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Everything posted by wowgetoffyourcellphone
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ERROR: JavaScript error: gui/structree/structree.js line 32 TypeError: data is undefined init@gui/structree/structree.js:32:1 __eventhandler116 (press)@menuStrucTreeButton press:2:8 ERROR: GUI page 'page_structree.xml': Failed to call init() function ERROR: JavaScript error: gui/structree/helper.js line 77 TypeError: path.lastIndexOf is not a function depath@gui/structree/helper.js:77:2 selectCiv@gui/structree/structree.js:173:1 __eventhandler144 (selectionchange)@civSelection selectionchange:0:1 ERROR: JavaScript error: gui/structree/helper.js line 77 TypeError: path.lastIndexOf is not a function depath@gui/structree/helper.js:77:2 selectCiv@gui/structree/structree.js:173:1 __eventhandler144 (selectionchange)@civSelection selectionchange:0:1 I have edited the civ files, but I've edited all of the civ files and this only happen with Seleucid and Ptolemies. Attach are json files. sele.zip
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2 suggestion: 1. Ptolemy lighthouse should just lift black map from all the water. Should not actually lift all fog of war from the shorelines. My suggestion make more sense and not be so overpowered. 2. Rename "Persians" to Achaemenids. This make sense since other civ are Seleucids and Ptolemies. Ptolemies because can confuse between old and newer Egyptian empires otherwise. Achaemenids because the Persians had 2 major empires, the other being Sassanids. In Psrt 2 you would have 2 "Persians" civs, so good to differentiate now in Part 1 and also teach a little about the name.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
How to remove items from game? I read somewhere to make DELETE in the name of the file? Pretend I don't want Macks to have a cavalry spearman. -
Charge attack simple: double-right-click like in Total War. Boarding, hmm, would need button or maybe Alt-click.
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I'm just showing how it looks in another game. 0 A.d. doesn't need flag, 0 A.D. has player color.
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https://youtu.be/JGoDFtSXlRY?t=600 at 10 min mark
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks to bug fixe by sanderd I added some techs for temples that increase building loyalty (capture points), based on cultural happiness. "Religious Games" for "civilized" civs and "Harvest Fair" for "barbarian" civs. (I used the terms civilized and barbarian loosely and mean no offence). Romans have "Bread and Circuses" for this tech. And I'll modify "Cyrus Cylinder" for Persians. -
For a long time now I mull over idea of making a Game of Thrones mod for this game. What kind of problems would this cause? Would it be worth it? I think that mod would be very good with this game's mechanics, but if cause legal troubles not worth the time. Maybe we can design a mod with similar themes and factions to game of Thrones and other fantasy series. Use them as inspiration, like Age of Empires an inspiration for 0 A.D.
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I think this game should simplify the formations or player will never use them. I don't think the game will allow the player time to form up in nice battle formations like in Rome: Total War because there is current no benefit to the player for doing it, only downside (player that attacks first and harder gets the upper hand). But... there are ways to simplify the process and team should look to Battle for Middle Earth II for an easy way to do it. In that game when you have battalions selected and player want to task them together to go somewhere, left+right button drag-click quickly draws out a battle line preview for those battalions at the tasked point. Those battalions then march to that point and form up into the previwed line. The lineup is alwayys the same (melee infantry in the main line/front, range infantry in the back, cavalry on the sides).
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Have you even tried it? I have and it look much better than poke with fork. We are talking bout game that have priests waving arms around to heal soldiers. Having soldiers cheer around the capture building is not really out of place.
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Want to give a capture points aura to Temple of Vesta. This is code: <Auras> <Aura1> <Type>range</Type> <Radius>60</Radius> <Affects>Structure</Affects> <Modifications> <Health.Max> <Multiply>1.25</Multiply> </Health.Max> </Modifications> <AuraName>"Eternal Fire" Aura</AuraName> <AuraDescription>Structures +25% Health within 60 meters of the Temple of Vesta.</AuraDescription> </Aura1> <Fealty> <Type>range</Type> <Radius>60</Radius> <Affects>Structure</Affects> <Modifications> <Capturable.CapturePoints> <Multiply>2</Multiply> </Capturable.CapturePoints> </Modifications> <AuraName>"Fealty" Aura</AuraName> <AuraDescription>Structures +100% Capture Points within 60 meters of the Temple of Vesta.</AuraDescription> </Fealty> </Auras>The capture points aura does not work. Error: WARNING: JavaScript warning: simulation/components/Capturable.js line 232 reference to undefined property this.template.Max Would be good to make possible for aura and technologies.
