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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I think this look good for their blacksmith. Italic (keke) thing not possible yet: TOWN PHASETechs cost 200-300 resources X-1 Choosing one of these unlocks all blacksmith techBlacksmith Technologies (Forging)-25% Cost for all Blacksmith Techsvs.Blacksmith Technologies (Metallurgy)-50% Research Time for all Blacksmith Techs A-1Melee Units ("Pugio" Side Arms)+1 Hack Attackvs.Javelin Units ("Lanceae" Heavy Javelins)+4 Pierce Attack [[sword Infantry ("Pila Volley") here when possibleUnlocks an initial ranged attack for Roman sword infantry (i.e., they throw a heavy pilum javelin before moving to within melee range for melee attack) ]] B-1All Soldiers ("Submarlis" Armor Padding)+1 Hack Armorvs.All Soldiers except Archers (Laminated Shields)+2 Pierce Armor-5% Speed B-2All Soldiers ("Chain Armor" Lorica Hamata)+2 Hack Armor-5% Speedvs.All Soldiers except Archers (Iron Shield Rim)+1 Pierce Armor C-1Melee Cavalry ("Spathae" Cavalry Swords)+2 Hack Attackvs.All Cavalry ("Chamfron" Facial Horse Armor)+1 Hack Armor D-1Infantry Units ("Caligae" Army Sandals)+10% Walk speed CITY PHASETechs cost 400-600 resources A-2Sword Units ("Gladius Hispaniensis")+2 Hack Attack+5 Metal Costvs.Javelin Units ("Amentum" Javelin Thongs)+6 Range B-3Melee Infantry ("Lorica Squamata" Scale Armor)+1 Hack Armorvs.All Infantry except Archers ("Scuta" Roman Shields)+1 Pierce Armor-5% Speed B-4Legionary Infantry ("Lorica Segmentata" Segmented Iron Armor)+2 Hack Armorvs.All Soldiers except Archers ("Umbo" Iron Shield Bosses)+2 Pierce Armor C-2All Cavalry (Celtic Saddle)+10% Walk Speed+10% Run/Charge Speed E-1All Soldiers ("Imperial Gallic G" Iron Helmets)+1 Hack Armor-10% Visionvs.Melee Soldiers ("Manicae" Arm Guards)+1 Hack Armor-1 Hack Attack F-1Archer, Tower, and Fortress (Recurved Composite Bows)+4 Pierce Attack+4 Range IMPERIAL PHASETechs cost 500-800 resources B-5All Heroes ("Lorica Plumata" Plumed Scale Armor)+2 Hack Armor+2 Pierce Armor+2 Crush Armor+50 Metal Cost
  2. Not only are they good at building structure, but they boost the Slaves considerably. To make them good at everything (gathering too) would not be very balanced and would dilute why you use the Citizens and Slaves. Trying to make them work this way with testing.
