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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. gamesetup.js has changed in the last 2 months since you update your gamesetup.js, maybe that's the problem with last one? I pasted function setCiv(args){var obj = Engine.GetGUIObjectByName("playerCiv["+args.player+"]");obj.selected = obj.list_data.indexOf(args.civ);} Into my gamesetup.js and it fixes setCiv problem. civselect.js problem persist
  2. Hi s0600204! Is possible to add scrollbar to civ selection screen? Also, there is error when making select: ERROR: JavaScript error: gui/civselect/civselect.js line 70 TypeError: grpObj is undefined draw_grouped@gui/civselect/civselect.js:70:7 chooseGrouping@gui/civselect/civselect.js:54:3 __eventhandler61 (selectionchange)@groupSelection selectionchange:0:1 ERROR: The specified callback function setCiv does not exist in the page page_gamesetup.xml
  3. Epirus was a Greek kingdom made famous by King Pyrrhus of Epirus (Pyrrhos ton Epeiros), when he took the offer from the Italian Greek city Tarentum (Taras) for help against the Romans. Epirus itself was a newly united state, formerly divided among the 3 chief tribes Chaonians, Thesprotians, and the powerful Molossians. Pyrrhos' uncle was Alexander I the Molossian, a contemporary of Alexander the Great, who, like Pyrrhos, also warred against the Romans. A few times the king of Epirus even managed to steal the throne of Macedonia for himself, once by Pyrrhos and once by his son Alexander II of Epirus. Later, Epirus founded itself as a federal democracy, but was broken up once the Romans warred with Macedon. ---- Some possible tech: - Oracle of Zeus (Dodona)- Oracle of Hades (Nekromanteion)- War Dance (Pyrrhichios)
  4. It was made with the shield files in the 0ad art repo. The repo is very helpful indeed!
  5. Formation are disable for now. However it is very easy to re-enable them. They are bugged slightly. New pathfinder is very immature at the moment. Units walk in place, refuse commands, chase deer again. Formations at the moment make these problems more appareny.
  6. I have started adding Epirotes to the mod. They are a Hellenistic faction similar to Macedonians in many ways (mostly unit roster), but with some major differences in gameplay (no siege workshop, modified tech tree and different bonuses and penalties). I hope to make them a berserker civ that hit hard, but loses hard too. Aggressive attacks, but expensive units that sting the player to lose them. Pyrrhic Victory is the way I want them to play. Hopefully I can make that a reality. They get the Molossus Hound, trainable from house, 1 per house. They are a pike infantry civ, with the 'White Shield Phalangite.' They also have Chaonian Guard champions, Agema Cavalry champions, Thessalian Lancers, Tarentine Cavalry (heavy skirmish cavalry), Thesprotian Thureophoroi (heavy skirmishers), and Towered War Elephants. Pyrrhus of Epirus is their "Hannibal" or "Scipio"-level hero, with supporting heroes Alexander I the Molossian and Alexander II of Epirus. Their mercenary camp units are: Italiote Hoplites, Galatian Swordsmen, and Cretan Archers.
  7. niektb has offered to start converting many AOE icons to original icon. He is doing good job so far! (attached are a couple he made). If anyone else wants to help make more icon then that would speed up the mod's wide release! There are about 100 more icons that can be made (my mod has over 200 technologies). So far Lion Kanzen and niektb have contribute to original portrait content and the mod uses LordGoo's farms. I have started a contributors.txt. Also, attach are new Phase icons I made for the phase tech of the game. I think these look very nice (the smooth texturing resizes very nicely by the GUI) and I remade them because I think phase tech should stand out more above other techs.
  8. I changed PrepareTime in local mod to 1000 for all range units and it works good! A19 should do this. Stutter at beginning of attack is eliminated in most case. Capturing: Just like when unit try to destroy building, when unit try to capture building they should still respond to attacks made on them. Right now they do not and is easy to exploit especially vs. AI. Ctrl+Alt to force attack is clumsy. I think change it to only Alt. makes more sense. I really belief that there should be policies or stances that can change behavior of all your units automatically and globally between destroy/kill and capture/convert. I propose special buttons for this either in top UI or along the sides or somthing. Of course, using Alt micro commands can override these macro global commands. I agree. Double health of regular cav unit, but obviously slower and take longer to train.
