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Posts posted by wowgetoffyourcellphone
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The repository is a working one. The mod is at version 0.0.1 after all.Same for simulation/data/cheats, simulation/ai, simulation/templates/{campaigns,formation,other,rubble,skirmish,special,special_units} and a lot of files in simulation/templates/ that just provide a base for generic stuff and not anything balancing related (mostly).
There are also lots of files that aren't changed from svn but copied over for no reason. Copying/changing them when needed would make that more maintainable.
Noted.I'd advise you to take care audio/music/ and some of the icon files which are clearly infringing copyright.
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But why do you have a full (and old) copy of the simulation/helpers directory in your mod ? The version of InitGame.js there is quite old and certainly not fully compatible with svn. That is looking for troubles
Oh, that must be a copy-paste error. Thanks for noticeing.
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Strange because your skirmisher replacement happen later than in vanilla game.
But anyway, as it may be a useful feature to have, I've just commited a fix in http://trac.wildfiregames.com/changeset/16029
Thanks. That did the trick. Not sure what happened either. I did not pewrsonally or intentionally change the order of initialisation.
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Trying to run your mod, it seems that you have changed the way the default skirmish entities are replaced by the specific civ ones. This is now done after petra has been initialised, while it was done (and is better to be done) before. That's supported by the fact that your problem happens only with skirmishes maps.
I don't remember changing anything like that though. So, I am confuse. I have not (consciously) changed when skirmisher units are initialised.
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I get this with latest AI (I have mod delenda est installed):
WARNING: PlayerID 1 | Petra baseManager 1 problem with accessIndex 2 while metadata access is undefined
It's possible I have changed a template in some way to hurt the AI's performance. What could this change be?
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It was meant as it's in the template. Ranged or Infantry.
But just read the tooltips and find out (I hope I implemented those tooltips for some purpose).
The only ranged units you can garrison in a tower are infantry.
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Read the tooltips (hoover the shield icon), then you see how many arrows a tower fires. It's updated when you garrison soldiers, or when you research techs.
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.
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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.
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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 (*).AtheniansTeam Bonuses:- "Delian League": Reduces Build Time for allied Warships by -20%.* THIS IS BUGGED FOR AN UNKNOWN REASON.Civ Bonuses:- "Silver Mines of Laureion": +10% Metal gathering for each passing phase.- "Hellenization": Building a Theatron special building increases territory effect for all buildings +20%.Special Buildings:- Gymnaseion: Train Epilektoi champion infantry. Research extra City Phase military upgrades.- Prytaneion: Train Heroes. Research Iphicratean Reforms, Periclean Strategem, and Athenian Long Walls.- Theatron: Build one to unleash the "Hellenization" bonus.Notable Technologies:- "Iphicratean Reform": Unlocks training Athenian Marines and Cretan Archers from the Trireme.- "Periclean Strategem": Walls and Warships +10% Health, Soldiers -5% Health.*- "Athenian Long Walls": Build Stone Walls in neutral territory.- "Phidean Workshop": Temples and Wonder -25% Build Time, but +10% Stone Cost.*- "Zea Ship Sheds": Warships build +25% faster.*- "Arsenal of Philon": Warships regenerate Health.*- "Oxybeles Towers": Defense Towers fire Oxybeles bolts, with greater attack and range, but slower firing rate.*BritonsCarthaginiansTeam 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.*GaulsTeam Bonuses:- "Druides": Allies -10% technology research time. NOT IMPLEMENTED.Civ Bonuses:- "Deas Celtica": Druids boost the attack of nearby Gallic units.*- "Ardiosmanae": Bonus to corralling domestic animals. NOT IMPLEMENTED.Special Buildings:- Tavern: Recruit Gaesatae "Naked Fanatic" champions. Research Woad Warriors technology.*- Rotary Mill: "Aura": Gatherers +20% Food Gather Rate within 60 meters.*Notable Technologies:- "Woad Warriors": Infantry +10% health, +10% walk and run speed.*- "Vae Victis": Soldiers +10 metal loot for every enemy unit killed and building destroyed.*- "Trimarcisia": Champion Cavalry +33% health, +25% food cost.*- "Soap Production": Units +5 health.* NOT IMPLEMENTED.IberiansMacedoniansMauryansPersiansTeam 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).PtolemiesTeam Bonuses:- "Breadbasket of the Mediterranean": Allies gain a trickle of free food. NOT IMPLEMENTED.Civ Bonuses:- "Nile Delta": The Ptolemies player receives 2 additional farming technologies not available to any other civilization.*- "Roundup": Can garrison captured camels and elephants in the Corral to reduce the train time of these types of units by -5% per corralled animal. NOT IMPLEMENTED.Special Buildings:- Military Colony: This replaces the Civic Center as the primary expansion building for the Ptolemies. It is weaker than a Civic Center, but is cheaper and builds faster. Trains settler units and mercenaries.- Lighthouse: Build on the shoreline to see a large part of the map. TODO: Make this reveal the black map overall the water on the map.- Library: Reduce the research time for remaining technologies. Research special technologies.Notable Technologies:- "Pharaonic Cult": Heroes train nearly instantly.*- "Tessarakonterēs (Juggernaut)": Heavy warship +50% health and +2 projectiles.*- "Hellenistic Metropolises": Civic Centers 2x health and 2x default arrows.- "Katoikia": Upgrade Military Colonies to Civic Center status, with increased health and territory effect.* NOT IMPLEMENTED.- "Water Wheel": +20% farming rates.*- "Well Sweep": +20% farming rates.*RomansSeleucidsSpartansTeam 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. -
I like this tech-web idea quite a bit. Though we could definitely go even more web-ish (like Civ Beyond Earth is doing).
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I don't know if you already did something analoguous, but in my patch I also added <EjectHealth>0.7</EjectHealth> for the corral as corrals should not protect (too much) sheeps for enemy raids.
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.
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Looks similar to #2627.
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).
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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).
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I had two patches fully functionnal, so you should find what you need there:
- either using the garrison approach (corral.diff patch)
- or using the corral and corralSupply component (corral-v4.diff patch)
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.
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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/1907Or would Mimo's new corral and corralsupply compontents in his latest patch be better?
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<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.
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It wasn't meant as solution, it was meant to discover the error.
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.
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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).Just a random guess:
What would happen if you would put the sheep template in the Units folder and change its class to 'Unit' (and removing Animal)?
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.Edit: what do you call work? For every sheep the food trickle speed increases?
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Can you garrison other units in the corral? (To narrow the problem)
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.
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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.
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Sound good. Some maybe need more emotions?
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http://trac.wildfiregames.com/changeset/16010
This commit fixes Rotary Mill auyra problem. Thank you.
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May I publish some of your screenies on our facebook page? They look great.
Maybe it is also possible to scale down the units on boats ( or scale up the boats a bit).
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.
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I added a little more information to the top post.
Tech/Structure Tree Visualisation
in Game Development & Technical Discussion
Posted · Edited by wowgetoffyourcellphone
Hello s0600204! Thanks for adding my mod!
All of the building icons don't seem to be showing up. Is there something I can change to fix that for you?
I like how your project can support more than 3 ages. Good job on that. Would be very useful for a mod that has a lot more ages (like a Rise of Nations).