  3. Mercenary Camps Hi. This feature in the mod already and working well. Each civ have between 2 and 5 different mercenaries they can train from a captured Mercenary Camp. On each skirmish map there is a Mercenary Camp near each player's starting base (but outside the player's territories), and then at least 1 more Mercenary Camp somewhere else on the map. Mercenary Camps do not take long to capture with a handfull of troops, but that means it is also lost to the enemy easily. What to do to make the feature complete: A way to make templates un-deletable (so players, especially AI Player cannot delete it). A way to make templates un-attackable (so UnitAI doesn't force attack or AI Player doesn't attack it or human player can't force-attack it with ctrl-). A way to make templates invulnerable (so splash damage or friendly fire does not affect it). Any combo of the above.Mercenaries Mercenaries are not like ordinary citizen-soldiers. They can gather and build buoldings like citizen-soldiers, but because they start out at Advanced rank, they do not do these things very well. They are much better for fighting. Another way they are different is they do not cost food. Their normal food cost is converted to metal cost. For example, a Mercenary Spearman is not 6050, he is 6050. So they are expensive and can only have 30 of them alive at a time. But a big benefit is that they cost 0, meaning they are a good way to make armies bigger than the population cap, especially since in Delenda Est regular citizen-infantry and champion infantry cost 2 and citizen cavalry and champion cavalry cost 3. Mercenaries are a way for many civ to gain access to unit type they would not normally get access in their Barracks. List below is the current Merceanry plan for all civs. {civ}_merc_infantry_1 Achaemenids: Greek Mercenary HopliteAthenians: Greek Mercenary HopliteBritons: Caledonian RaiderCarthaginians: Mauritanian ArcherEpirotes: Italiote HopliteGauls: Naked FanaticIberians: Naked FanaticMacedonians: Greek Mercenary HopliteMauryans: Newari ClansmanPtolemies: Galatian Heavy Swordsman*Romans (Republicans): Italian Allied SpearmanRomans (Principates): Auxiliary Spearman**Seleucids: Thracian SwordsmanSpartans: Peloponnesian HopliteThebans: Greek Mercenary Hoplite {civ}_merc_infantry_2 Achaemenids: Cardaces HopliteAthenians: Thracian PeltastBritons: Celtic ArcherCarthaginians: XEpirotes: Galatian SwordsmanGauls: Celtic ArcherIberians: Balearic SlingerMacedonians: Thracian Black CloakMauryans: Ptolemies: Thureos Skirmisher*Romans (Republicans): Aetolian Thureos SkirmisherRomans (Principates): Syrian Auxiliary Archer**Seleucids: Arab JavelineerSpartans: Cretan ArcherThebans: Cretan Archer {civ}_merc_infantry_3 Achaemenids: Cardaces Heavy SkirmisherAthenians: Cretan ArcherBritons: Carthaginians: XEpirotes: Cretan ArcherGauls: Iberians: Macedonians: Cretan ArcherMauryans: Ptolemies: Nubian Archer*Romans (Republicans): Romans (Principates): Seleucids: Spartans: Thebans: Rhodian Slinger {civ}_merc_cavalry_1 Achaemenids: Scythian Horse ArcherAthenians: Greek Allied CavalryBritons: Carthaginians: XEpirotes: Greek Allied CavalryGauls: War ChariotIberians: Macedonians: Greek Allied CavalryMauryans: Ptolemies: Macedonian Cavalry*Romans (Republicans): Gallic Allied CavalryRomans (Principates): Batavian Heavy Cavalry**Seleucids: Dahae Horse ArcherSpartans: Greek Allied CavalryThebans: Greek Allied Cavalry {civ}_merc_cavalry_2 Achaemenids: Athenians: Britons: Carthaginians: XEpirotes: Gauls: Iberians: Macedonians: Odrysian Skirmish CavalryMauryans: Ptolemies: Tarentine Cavalry*Romans (Republicans): Numidian CavalryRomans (Principates): Auxiliary Light Cavalry**Seleucids: Galatian CavalrySpartans: Thebans: * = The Ptolemy Dynasty hired many mercenaries. Their mercenaries can be trained instantly.** = The Principate Romans use Auxiliaries, or Auxilia. They can train their "mercenaries" also from a Auxiliary Barracks. Their Auxilia cost 1 instead of 0, but by capturing Merc Camps they increase max number of Auxilia by 10 each. I need help All civs need at least 2 mercenaries for the mercenaries camp. I need help filling in the chart. Ideal world has 5 for each civ, but I know realisticaly 3 would be good, as long as there is some historical justify. Also, I have not decided how to treat Carthaginians with Mercenary Camps, since Carthage has her embassies. I want to keep the embassies and do something unique for them for Merceanry Camps.
  4. Hi stan. I have made chicken passable locally for a while now: http://trac.wildfiregames.com/ticket/3497 And it work good. Yours will be a nice little fix for public mod.
