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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. The only ranged units you can garrison in a tower are infantry.
  2. I think it was originallyy meant to only hve ranged infantry add arrows: <BuildingAI> <DefaultArrowCount>1</DefaultArrowCount> <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier> <GarrisonArrowClasses>Infantry Ranged</GarrisonArrowClasses> </BuildingAI>Otherwise you only need "Infantry" there. The classes list here do not work like other lists.
  3. The alpha 17 changes really are very very bad. Removing hard counters was a mistake and there are numerous bad decisions like the one pointed out in this thread. Spearmen get pierce attack, and to make them counter cavalry cavalry must have low pierce armor, right? But ranged units have pierce attack too. Ranged units are supposed to be countered by cavalry, but instead slaughter cavalry like hot knife through butter. And then you have a basic unit like swordsman who costs 3 different resources, food, wood, and iron. You have champion units (see Seleucid silver shield for example) who cost HUGE amounts of 3 resources too. You will have post after post of people trying to defend their decisions (the balancing branch people who basically have thrown the game's design into disarray), so it is very clear that they do not intend to change direction. It is good to experiment, but you should know when the experiment is a failure. The truth is the game's health just now relies on modding to fix game's balance.
  4. Started adding information for the civs. Some ideas I got from talking to Prod, some other ideas are expanded from the wfg wiki, and still more can be found in discussion on this very board. The specific bonuses and changes for each civ. Changes from vanilla 0 A.D. or additions will have an asterisk (*). Athenians Team Bonuses: - "Trade Alliances": Sea Trade +33% trade profit over ‘international’ routes between allies. NOT IMPLEMENTED. Civ Bonuses: - "Trademasters": Merchant Ships available at Village Phase.- "Double Harbor": The Carthaginian Shipyard is larger and has double the health of other shipyards, but costs 50% more.- "Mercenary Army": The Carthaginians have access to 3 different structures which can train mercenaries, who cost no population room. Special Buildings:- Celtic Embassy: Train Celtic mercenaries. Research improvements for these mercenaries.- Iberian Embassy: Train Iberian mercenaries. Research improvements for these mercenaries.- Italiote Embassy: Train Italian mercenaries. Research improvements for these mercenaries. Notable Technologies:- "Triple Walls of Carthage": Stone Walls 3x health, 2x build time, +50% cost.*- "Colonization": Civic Centers, Houses, and Temples -20% build time.- "Exploration": Ships and Traders +25% vision range.- "Numidian Mahouts": War Elephants +20% speed.*- "State-Issued Armor": Extra armor for temple champions.*- "Sacred Arsenal": Temple champions -20 metal cost.*Gauls Team Bonuses: - "The Silk Road": Land Traders +25% speed for allies.* NOT IMPLEMENTED. Civ Bonuses: - "A Hundred Nations": +10% Population Cap bonus (e.g., 330 instead of 300).- "Royal Road of Susa": Land Traders +25% Profitability per trip. Special Buildings:- Apadana: Train Persian heroes and Anusiya ("Immortals") champion infantry. Research additional special technologies.- Cavalry Stables: Train cavalry units and research cavalry upgrades. Notable Technologies:- "Hall of One Hundred Columns": All structures +25% health, but also +10% build time.*- "Nisean War Horses": Cavalry units +20% health, but also +10% train time.- "Immortals": Anusiya -50% train time, but also -10% health.- "Cyrus Cylinder" ("Human Rights"): Support Units -25% train time.* PLANNED: +50% Loyalty for support units and buildings.- "Equine Transports": Triremes unlock the ability to train cavalry units.- "Archery Tradition": Archer units +10% faster firing rate, train time reduced -25%, but health reduced -10%.- "Elephant Roundup": Unlocks training War Elephants at the Fortress.* PLANNED: Unlock ability to corral wild elephants. Future Wish List:- Toggle ability at the Apadana between Satrapy Tribute (a trickle of free resources) or Immortals (a stream of free Anusiya).Ptolemies Team Bonuses: - "Peloponnesian League": Allies can train Spartiate champion infantry. NOT IMPLEMENTED. Civ Bonuses: - "Othismos": Spartans can make use of the Phalanx formation without researching a technology. NOT IMPLEMENTED: TECHS UNLOCKING FORMATIONS.- "Laws of Lycurgus": Infantry rank promotion upgrades cost no resources, except time.*- "Spartan Womanhood": Spartan women cannot be captured (CAPTURING NOT IMPLEMENTED) and they can build Defense Towers and Palisades.- "Hellenization": Building a Theatron special building increases territory effect for all buildings +20%. Civ Penalties:- "A Wall of Men": Spartans cannot build Stone Walls for defense.- "Underdogs": The maximum population cap is reduced -10% for Sparta. Special Buildings:- Syssition: Train Spartan heroes and Spartiate champion infantry. Research additional military technologies.- Theatron: Build one to unleash the "Hellenization" bonus. Notable Technologies:- "Tyrtean Paeans": All units +10% walk speed.*- "The Agoge": Barracks +5 Population Cap and +1000 Health.- "Feminine Mystique": Female Citizens +50% Health, +2 Attack.* Future Wish List:- Needs some coding, but I would like to make the "Othismos"tech give Hoplites and Spartiates a minor "pushing" or "trample" effect.