  9. Still happening here. Patch committed to official svn?
  10. Hi wraitii. One way to integrate both the macro game and micro game is to have layers of gameplay, like levels of detail. Perhaps 3 layer.
  11. skirmish map will always be better than random map for gameplay. Adding some (not so) random elements could add replayability to the list of benefits.
  12. It would be nice be able to set some random environment setting. So, set sun color, shadows, fog, etc. then save it as a "random" setting. Change the parameter and then save it as another "random" setting. All info gets put into the map file and when the map is run the setting presets are chosen random. Something like this for skirmish map would be better than completely random (you dont want the sun to be at weird angles on some maps, etc.), so you make 2-10 presets and save them to the map file and they can be randomize that way.
  13. Good idea. Maybe have hull of boat in 2 or 3 or separate pieces too, for boat cracking apart when dead. ( mor pieces if team want to go so far as show boat cracking in half at point of ramming impact, which would be awesom).
  14. Also remember the scale of the game. I think prop like shield should be scaled to units... if game will have unit propping. If game decide not to have unit propping then shields can be scale to the boat. All I care about is ramming. Game must have ramming please. It the signature of this era of naval war. Pease please please
  15. I agree. Would be nice effect! Also, water shadows need to be stronger and color affect by ambient shadow color.
  16. Nice. Look kind of like King's Landing in GoT.
  17. Would be good to add feature for techs, where costs can be per number of certain entities. So, a "Stone Towers" upgrade that costs various amount of stones depending on number of wooden tower the player has built so far (so, like 25 stone per tower). Another example would be "Spies" or "Espionage" tech that reveals vision of enemy units, cost per enemy unit (like 10 metal per enemy unit). Anybody have any other examples where this would be usefull?
  18. Set all preparetime to 1000ms. Helps reduce the attack stutter for range unit. Also add a new pair of techs for Temple: Military Cult: greater attack for units vs. State Religion: greater health for healers and heroes
  19. That error look like something fix in svvn changeset #16755: http://trac.wildfiregames.com/changeset/16755 Try update again and run mod.
  20. I like option between modes 'Arcade' (more like Starcraft and AOE2; faster, more micro, fewer techs with bigger effects, basic formations for movement only, not combat, etc.) and maybe call the other option 'Imperial' (more like Total War or BfME2; more macro, more techs about tweaking your army and civ just right, units fight in formations, more about city building, more realistic). Both modes can have different ladders. Would be a challenge to excel at both.
  21. Thanks for this information. I am not sure, but I don't seeing this information on the wiki page for modding. Maybe good to add this information?
  22. Why regret they are back if you don't use them? lol. I regretted they were taken out to begin with. I think basic formations should be standatrd, but anything more important can be unlock with technology or phase. Formations can be streamline and reduced in number. Battle Line is standard for infantry and ranged units. Wedge is standard for melee cavalry. Column is automatic. Then use modifying buttons: Open Order, Close Order, Locked Shields (this is the phalanx). To piggyback on this. There is no reason gameplay-wise to have 2 different sets of towers that do the exact same thing, just one weaker than the other. Make the stone tower in phase 2 an upgrade for the phase 1 wooden tower. Nerf archer range in phase 1. Archer shouldn't outrange any building in phase 1.
  23. A classsic-style RTS achieve a balance of this in Battle for Middle Earth II. Ships did not turn on a dime, but movement wasn't 100% realistic. I think with ship movement, 0 A.D. pklayers just want something better than what is currently in the game. The ship movement in the game right now is just too clunky. And so many people keep making formations out to be more complex than they need to be. Simple powerful formations can work. It has been done, except there were no bonuses in BfME2. 0 A.D. would innovate on that. Formations can be streamline and reduced in number. Battle Line is standard for infantry and ranged units. Wedge is standard for melee cavalry. Column is automatic. Then use modifying buttons: Open Order, Close Order, Locked Shields (this is the phalanx). I do like your idea of making bigger maps and making exploring more important. Settling up forward bases or finding good spots for cities would be more important. And yeah, using a 'column' formation to speed up getting troops across the map would be more relevant. I think a separate git would be needed to test thing like this. More resources is intriquing, but maybe keep the same resources and make different ways of getting them, like large open pit metal or stone mines that can be captured.
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