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Everything posted by wowgetoffyourcellphone
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Improving the AI
wowgetoffyourcellphone replied to Yekaterina's topic in Game Development & Technical Discussion
This is probably because tech requirement code in the templates has changed from A26 to A27. -
Art Goals -- Release 28
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
Pull Request: https://gitea.wildfiregames.com/0ad/0ad/pulls/7604 -
City phase/p3 two difrerent requirements?
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
Yep, looks like my example was missing a set of brackets for each entity. -
Art Goals -- Release 28
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
Yep! Variants for all the biomes that use the newer (big, the 2 middle ones as shown in the video) models. The only one that doesn't is the Alpine-Arctic ore, because it requires a "snow cap" prop, and such a prop I think would be stifling for the small ore models and hurt recognition. Will just use aegean_small_01 for that one. I think these run enough shades and colors that they can apply to almost any appropriate biome (for instance, Badlands, Sahara, or Savanna could all be used for the "Persia" biome or a "Middle Eastern" map, depending on the color of mountains and cliff terrains you're using). You don't see the filename in-game, so that's irrelevant to the player. All that matters is that the metal ore templates used match the map's color scheme. -
City phase/p3 two difrerent requirements?
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
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City phase/p3 two difrerent requirements?
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
Gimme the entire file. -
City phase/p3 two difrerent requirements?
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
You got some kind of character or space or something probably. Zip up the xml and post it and I can look at it. -
City phase/p3 two difrerent requirements?
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
I kissed the comma between Entity entries. Make sure to read the error messages. Sometimes they are helpful, specifically this line: -
City phase/p3 two difrerent requirements?
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
"requirements": { "all": [ "entity": { "class": "Village", "number": 25 } "entity": { "class": "Town", "number": 2 } ] }, Something like this. Also, in json files, we use tabs instead of spaces. In XML files, such as actors or templates, we use two spaces in lieu of tabs. Also, "any" instead of "all" in a situation like this gives the player to either build 25 village phase structures or 2 town phase strictures, which could be interesting depending on what you're going for. Make sure to be very explicit about the requirements in your "tooltip:" section. I hope this helps! -
City phase/p3 two difrerent requirements?
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
You need two "entity" entries. -
City phase/p3 two difrerent requirements?
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
An example from DE: -
Art Goals -- Release 28
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
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Art Goals -- Release 28
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
I agree, some nice rendering enhancements would be very appreciated, to bring the game's aesthetics up to a 2025 level. I'll give the team some credit though and say we've done a lot with what we have and the game can actually look pretty good when we use it to its potential. But as you indicate, there are some things that could be enhanced to give the game that extra visual "je ne sais quoi." Ultra shadows would be a nice touch, as well as true bloom (the current bloom is rarely used because it's mostly a hack). I know @vladislavbelov has plans up his sleeve and personal desires on this front. There's also a lot the artists can do to help make things more efficient as well. Some textures could use culled as well as extra models and actors that we may not be using anymore. @wraitii has some planned updates to water, which are exciting. -
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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This post is an initial gauge of interest. I've been working on this scenario/skirmish, called "Ionian Revolt," which is based on the Miletus Peninsula map, and what it does is that it greatly enlarges the map, mirrors Miletus Peninsula so that there are 2 peninsulas facing each other, allowing for 4 human players. The major difference though, is that off to the West is another land mass, occupied by a 5th player, which can be either a human player, a sort of "Dungeon Master", a custom AI, or unassigned for easiness (but uses triggers to enact certain policies). The main objective of the scenario being that the first player to capture the "Wonder of the World" from player 5 on this landmass becomes the winner. I call the 5th human player the "Dungeon Master" in reference to D&D, because this player's main focus is to just harass the other 4 players and build up their own island for the eventual assault, basically to keep the narrative going. This 5th player's whole purpose is to defend that Wonder and keep pressure on the other 4 players who are duking it out for supremacy on their respective peninsulas. 5th player gets 2 smaller islands on the other side of the map, too, from which to launch raids. My initial thought was that this player's gathering capabilities should be nerfed considerably, and then they receive a tribute of resources from Gaia every 10 minutes, with which to use to building ships and troops and go harass the other players. (Above: The Dungeon Master player can hire Pirate ships from these docks and harass the other 4 players. the other 4 players can turn the tables and capture these little islands for an advantage [they too can then hire pirate ships]) Side quests: It would be cool to include a couple side quests or easter eggs. For instance, travel up this mountain pass, kill these two Snake Cultists and you gain the allegiance of their captives, plus a benefit for either capturing or destroying their Snake Cult Statue. A rather big Easter egg on the map already is the recreation of the tourist destination of "Pirates Cove" (Navagio Beach) on the Greek island of Zakynthos. I AM ASKING FOR HELP. I am pants at making triggers, etc. and would like help making triggers and other scripted events occur to make this map something big and worthy of a saved game or two. And then, once it's at a good state with your help, make a Pull Request to include it into the base game for Release 28 as part of a batch of scenarios and skirmish maps that we hope creates a whole other style of single and multi-player. Narrative multiplayer. This post is an initial gauge of interest.
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Civ: Dominate Romans (late Rome)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
These are really good. -
Athenian Olives
wowgetoffyourcellphone replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
In my mod, it has "Cash Crops" fields that can be built in Empire phase. In Delenda Est, you get Coin from them (to train mercenaries, which are a big part of the mod), but in the base game (Empires Ascendant) it can just be abstracted to Metal. -
Mythos_Ruler's Playlist
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Using a Chinese Erhu. Very nice! -
Can’t progress past economy walkthrough
wowgetoffyourcellphone replied to jimpanse's topic in General Discussion
The game has both, and it is up to you how you want to play it. Age of Empires games are well-known for both their multiplayer and single-player modes. -
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