  5. I actually saw what you did in your patch! Figured out why you did that and agreed. I lowered it to 0.5 in my mod. Would also make more sense too if the buildings caught fire when damaged, so the sheep would want to evacuate. loll Another bad behavior: I cannot double-click and select all the sheep. This also happens with units propped on a Fortress or wall. EDIT: Okay, I tried in the sheep template to put roamdistance to 0 and this is what I get: ERROR: CXeromyces: Parse error: (null):0: Extra element FeedTimeMax in interleaveERROR: CXeromyces: Parse error: gaia/fauna_sheep:1: Element UnitAI failed to validate contentERROR: RelaxNGValidator: Validation failedERROR: Failed to validate entity template 'gaia/fauna_sheep'ERROR: Failed to load entity template 'gaia/fauna_sheep'So, I think the solution is to somehow flag the domestic animals to turn off roaming when garrisoned. I can't "hack" this behavior unfortunetly.
  6. Maybe similar. But the rings start out beneath the sheep, and then the rings wander away from the sheep as it is playing its walking animation (obviously stuck in place at the prop point).
  7. This was a success by inserting Mimo's UnitAI code by hand. However, there is now weird behavior of the sheep "wandering" in place and their selection circles wandering around the map. lol, Aura and Animal garrisoning now work (see the extra food on the top left). UnitAI.zip
  8. Looking at the UnitAI file in corral.diff and comparing to the current file, it looks like UnitAI has changed quite a bit in 19 months. But I think UnitAI is where the problem of Animal garrisoning happens.
  9. I am guessing, if we use an aura, that a lot of the discussion and patches here would be out of date? http://trac.wildfiregames.com/ticket/1907 Or would Mimo's new corral and corralsupply compontents in his latest patch be better?
  10. <GarrisonHolder> <Max>10</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <List datatype="tokens">Animal</List> <BuffHeal>1</BuffHeal> <LoadingRange>4</LoadingRange> </GarrisonHolder>That is the <List datatype="tokens">Animal</List> line in the code.
  11. Yeah I know. I also tried removing the animal class from the sheep (didn't work). Removed the Domestic class (I couldn't move the sheep at all). I've tried all kinds of things. So, I abandoned trying to make it work with a sheep and gave the war elephant the trickle code and garrisoned a war elephant into the corral. Did not work. The Wiki claims that all the tech effects should be usable as auras. This does not seem to be the case with all kinds of auras or every effect. So, we have two issues: Sheep are not allowed to be garrisoned. The aura does not work with garrisoned units (but does if aura is changed to ranged). EDIT: It works (!) with garrisoned units, but only if I add a visible prop point. So, this aspect mostly works. So, now the issue is just #1. Cannot garrison Animal or Domestic class units into a Corral.
  12. This is not a good solution. It should all be Class-based and should work just fine as it is. Also, the sheep already has the "Unit" class. lol. But just to try, I made a sheep in units/ and gave changed its civ from gaia to cart (the civ I am trying it on),and even that didn't work (so, the civ probably isn't the problem... probably, and its folder is not the problem). Yes. When I change it to a ranged aura the nearby sheep start to give you a trickle of food. But we want it to be a garrisoned aura. I can't garrison a sheep inside the building regardless of what the aura is or even if there is no aura. And even if the code says I should be able to garrison a unit of 'Animal' class.
