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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. Yeah, points 2, 3, and 4 are fix! Cool. Point 1 would be important if for example the player wanted to upgrade a bunch of pikemen to champion level or something like this (in my example, upgrade more than one wooden tower at a time). I seem to be having a problem with capturing now. Unit can't capture Gaia merc camps in my mod. Maybe ther was change to capture code or attack code? Or was there some decision to not make Gaia things capturable? I don't know if it related to your patch. commands.txt
  2. Before, the upgrade of towers was with 1 tech and upgraded all tower at the same time by swap the actor (from wooden to stone). In this new implementation in the core game thanks to wraitii game can upgrade indicvidual structures and units. So, let's say you want to upgrade some of your legionaires to centurions*. Now the game can have this feature. Mods can have, say, Level 1 barracks, Level 2 barracks, etc. with this feature too (though, I have not try to see where the button would show up if at all if there is entities in productionqueue). So, now in my mod, you build the wooden towers and then can upgrade each tower individually to stone. Don't have to bank up a lot of stone to research one tech to change them all at once (though I can still keep this tech modified). I can perhaps make the Military Colonies of the Ptolemies and Seleucids able to upgrade to full Civic Centers individually. *
  3. I will try this. I will make 1 point first. The art of map design is to give illusion of realism and aesthetics while at same time actually making it balanced. This is the goal for a "realistic" map design. At first, 2nd, and 3rd glance it look nice and realistic and cool to look at and all that stuff, but underneath everything is balanced for the players. Does balance mean all starting point need to look exactly the same? No. But this is the trick that map designers strive to achieve. So, let us say 1 player get 10 berry bushes near village, but another player only get 5. This is bad without somthing else to balance it. But let's say we give the 1st player 10 berry bushes and the 2nd player 5 berry bushes and 5 sheeps. This is not 100% balanced, but is a lot closer.
  4. http://trac.wildfiregames.com/changeset/18467 Hi guy. So, the Upgrade feature is in! It is a very nice feature thanks to wraitii. I have already experiment and make upgradable tower. Wood -> Stone. Works brilliant. A few things: Would be good for to upgrade multiple buildings at once in selection. Costs do not show up in the tooltip. Maybe is something I screw up. I think the Upgrade icon when turn green (when in midst of upgrade) should slowly change green like when training a troop. How do I make RequiredTechnology? It gives me error when I try to do it. Here is my tower (sorry for bad indentations) <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_defense"> <Attack> <Ranged> <Hack>0.0</Hack> <Pierce>15.0</Pierce> <Crush>0.0</Crush> <MaxRange>40.0</MaxRange> <MinRange>12.0</MinRange> <ElevationBonus>15</ElevationBonus> <ProjectileSpeed>50.0</ProjectileSpeed> <PrepareTime>1200</PrepareTime> <RepeatTime>4000</RepeatTime> <Spread>1.5</Spread> <PreferredClasses datatype="tokens">Organic</PreferredClasses> <Bonuses> <NerfSiege> <Classes>Siege</Classes> <Multiplier>0.75</Multiplier> </NerfSiege> </Bonuses> </Ranged> </Attack> <BuildingAI> <DefaultArrowCount>1</DefaultArrowCount> <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier> <MaxArrowCount>3</MaxArrowCount> <GarrisonArrowClasses>Infantry Ranged</GarrisonArrowClasses> </BuildingAI> <BuildRestrictions> <Category>DefenseTower</Category> <Territory>own ally</Territory> <Distance> <FromClass>DefenseTower</FromClass> <MinDistance>25</MinDistance> </Distance> </BuildRestrictions> <Cost> <BuildTime>100</BuildTime> <Resources> <wood>100</wood> <stone>0</stone> </Resources> </Cost> <Footprint> <Square width="10.0" depth="10.0"/> <Height>15.0</Height> </Footprint> <GarrisonHolder> <Max>5</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <List datatype="tokens">Support Infantry</List> <BuffHeal>0</BuffHeal> <LoadingRange>2</LoadingRange> </GarrisonHolder> <Health> <Max>500</Max> <SpawnEntityOnDeath>rubble/rubble_stone_2x2</SpawnEntityOnDeath> </Health> <Identity> <GenericName>Wooden Defense Tower</GenericName> <Tooltip>Shoots arrows. Garrison to provide extra defense. Can be built in allied territory for mutual defense.