  5. The Imperial Romans The Principate of Roman state Above: Hero selection for the Imperial Romans Above: Emperor Augustus (left), Marcus Agrippa (right) Above: Emperor Titus (left), Emperor Trajan (right) Above: Emperor Marcus Aurelius (left), Emperor Aurelian (right) Above: Roman Citizens (left), Roman Slaves (right) Above: Imperial Roman civ-specific minimap background
  6. Look like they customize the Gold Rush map.
  7. Ah ok, I look in Public template and missed it. Thank you. Can close thread.
  8. http://trac.wildfiregames.com/changeset/17107 This change temple heal to "Human" class. There is no "Human" class (yet?). There is "Organic" class all ready, which is what I change my tenple heal to in Delenda Est. I suggest use "Organic" instead. Orrrrrr, just had a cray thought: Use "Infantry" "Healer" and "Female" clases for Temple and "Cavalry" class for a new Corral healing aura? But that is gameplay and not a fix. Isuggest you use my fix above for Organic, and then discuss the gameplay idea separate. Speaking of corrals: Can team please edit UnitAI to allow animals to be garrisoned? In my mod I once had Corral garrison food trickle working for animal, byt it was deprecate by new Vanilla changes to UnitAI file.
  9. Sergui! Our old friend. Always entertainment.
  10. Some of the old anims are not good, but it would be very big boost to be able to keep the old ones and eventually replace the bad ones and keep the good ones (the sword attack anims are decent). A lot of the old idle animation are very bad for instance.
  11. Legionarius (Elite) Based on Trajan's Column (Dacian Wars) Legionarius (Basic) Augustan-era, early 1st Century AD. Syrian Auxiliary Archer 2nd Century AD, attached to Eastern legions. Guys, these made with asset in public art svn depository. I use pieces from here added to pieces from there, and then get good result. If you are modder you need to download this repository.
  12. Good job Stanislas! The prop point for all of the new unit mesh need tweak for the helmet prop point. It just need rotated forward a little bit. (Also, all the new meshes need the cape prop point fix, maybe other too.) I think we could use some more prop for these nice unit mesh. The current quiver could use redone (slightly bigger for the bigger meshes and just made better, better textures too). The Roman units need Gladius scabbards made. Empty scabbard (for sword dude) and scabbard with sword in it (for archer guy there) -- same goes for Greek scabbard too (and others). I also think there can be slightly bigger version of the recurve bow.
  13. I think Huns/Scythians should still have house - The Yurt. Cheap 50, very weak (100hp), gives 5, builds in half time of Celtic house. Buildable anywhere. I think they could get a lot of resource from raiding? Use a auto tech to make them better looters (see Delenda Est "Vae Victos" tech for Gauls).
  14. I wonder if we can use existing code to make packing building. I think they can have 'Ox Cart' for dropsite like the Norse in AOM (and like the Worker Elephant for Mauryan). All other building can pack up and be move, including Civic Center. They should have cheapest building of all civs in the tgame, but also the weakest of all civ (can be easily destroy by poking with sword). Something like 1/2 health of even Celtic building. Not sure yet if the Huns/Scythians/Sarmatians/steppes civ should have territory effect at all. Maybe they can have civic center territorty radius like in Delenda Est, but bigger, and they can build all buildings anywhere they want. Their Civic Center territory just prevent other player from building there, like Gaia creep in AOM or Zerg creep in Starcraft. ----------------- Anyway, here is new unit for Principate Romans: Civis Romanum (Roman Citizen): He is very good at building buildings, although his queue only have civic and economic structure. He also have "Slave Ownership" aura that boost nearby Slave productivity by +25%. He is expensive for a citizen unit, at 50 and ---> 2 . He is also 100 health and only train at Civic Center. PS: I wish these new mesh have more animation asap. Also, I had to hand-edit some of the dae to put cape prop point on. Here is Onager portrait for now. It have no real texture or animation yet. It based on actor I find in Atlas. I think maybe Onager can be the only catapult in the game that does not have to pack up to move (has wheels instead and dudes slowly push around). 50 1 25 25 1 Here are the slaves. They cannot build building, they can only gather resource. Male Slave (Servus) and Female Slave (Serva). All slave lose health until they die of overwork. I wish I could make it so that they only lose health when working. Male slave (good at mining) is train from Storehouse and female slave (good at farming and foraging) train from Farmstead. They also have low health and are good at dying. Train limit of 30 (I wish I could scale limits with match pop cap). "Slave Quarters" tech (200 200 ) reduce slave pop cost to 0.