  13. Good question. When I change the corral's garrison class list from "Animal" to "Unit" I can garrison other units inside, but still not the sheep. EDIT: When I change the aura to a radius instead of garrisonedunit, the aura works. But we want to be able to garrison the animal inside the corral. The game is not letting me do that.
  14. Trying to enable the corral food trickle with an aura. This is what I have for the aura. <Auras> <Aura1> <Type>garrisonedUnits</Type> <Affects>Animal</Affects> <Modifications> <ResourceTrickle.FoodRate> <Add>1</Add> </ResourceTrickle.FoodRate> </Modifications> <AuraName>Corraling and Ranching</AuraName> <AuraDescription>Garrison Domestic Animals within the Corral to enable a slow trickle of Food.</AuraDescription> </Aura1> </Auras>The problem is I cannnot make the sheep garrison into the corral. The corral's garrison code looks like this: <GarrisonHolder> <Max>10</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <List datatype="tokens">Animal</List> <BuffHeal>1</BuffHeal> <LoadingRange>4</LoadingRange> </GarrisonHolder>And all fauna animals (including sheep) have "Animal" as a class. So, the corral should be able to garrison the sheep inside it for me to test the aura, but I cannot make the sheep go into the corral. What could be the cause here? I see nothing in the fauna templates that says they cannot garrison into something.
  15. http://trac.wildfiregames.com/changeset/16010 This commit fixes Rotary Mill auyra problem. Thank you.
  16. Sure go ahead. About the units on boats. The big problem is not the scale in my mind. The building are not to scale with units anyway. Docks are not to scale with ships, and all the rest. I think biggest problem comes from the pathfinder.
  17. Cost.BuildTime is for something specific like Warships in this case.
  18. Thanks! Can you confirm Cost.BuildTime doesn't work for auras too?
  19. Here is the aura I have: <Auras> <AuraFood> <Type>range</Type> <Radius>50</Radius> <Affects>Gatherer</Affects> <Modifications> <ResourceGatherer.Rates.food.grain> <Multiply>1.20</Multiply> </ResourceGatherer.Rates.food.grain> </Modifications> <AuraName>"Rotary Mill" Aura</AuraName> <AuraDescription>Gatherers +20% Food Gather Rate within 50 meters.</AuraDescription> </AuraFood> </Auras>If I replace the Modification with something else it works. (I've set the multiply number to 3 just to test and make sure I can tell the difference, but it still doesn't work)
  20. Thanks Prod. Here are a few things that are planned, but currently cannot work because the core game does not have the ability yet: Technology Effects - Technology Cost (I have a blacksmith tech planned for this) - Technology Research Time (I have a blacksmith tech planned for this) - Player/Ally/Enemy - Somehow "unlock" buildings for certain units (thinking unlocking palisades and towers for Spartan females, but there can also be other uses, but maybe there can be some workarounds for this instead?) - Market bartering rates (have 1 or 2 market techs planned for this) - Trader profit - Unlock allied vision - Unlock ability to drop resources at Allies' dropsites - Unlock enemy vision, with variable cost (10 Metal for each enemy unit alive) - "Treason" Auras - Technology Cost (player, ally), for Library - Technology Research Time (player, ally), for Library - Cost.BuildTime does not currently work even though the wiki says it should(?), for Themistocles' aura and for Delian League team bonus (I think this can be done with an aura if it was working correctly) - ResourceGatherer.Rates.food.grain does not work for some reason. Need this for the Celtic rotary mill aura.
