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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Not correct. The small shield is the pelte. Evidence that later elite heavy phalangites were called the Royal Peltasts.
  2. Minimap is quick reference, not comprehensive. Bright orange color or brown color can denote food resiurce and player investigate with camera. In AOE 3 there was also some minimap notification when your scout found certain type of resource. 0 A.D. can expand on this idea. (the game lack many kind of notifications overall, perhaps a dedicated thread to this)
  3. Well, I did not say game should not be have visible garrison. I say to make it simple.
  4. Corrals may need redesign if you guys really want sheep and horses and other animal to show up when captured and coprralled.
  5. I hope this is what you need. templates.zip
  6. I am not talking about Bonus' definition in Latin, I am talking about it's English context in a video game. "Malus" has no English context at all except in science, which use Latin. In a video game context (or any similar context) a bonus is advantage given to a player or entity over another player or entity. A penalty is a disadvantage in a gaming context. In English.
  7. A mod would be good, like "Forgotten Empires" for AOK.
  8. And "malus" just mean "bad" in Latin. Otherwise, no use in Englisch. Bonus = a plus, a advantage Penalty = imposed disadvantage
  9. Patch works mostly as advertised. Small problems. It does not like that I have visible garrison points for gates. Throws error and does not validate the gate entity. It also did not like that I had the battlements aura inherited from template_sructure_defense_wall (it wanted to see the aura in the long and medium templates? This was a weird one and took forever for me to track down). It also really doesn't like that I have visiblegarrisonpoints in the Carth corral (leftover from when I tested sheep food trickle). ERROR: RelaxNGValidator: Validation error: (null):0: Extra element VisibleGarrisonPoints in interleave ERROR: RelaxNGValidator: Validation error: structures/cart_corral:1: Element GarrisonHolder failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'structures/cart_corral' ERROR: Failed to load entity template 'structures/cart_corral' ERROR: RelaxNGValidator: Validation error: (null):0: Extra element VisibleGarrisonPoints in interleave ERROR: RelaxNGValidator: Validation error: structures/imp_wall_gate:1: Element GarrisonHolder failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'structures/imp_wall_gate' (There are other non-realated problems with visible garrison points on gates, but that's a different matter)
  10. Great! I will try. I will see how modifying it like this works out: <VisibleGarrisonAllowedClasses datatype="tokens"> Infantry+Ranged Siege+BoltShooter </VisibleGarrisonAllowedClasses>
  11. Nice FeXOR. What if we can make grass have "waves" in the wind? LIke the wind ripples through it? Could make large areas of grass look more aetheticaly pleasing than static grass terrain. Farming could be "difficult" if farmland is implemented. Steppes would simply not have the farmland terrain. I think choppable shrubs. Also, the map would still have trees, but sparse and clustered around water (like desert maps). So, speaking of wood resource, it would be very similar to desert maps, but the food resource would be different distribution. More berries and animals than desert, but no farmlands. (sorry for triple post, I thought forum would auto-combine them)
  12. I have been use propped units on fortresses for a while in my mod. The problems with unit AI can be fixed, so I don't think that would be a problem. I think ranged units should auto-attack the propped defenders while the melee units auto-focus on the building itself. Seems like easy change to the unit AI. Of course, the player can manually focus his archer onto the building if she wants to. About cycling, guys, think of ease of use first. Make the feature easy to use and not complicated. You are adding a new combat feature, so keep it simple and direct. Here's what I think about siege unit propping. Right now no one uses the bolt shooters. Why use bolt shooter right now? They're not unique enough. Let's make bolt shooters the siege that shows up propped when garrisoned. Rock throwers don't show up when garrison. So, now these two siege weapons have different uses and abilities. Garrison a bolt shooter on a ship and it show up on deck. A rock thrower is "too big" and is disassembled below deck for transport. Some kind of logic like this. (Maybe have extra late-game tech to allow rock throwers to show up propped.) Unit scalling when propped. No, don't do this. This will look dummber than if you just keep it way it is (although scaling as engine feature would be nice for many other purposes like FleXor said! Especially for trees, rocks, etc.). Instead, the towers on ships should be scaled up a little bit so the archer on top doesn't look dumb. It would be better to upscale the ship's tower than to have to scale all the propped units down (this is just example). Remember that the scale of soldier to structures is RTS scale. The "barracks" is about the size of my flat, haha, so scale is way off anyway. You guys have to think in RTS scale. For example, when I advocate battalions, I don't think in realistic scales, I think in RTS scales ("battalion" is 24 dudes, not 1000). So, when scale doesn't look "realistic" you have to remember that this is RTS game. As long as these scales are cohenrent in design a good aesthetic is achieved. Think of thing in aesthetics and authenticity, not realism and accuracy. There is my rant for the day. Achievement unlocked. Two more tier to my final form.
  13. Using motif from Greek dock is good idea. No problem with that since Greek dock look like it get ideas from Piraeus ship shed. The bendy roofs are fine for rural building. I jusy see it elsewhere in the set too which made me think you made stylistic choice for whole set.