</Tooltip> <Classes datatype="tokens">GarrisonTower -ConquestCritical</Classes> <VisibleClasses datatype="tokens">Village Wood Tower DefenseTower Ranged</VisibleClasses> <Icon>structures/defense_tower.png</Icon> <RequiredTechnology>phase_village</RequiredTechnology> </Identity> <Loot> <xp>100</xp> <food>0</food> <wood>10</wood> <stone>10</stone> <metal>0</metal> </Loot> <Obstruction> <Static width="7.0" depth="7.0"/> </Obstruction> <ProductionQueue> <BatchTimeModifier>0.7</BatchTimeModifier> <Technologies datatype="tokens"> pair_tower_01 pair_defensive_01 vision_defense_tower </Technologies> </ProductionQueue> <Sound> <SoundGroups> <select>interface/select/building/sel_tower.xml</select> <constructed>interface/complete/building/complete_tower.xml</constructed> <attack>attack/weapon/arrowfly.xml</attack> <death>attack/destruction/building_collapse_large.xml</death> </SoundGroups> </Sound> <StatusBars> <BarWidth>6.0</BarWidth> <BarHeight>0.6</BarHeight> <HeightOffset>21.0</HeightOffset> </StatusBars> <TerritoryInfluence> <Root>false</Root> <Radius>20</Radius> <Weight>20000</Weight> </TerritoryInfluence> <Upgrade> <Tower> <Entity>structures/{civ}_defense_tower_stone</Entity> <Tooltip>Upgrade this wooden tower into a stone tower, with +100% health.</Tooltip> <RequiredTechnology>phase_town</RequiredTechnology> <Cost> <stone>100</stone> <wood>0</wood> </Cost> <Time>10000</Time> </Tower> </Upgrade> <Vision> <Range>60</Range> </Vision> <VisualActor> <FoundationActor>structures/fndn_2x2.xml</FoundationActor> </VisualActor> </Entity> The base, wooden Seleucid tower (sele_defense_tower) obviously have the above attributes by parent. And then here is the stone Seleucid defense tower: <?xml version="1.0" encoding="utf-8"?> <Entity parent="structures/sele_defense_tower"> <Health> <Max>1000</Max> </Health> <Identity> <GenericName>Stone Defense Tower</GenericName> <VisibleClasses datatype="tokens">-Wood Stone</VisibleClasses> </Identity> <ProductionQueue> <Technologies datatype="tokens"> successors/unlock_oxybeles_towers_seleucids </Technologies> </ProductionQueue> <Upgrade disable=""/> <VisualActor> <Actor>structures/seleucids/defense_tower_stone.xml</Actor> </VisualActor> </Entity> If I leave out <RequiredTechnology> then it works perfectly, but I can upgrade it in Village Phase, which I do not want. Here is the error: Again, good job with the feature. It is nice to see and opens many many possibility.
  5. Maybe it is just mix up of terminology. Conversion can mean many thing. But about sheep. I think sheep conversion if good for capturing and stealing sheep like in Age of Empire.
  6. http://trac.wildfiregames.com/ticket/227 No sheep, females, etc?
  7. Perhaps autobuild is needed? EDIT: Looks like that fixed it.
  8. Yeah, I am not critique the team's work. A lot of things will change between now and beta and thing will change with beta too. I was just voicing my frustration and I would like modders to know how much things will change. For instance, all of the line endings in all of the template files in the game were recently change, lol. I know it might not be a critical thing to maintain for my mod, but it could easily have been something critical that take many hours to sync(if it was something I had to do manual). I just want modder to know this and plan according to these probabilities. Tooltips deleted, so have to go back through and elet your own tooltips, things like this, that are ultimately good changes, but take a lot of time and effort.
  9. I know development continue for core game, so this is not critique of development. Do not take it that way. My question is if it is better to wait on making mods for this game. Right now because of all the changes probably 50% of my modding time is fixing thing to be compatible with new core game changes. I feel like I am wasting my time. If I had critique of official team it would be to ask why they put the effort to support modding so early in the development. But can't undo that of courese, lol. I don't post this to discourage, but I think modder need to understand what thy are getting into. Stick with graphical mods for now if you do not want to spend a LOT of time keeping track of game changes and monkeying around in Notepad++. Just one commit from core team can set you back a hour or more.