  21. NOTE: SVN COMPATIBLE ONLY. WILL NOT WORK WITH ALPHA RELEASES. Hi guys. I am looking for some beta testers for my mod that overhauls a lot of the game. It's not a super open beta because I use some placeholder icons for techs from the Age series and other source. I also use some interesting music just for fun. Anyway, the important thing is the rebalance and almost completely new technology tree with ideas from this forum. Also, it is not yet complete to the plan because the game itself is incomplete, but it is mostly complete and playable and is a lot different from the basic version of the game. Post here or PM me for the git download. DELENDA EST: An overhaul mod for 0 A.D. Empires Ascendant OVERVIEW This is an overhaul mod for 0 A.D. Empires Ascendant. Its goal is to introduce a new balance scheme, a revamped and greatly expanded technology tree, and other customizations to the game. The mod endeavors to push the game's modding capability to the fullest and to make the gameplay as enjoyable and as rich as possible. Keep in mind: - This mod is incomplete. Not every new planned technology or gameplay change has been implemented yet. - Many of the planned changes rely upon new features being implemented into the core game or engine. - This mod can be used to encourage those new features being implemented either by modders, open-source contributors, or official WFG team. Major unimplemented Features that this document assumes will eventually be implemented: - Formations: This mod re-enables the old formations from Alpha 16 and before. Once these are reimplemented by the official WFG team, it is planned to revamp them completely for this mod. - Trample: Some cavalry are planned to be better tramplers than others, so their stats would be adjusted accordingly. So, until Trample is implemented by the team or by modders some Cavalry stats may be wonky. - Charging/Charge Bonus: Like Trample, this would affect Cavalry stats immensely, and it is hoped that this is eventually implemented in the game. - Mercenary Camps: This mod starts the process of making Mercenaries a unique class of soldier for the game. It is hoped that either the official team or modders will implement the capturable Mercenary Camp idea talked about on the forum. - Building Capturing and Unit Conversion using a "Loyalty" mechanic: Some techs in this mod cannot be implemented yet (or are implemented in a different way) because capturing and loyalty are not implemented. Hopefully this feature is implemented so this mod can add another layer of richness to the gameplay. - Tech and Aura Modifications: These new modifications need to be implemented for this mod to reach its full potential: Altering Market Bartering recovery rates, Altering technology costs and speeds, (+ others here). MAJOR OVERALL CHANGES - Completely new unit balance and countering. - A new 4th Phase: Imperial Phase, which unlocks major technologies and abilities. Requires 1000 Metal and 1 Wonder. - Civic Centers are now buildable in the 3rd Phase (City Phase). This allows the players time to build up home defenses in Town Phase, or use the stone for a push to City Phase for expansion. - Now only Civic Centers and Wonders cast territory effects. Outposts and Economic stuff like Storehouses, Farmsteads, and Fields can be built outside territory, but buildings like Houses, Barracks, etc. can only be built within the player's territory. This creates strong cores of cities and makes the countryside weak and hard to defend. Also encourages building walls. - A completely redesigned technology tree, customized for each civilization. Blacksmith and Fortress trees are especially new. - Naval gameplay revamped with a Shipyard for the non-barbarian civs. Docks are for naval economy and Shipyard for naval warfare. - New special buildings, such as the Temple of Vesta for the Romans, with new auras and features. - Wooden defense towers available in Phase I can be upgraded to stone defense towers in Phase II, complete with visual change in appearance. - Corral is much more useful. What is Broken - Celtic Rotary Mill aura for Britons and Gauls. For some reason I cannot make the aura work, even though the code is visually correct. - Units trained in batches and rally-pointed to a resource or foundation will go to the rally point and will not begin gathering or building. They will just stand there instead. This is an old bug reintroduced somehow. - Some Fortresses cannot have enough space for garrisoned units to show up on the walls. Some Fortress models may need redesigned for this purpose. - Units show up on the Fortress battlements, regardless of type (female citizens and cavalry units how up on top of Fortresses when they garrison inside). There needs to be a way in the