  14. My major critique of your buildings is you make roofs bendy like a kids game (AOEO). Try to match style of other civs mang. Other than that your directions is good. For the dock, maybe put a trading ship and some upturned fishing boats? Blacksmith could have less of a wall, since others aren't so blocked off from the outside world. The corral is super good (probably the 1 or 2 building where a bendy roof is justified, is more rustic). I have no problem with the "temple" style in the back of the dock. Look at the Athens shipsheds in Piraeus (they use pseudo-temple style). Maybe these columns can be wooden versions of the ionic column.
  15. Metal in general is expensive (compared to plant-base material). That does not mean warrior did not use it decoratively. I'm not saying the studs are accurate, only that the argument that they "don't do anything" has a blindspot.
  16. You guy use what you want. I don't even use any of these term in my mod (I just think Penalty sound way better than malus). Tooltips say like this: I think this the information player need (not a bunch of numbers).
  17. Any unit with a technology tree will throw error in struct tree. I think struct tree currently cannnot handle <Technologies> in the production queue for units. They should be put to the side, like unit with <Entities>.
  18. Except look nice, which is of grave concern to warriors everywhere (seriously). lindybeigeis good but he forget or has blind spots. For example, using checkered and swirly patterns doesn't do anything either, but the Celts liked to use them (but the Romans did not, they liked wolf motifs and eagles and Greek key).
  19. Chanakya also throw Struct Tree for loop. He has technologies, but struct tree currently do not like units with technologies.
  20. Hrm. Still says it's "empty": "requirements": {"all": [{"tech": "phase_town" }, {"all": [{"notciv": "maur"}, {"notciv": "imp"}]}]}, I am perplex. Here is full tech: { "genericName": "Fertility Festival", "specificName": { "hele": "Thesmophoria", "mace": "Thesmophoria", "spart": "Thesmophoria", "athen": "Thesmophoria", "theb": "Thesmophoria", "rome": "Bonae Deae Festivitate" }, "description": "A festival attended by women-only, to celebrate female fertility. For example, the Thesmophoria was a festival held in Greek cities, in honor of the goddess Demeter and her daughter Persephone. The name derives from thesmoi, or laws by which men must work the land. The Thesmophoria were the most widespread festivals and the main expression of the cult of Demeter, aside from the Eleusinian Mysteries. The Thesmophoria commemorated the third of the year when Demeter abstained from her role of goddess of the harvest and growth; spending the harsh summer months of Greece, when vegetation dies and lacks rain, in mourning for her daughter who was in the realm of the Underworld. Their distinctive feature was the sacrifice of pigs. Whereas Bona Dea (or The Good Goddess) was a divinity in ancient Roman religion. She was associated with chastity and fertility in women, healing, and the protection of the Roman state and people. Her rites allowed women the use of strong wine and blood-sacrifice, things otherwise forbidden them by Roman tradition. Men were barred from her mysteries and the possession of her true name. The goddess had two annual festivals. One was held at her Aventine temple and the other was hosted by the wife of Rome's senior annual magistrate, for an invited group of elite matrons and female attendants.", "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200}, "requirements": {"all": [ {"tech": "phase_town" }, {"all": [ {"notciv": "maur"}, {"notciv": "imp"}] } ]}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "wives_festival.png", "researchTime": 60, "tooltip": "Unlock the ability to train women from houses.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Funny is the tech work just fine in a match.
  21. That video showcase problem with GUI gamesetup behavior that have irk me a lot. Namely that the GUI does not remember the civs when switched between maps. This guy choose Romans, but he switch maps and hit start game thinking he was going to be Romans, but ah ha! civ was reset to Random when map changed. This behavior is not expect by many many Youtube players that I see.
  22. Thanks for that sander. Looks like the problem is with the requirements in tech "unlock_females_house." WARNING: Empty requirements found on technology unlock_females_house Thiing is that the requirements are not empyt tho... "requirements": {"all": [ {"tech": "phase_town"}, {"notciv": "maur"}, {"notciv": "imp"} ]}, (imp is the civ for the Principate Romans, in case you wonder)
  23. How about this when I try to look at structree? WARNING: JavaScript warning: gui/structree/structree.js line 249 reference to undefined property reqs.generic ERROR: JavaScript error: gui/structree/structree.js line 249 TypeError: reqs.generic is undefined selectCiv@gui/structree/structree.js:249:7 __eventhandler212 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:34:3 openStrucTree@gui/session/menu.js:664:3 __eventhandler189 (press)@civIconOverlay press:0:1 ERROR: GUI page 'page_structree.xml': Failed to call init() function Looks like a requirement is not being met or wrong requirement used for a Phase tech or unit. Hmm let reqs = g_ParsedData.techs[unit.required].reqs; if (g_SelectedCiv in reqs) phase = reqs[g_SelectedCiv][0]; else phase = reqs.generic[0];
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