  10. Depends on what kind of map you are talk about. For Skirmish maps, King of the Hill skirmish object can be place in most skirm maps by designer. But yeah, I would like to see Skirmish map be able to have multiple victory condition possible set by the designer in Atlas. Maybe even extend this to allow true and false and recommend. So, can choose recommended victory conditions, victory conditions that are allowable, but map not specifically designed for, and then victory condition it specifically does not allow. But maybe this is complicaed. I would like to see this be a wonder of the world, one of the 7 wonders. If it is desert map this wonder is the Hanging Gardens of Babylon (the Persian wonder is change to Gate of All Nations, I can't wait to see this, fam). If it is a temeperate map, this wonder is the Stonehenge (Britons get the White Horse of Uffington to replace). If it is a Greek map, it can be the Colossus of Rhodes (this can look really awesome). Egypt map? The Great Sphinx. Capture this wonder for X minutes and you are the king of the hill. Game can add cool structure from history to the game this way that you won't find with the current available civs. So, the Temple of Jerusalem can be one. Temple of Artemis.Thing like these.
  11. IMHO, commit the VisibleGarrisonAllowedClass patch. Differentiate siege weapon (bolt shooter vs. catapult) by allow bolt shooters to show up on deck of ships and on fortress and towers. Catapult relegate to anti-building role, while bolt shooters have role of augmenting other thing. Maybe have upgrade for heavy warship to allow catapult to show up on deck (just 1, in front).
  12. Also can tell very much when there are many in a forest. Looks good. Early autumn.
  13. A good thing AOC had was the onagers would cease auto-fire if too any friendly unit in kill zone.
  14. Ok, I think I am have r18373. I just synced local mod modification I was using last match to Github. Attach is the command.txt. commands.txt
  15. I just tried me+1 AI vs. 2 AIs. All 3 AI, even my ally, put tower toward the north. I do not expect you to support my mod. But maybe there is something going on here that interest you.
  16. Range of tower and fortress is a problem. Catapults (and heavy warships) should simply outrange the towers and foreesses. Would that help you? Also, yeah, heavy warship should have higehr base attack. I was think of going the Age of Empire way and making the ships a upgrade procession: Light -> Medium -> Heavy
  17. It is the wooden tower actor, but Defense Tower template. It available in Village Phase. Come Town Phase, player can upgrde it to stone towers.
  18. You are right. Does not happen in vanilla game. AI maybe confuse about a few things in mod that are different from vanilla: 1. There is only 1 type of defense tower (like in past alpha). 2. Number of defense tower limit increase with each new civic center. Those are the main difference.
  19. Hi, I like this. Here's you can use thise I made for you if you like it. Here is screenshot:
  20. Hi. So in my mod I remove the "wooden defense tower" and just have one defense tower like in earlier alpha. But, it starts out as wood, and in Town Phase (City Phase for Celts) player can upgrade the wooden defense tower to stone defense tower. This use actor replace code in tech. Everything works great except two things -- 1 (most impoertant problem), in the fog of war the stone towers revert back to original wooden tower actor, and 2, when building a new stone tower what rises from the ground is the old wooden actor. Here is the tech: { "genericName": "Stone Towers", "description": ".", "cost": {"food": 0, "wood": 0, "stone": 500, "metal": 0}, "requirements": {"tech": "phase_town"}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "stone_towers.png", "researchTime": 40, "tooltip": "Upgrade wooden defense towers to stone defense towers. +100% health, +100 stone cost. Unlocks Oxybeles Towers.", "modifications": [ {"value": "Cost/Resources/stone", "add": 100}, {"value": "Health/Max", "multiply": 2}, {"value": "VisualActor/Actor", "replace": "structures/hellenes/scout_tower.xml"} ], "affects": ["DefenseTower"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } If you guys are going to show Civic Centers upgrading visual actor with phases, then this is something that should be fix, since that feature will probably use the same or similar kind of tech modification (unless you go really weird and do some kind of entity promotion).
  21. I'll make a new thread for this. Original post was abou AIs tower place to the North.
  22. The defense tower mod works good, except the actor switching does not stay permanent in the fog of war for some reason (this might have a ticket already, if not needs one).
  23. Hi guys. AI is back to its old trick of putting all defense tower toward top of map:
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