  15. Yeah, but what is framerate for 0 A.D. at ultra setting?
  16. Could extend code for VisibleGarrisonPoint element in templates to include Class restriction per garrison point. Something like this <GarrisonHolder> <Max>5</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <BuffHeal>0</BuffHeal> <LoadingRange>2</LoadingRange> <VisibleGarrisonPoints> <Archer1> <X>0</X><Y>11.5</Y><Z>0</Z> </Archer1> <Archer2> <X>8</X><Y>11.5</Y><Z>0</Z> </Archer2> <Archer3> <X>-8</X><Y>11.5</Y><Z>0</Z> </Archer3> <Archer4> <X>4</X><Y>11.5</Y><Z>0</Z> </Archer4> <Archer5> <X>-4</X><Y>11.5</Y><Z>0</Z> </Archer5> </VisibleGarrisonPoints> </GarrisonHolder>Extended to this <GarrisonHolder> <Max>10</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <BuffHeal>0</BuffHeal> <LoadingRange>2</LoadingRange> <VisibleGarrisonPoints> <Archer1> <Classes datatype="tokens">Infantry+Ranged Infantry+Hero</Classes> <X>0</X><Y>11.5</Y><Z>0</Z> </Archer1> <Archer2> <Classes datatype="tokens">Infantry+Ranged</Classes> <X>8</X><Y>11.5</Y><Z>0</Z> </Archer2> <Archer3> <Classes datatype="tokens">Infantry+Ranged</Classes> <X>-8</X><Y>11.5</Y><Z>0</Z> </Archer3> <Catapult1> <Classes datatype="tokens">Siege+Ranged</Classes> <X>4</X><Y>11.5</Y><Z>0</Z> </Catapult1> <Catapult2> <Classes datatype="tokens">Siege+Ranged</Classes> <X>-4</X><Y>11.5</Y><Z>0</Z> </Catapult2> </VisibleGarrisonPoints> </GarrisonHolder>^This ship has 10 possible garrison, but only 5 spots on the deck. 3 spots for ranged infantry (1 of the spot for ranged infantry OR infantry heroes, probably back at helm or up at bow). Two spots designate for ranged siege weaponries. This also needed for Fortress and other building where garrison show on battlement. Right now there is no way to prevent cavalry or elephants or chariot and other unit from showing up on the top of a Fortress. Please programmer team.
  17. Similar issue on Shift+S. If I am hold Shift down (for whatever reason) I can move camera with WAD but not S (for backward camera move). Look like in default.cfg there is this which conflict: scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed I think think like scroll speed should be put in options menu, noit with hotkey that add conflicts. But root cause seem to be that the engine does not look for complete key press sequence, only partial? Very odd. It seems to be wanting me to press Ctrl too. "Please press Ctrl to complete hotkey sequence!" the game is begging me, "No you can't move camera back until you do as I ask."
  18. This is what I mean crash. It "hang" indefinitely. Try to close it manually, get Windows close program dialogue. All progress lost.
  19. I thought that Rome mod was a separate mod. This is a new civ for Delenda Est. I have more civ in plan too.
  20. That look like a fantastic book Lion. I think it would be verry neat if the game had a battalion system and the Roman legions could be represente accurately like this, with same shield for each battalion/legion and legion named properly in UI.
  21. Actor Editor crash when using Browse... button. Not a new problem but I wanted to report it because it is giving me a headache.
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