech or any paired techs?
  14. Yes, if you guys do all the work I can add them to DE. Though, I could help with some things. Nabataeans and Thracians would make good additions. IMHO, I think only the Civic Center should look Greek. Otherwise, they should look very rural. Halfway between Greek and Celtic.
  15. I looked at @Aghilas's PDF civ profile. Look like a great start. It fires the imagination. Can I make some suggestion and expand on some of your ideas? You can do with this as you want. Ignore too. lol Overall: Like the Ptolemies, they have a mix of very strong primary buildings, and very weak smaller buildings. They are very core-defensive, but have many trading bonus and unique features. They have a duality of their Bedouin-Nomadic early days and their more lavish settled latter days. So, here I go: Storehouse split into Mining Camp and Lumber Camp. Both are very cheap or free. Farming is done at Walled Gardens. Unlike the Farmstead and Farm Fields of other civ, the Walled Garden can be garrisoned and defended if necessary to do. Tent - The "house" for Phase I. Cheap, quick to build, but can be destroyed with 2 or 3 swipes of sword. There are some tent object in the game already that make good placeholders. They can be build anywhere on the map. Later, have a Stone House upgrade that unlock building of stone houses in Phase II or Phase III. Stone House can only be built in home territory. Barracks split between Bedouin Barracks ( Phase I, cheaper, faster to build) and City Barracks (Phase II, more expensive, slow to build). Bedouin Barracks trains the Nabataean Axeman, Nabataean Slinger, the Bedouin Scout (Camel Skirmisher), and Camel Archer; City Barracks trains Hellenized units like the Melee Infantry (thureophoroi), Horse Lancer, Champions, and Bolt Shooter. Tribal Skirmisher and Desert Archer can be the mercenary camp units. Market is split into two unique building. Trading Post - Can be built in own, ally, and neutral territory in Phase II. Land Traders are trained here. Build along a trade route to beef up speed and health of traders with an aura (40 meters). MinDistance of 50 meters between each. Trading techs are research here. Treasury - Like the Dutch "Bank" in AOE 3. Gives a trickle of resource. In Phase II it gives slow trickle of all resource. In Phase II use Upgrade feature to switch between the resource you want to have trickled. Bartering also happens here. I like the Cliff Snapping idea too. If a building is snapped to a Cliff, they get +50% health and +5 crush armor. The only civ that can do this. Doesn' apply to Tent, Mining Camp, or Lumber Camp. There is no Fortress. Instead, can upgrade the City Barracks, Gates, Walls, Towers, etc. to increasing ranged defenses (1 arrow -> 2 arrows -> scorpion bolts, etc.). Lastly, Civic Center. The beginning Civic Center is a collection of tents with a fire in the middle, the Encampment. The new Civic Center you build in Phase II is the strong new stone Civic Center, showing the change in culture to settlement. This is the opposite of the Ptolemies and Seleucid, who have cheaper expansion CCs. The stone CC doesn't have a MinDistance from the Encampment, so can be build nearby. Only has MinDistance from other stone CCs. Water-based technologies (cisterns, irrigation, water management, etc.) at the CC can upgrade the health of Nabataean units.
  16. Looking at this civ json make me excited to see the Nabataeans. I can use imagination and envision the buildings to be very blocky in overall shape, but the details to be Hellenistic (Greek facade). Also, the colors of the building to look like pink sandstone and plain, like chiseled out of the red rock of the desert. The "house" can be bedouin tent - low health and fast to build, but very cheap. The "Treasury" can be like the Dutch "Bank" in Age of Empires III, but also can barter (or maybe the Treasury should be their Wonder instead).
  17. Maybe (for the tech pair supersede problem, look like I'm not only modder who have trouble with the Struct Tree), but Chanakya (unit who can research techs) was displayed fine before the recent structree changeset. ¯\_(ツ)_/¯
  18. Not sure if it's related to that changeset or a earlier changeset that changed the structree code, but now I am getting this problem: ERROR: JavaScript error: gui/structree/draw.js line 187 TypeError: prod is undefined draw@gui/structree/draw.js:187:1 selectCiv@gui/structree/structree.js:303:2 __eventhandler162 (selectionchange)@civSelection selectionchange:0:1 ^That's when I select the Mauryans. Probably do not like the Worker Elephant and Chanakya units having techs. ERROR: JavaScript error: gui/structree/structree.js line 121 TypeError: techPairs[pair.req] is undefined selectCiv@gui/structree/structree.js:121:7 __eventhandler162 (selectionchange)@civSelection selectionchange:0:1 ^This one I think has a problem with a tech pair superseding a single tech. Only happens with civ that have a tech pair (Olympic Wrestling/Hoplite Race) superseding a single tech (Greek Martial Arts). Also, when structree problem occurs, it 'pause' the game when I go back to the game, but have no pause dialog.
  19. Okay, select both Chanakya and Farmstead. Should show both sets of tech, but it only show Chanakya's techs. EDIT! Looks like it show the lowest ID's techs in this example.
  20. I would do it guy but my 3DS Max subscription is cancelled (had discount before, but now is astronimical in price, lol). And Blender is completely alien to me (used to max too much, I guess).
  21. Must curate for compatibility? Maybe subforum have subforums for each alpha.
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