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Sorry, can't reproduce either. I'll see if it happen again and post again if it does.
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It's just <RegenRate>10</RegenRate> in the Health area. I can see the capturable area also uses a tag of same name.
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Heath regen rate seems to be same as capturable regen rate. Not intended right? I make something health regen 10, but it affect capture point too. Not good behavior.
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I don't think bashing building with a club or fork is different enough visual from other attacks. The cheers are much different than attacks so help player see what is happening better.
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Game can be mix of micro command and macro command. Meaning you can set policies that affect unit behavior, while still able to command them at tactical level, even override the macro policy on individual or squad level. Something to think.
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I think boarding is okay to scrap. Ramming should stay in design--it would function very much like charging for land unit. Transport--I think merchant ship takes place of "transport" ship in 0 A.D. There would not be much visual different between a merchant ship and transport ship at the time anyway.
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Should not go 1:1 scale with ships. Current scale is good. I don't think many player care about "perfect" scale between soldier and ship. This image show "normal" size soldier on deck of Ptolemy quinquereme: I think player know that 1:1 scale is impracticle. I think like with building you scale up the human-comparable things on ship to get a good scale with soldiers but keep the ship at good playable size (not too big). So in the case of the quinueremis above the tent, the shields, and the 3 towers should be scaled to the soldiers (instead of scaled to the boat). Just like how doors and props on building are scaled to soldiers, not to the building. More ship models would be cool, like Hemiolia and Trihemiolia, the successor to the Trireme. And ship destruction animation. Here is good article of ships of era: http://en.wikipedia.org/wiki/Hellenistic-era_warships
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New built ships with "free" marines on board would be interesting. Do these marines cost pop? Can they be replaced when died? Can they leave the ship? Many questions.
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General gameplay discussion
wowgetoffyourcellphone replied to DarcReaver's topic in General Discussion
Look to AOE3 for herding innovation over AOM. I like 0 A.D.'s relic idea for herd animals. There should be more. I tried to make the sheep garrisoning work for corrals in my mod but the official build of game kept deprecating my changes. See this thread which was largely ignore by official team: http://wildfiregames.com/forum/index.php?showtopic=19387&hl=corral I found solutions to problems by copypasta some of mimo's code from a ticket. But then there were other problem like can't doubleclick the garrisone sheep and the sheeps still try to wander while in the corral (in fact the sheeps do wander, their selection circles start to move around the maps, lol). These should be simple things to have fixes. I think most civ should have 2 type of trainable animal. Sheep/Goat and some kind of historically accurate cattle. Maybe Mauryas Indians can train the animals but not slaughter them (cultural aspect). To balance they get some kind of boost or tech to animal relic trickle. These animals should also be peppered around map, maybe guarded by gaia peasants? Domestic animals should be very easy to convert/steal, just like in AOE-series. Very easy, or else too much micro for benefit. I also had idea of "Chicken Coop" upgrade that makes corral spawn free chicken every 30 seconds (up to maybe maximum of 5 free chickies alive at any time). And yes, in my mod I create "farmlands" on the skirmish maps that encourage players to build farms out in the "countryside" instead of nestle inside his base. Farm field and farmstead are able to build outside territory so player can try to grab these farmlands early. Player arent prevented from building a farm inside his base, it's just way more profitable to build on the remote farmlands. -
One thought: Capture animation by poking building with a fork is sillier than units destroying building by poking it with a spear. Use the cheer animations for capture please. I can see that the game has 5 or 6 of threse.
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General gameplay discussion
wowgetoffyourcellphone replied to DarcReaver's topic in General Discussion
Capture animals and herding need boost so that early food eco is more interesting before switch to farm. -
Help for modding auras for formations
wowgetoffyourcellphone replied to muffins's topic in Game Modification
Maybe wayy to make the tips of the spears a entity with an aura? -
That reason is because Sparta did not want an empire. Almost everything they did, every alliance, every league, every battle, was to defend their peculiar way of life, not to build an empire.