templates to dictate what types of units show up on the VisibleGarrison points ("Infantry Ranged" for example). - Cost.BuildTime effect for auras is broken. This specifically neuters the "Delian League" team bonus for Athenians and the "Naval Architect" aura for Themistocles. - I'll add more things here as I come across them. Screenshots NEW UNIT BALANCE The unit balance has been changed. The following list gives the basic changes, including features like charging that are not yet implemented in the full game. Melee Citizen-Infantry Ranged Citizen-Infantry CITIZEN CAVALRY STATS - Penalty: Horse Cavalry 0.5x vs. Elephants and Camels - Penalty: Camel .80x Speed - Bonus: Camel 1.5x vs. Horse Cavalry - Speed (walk/run/charge): 1.5x Infantry Counterparts Melee Citizen-Cavalry Ranged Citizen-Cavalry Other Melee Units Other Ranged Units Citizen-Soldier Ranks/Promotions Champions Mercenaries CIVILIZATION BONUSES AND CHANGES The specific bonuses and changes for each civ. Changes from vanilla 0 A.D. or additions will have an asterisk (*). Athenians Team Bonuses: - "Trade Alliances": Sea Trade +33% trade profit over ‘international’ routes between allies. NOT IMPLEMENTED. Civ Bonuses: - "Trademasters": Merchant Ships available at Village Phase.- "Double Harbor": The Carthaginian Shipyard is larger and has double the health of other shipyards, but costs 50% more.- "Mercenary Army": The Carthaginians have access to 3 different structures which can train mercenaries, who cost no population room. Special Buildings:- Celtic Embassy: Train Celtic mercenaries. Research improvements for these mercenaries.- Iberian Embassy: Train Iberian mercenaries. Research improvements for these mercenaries.- Italiote Embassy: Train Italian mercenaries. Research improvements for these mercenaries. Notable Technologies:- "Triple Walls of Carthage": Stone Walls 3x health, 2x build time, +50% cost.*- "Colonization": Civic Centers, Houses, and Temples -20% build time.- "Exploration": Ships and Traders +25% vision range.- "Numidian Mahouts": War Elephants +20% speed.*- "State-Issued Armor": Extra armor for temple champions.*- "Sacred Arsenal": Temple champions -20 metal cost.*Gauls Team Bonuses: - "The Silk Road": Land Traders +25% speed for allies.* NOT IMPLEMENTED. Civ Bonuses: - "A Hundred Nations": +10% Population Cap bonus (e.g., 330 instead of 300).- "Royal Road of Susa": Land Traders +25% Profitability per trip. Special Buildings:- Apadana: Train Persian heroes and Anusiya ("Immortals") champion infantry. Research additional special technologies.- Cavalry Stables: Train cavalry units and research cavalry upgrades. Notable Technologies:- "Hall of One Hundred Columns": All structures +25% health, but also +10% build time.*- "Nisean War Horses": Cavalry units +20% health, but also +10% train time.- "Immortals": Anusiya -50% train time, but also -10% health.- "Cyrus Cylinder" ("Human Rights"): Support Units -25% train time.* PLANNED: +50% Loyalty for support units and buildings.- "Equine Transports": Triremes unlock the ability to train cavalry units.- "Archery Tradition": Archer units +10% faster firing rate, train time reduced -25%, but health reduced -10%.- "Elephant Roundup": Unlocks training War Elephants at the Fortress.* PLANNED: Unlock ability to corral wild elephants. Future Wish List:- Toggle ability at the Apadana between Satrapy Tribute (a trickle of free resources) or Immortals (a stream of free Anusiya).Ptolemies Team Bonuses: - "Peloponnesian League": Allies can train Spartiate champion infantry. NOT IMPLEMENTED. Civ Bonuses: - "Othismos": Spartans can make use of the Phalanx formation without researching a technology. NOT IMPLEMENTED: TECHS UNLOCKING FORMATIONS.- "Laws of Lycurgus": Infantry rank promotion upgrades cost no resources, except time.*- "Spartan Womanhood": Spartan women cannot be captured (CAPTURING NOT IMPLEMENTED) and they can build Defense Towers and Palisades.- "Hellenization": Building a Theatron special building increases territory effect for all buildings +20%. Civ Penalties:- "A Wall of Men": Spartans cannot build Stone Walls for defense.- "Underdogs": The maximum population cap is reduced -10% for Sparta. Special Buildings:- Syssition: Train Spartan heroes and Spartiate champion infantry. Research additional military technologies.- Theatron: Build one to unleash the "Hellenization" bonus. Notable Technologies:- "Tyrtean Paeans": All units +10% walk speed.*- "The Agoge": Barracks +5 Population Cap and +1000 Health.- "Feminine Mystique": Female Citizens +50% Health, +2 Attack.* Future Wish List:- Needs some coding, but I would like to make the "Othismos"tech give Hoplites and Spartiates a minor "pushing" or "trample" effect.MISCELLANEOUS ADD-ONS
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