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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This speaks to the interface of the game, IMHO, which is not being thought out while new things added to gameplay. It is not intuitive for player to know how to switch between attack and capture (I think rams should be destroyed in most case, captured in some others). This is interface problem, team does not address. IMHO, Alt key should be use to switch between attack and capture and some way very easy to tell the player that his troops are in which mode. Capturing vs. Attacking is now a fundamental gameplay feature and greatly affects the fundamentals of the combat mechanic.
  2. This sound like it gives "command" of the group selection to the entity with the lowest id number. Hmm, this sounds "efficient" but ultimately seems wrong way to do it.
  3. Here are couple techs I would like to mod: Barter (Coin Minting)+10% Recovery rate Dropsites (Economic Alliance)Unlock ability to drop resources at Allies' dropsitesThis commit here was very nice! http://trac.wildfiregames.com/changeset/16866
  4. Hmm.... capturing. I think it would be good to limit capturing buildings to something more special, like you destroy all buildings like old school, but capture civic centers (and mercenary camps). Capturing civic centers becomes something special and focused.
  5. New problem: When food goes negative in stockpile player is not allow to research improvements or build buildings. Unforseen bug. The UI says there is X food insufficient funds to build the house (or whatever).
  6. Hey works thanks. <data type='decimal'/> I forgot to change to data type. I think I will implement in Delenda Est. I think it will be default to 10 food every minute for melee infantry and 5 food, 5 wood every minute for range infantry unit. 10 metal per minute for mercenary unit (metal is worth more than food and wood, but mercs cost 0 pop and they are greedy vyrodky).
  7. This doesn't work. I think 'decimal' may need to be something else or something else may need to be edit. ERROR: RelaxNGValidator: Failed to compile schemaERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'special/player_gaia'ERROR: JavaScript error: uncaught exception: Player.js: Error creating player entity 0WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'preview|units/athen_infantry_spearman_b'ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'preview|units/athen_merc_infantry_1'ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'preview|units/athen_merc_infantry_3'ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'preview|units/athen_infantry_spearman_e'ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'units/athen_infantry_spearman_e'Engine exited successfully on 2015-07-16 at 12:44:03 with 591 message(s), 14 error(s) and 1 warning(s). I think for now it would be enough that resources go negative and the player can't build or train anything until the resources are gathered back above 0. It would simulate thing enough I think. Though reducing health by 1 hp for every unit every 20 seconds would be more direct simulation.
  8. Hi there. I try to experiemtn in making units take X food every minute. I'm trying to do it with the ResourceTrickle component in the unit template. Problem is the number cannnot be negative. Gives error when placing the unit in Atlas. In ResourceTrickle.js it says the numbers must be nonNegativeDecimal. Can this be change?
  9. *sigh* New cultures for AOM should have been Mayas and Hindus.
  10. Interesting idea. Is like silos in Command&Conquer series. If the silos destroy then the player loses those stored resources.
  11. stan is this wonder or civis center? It look too big for civic venter.
  12. AOE games have this, no reason not to implement for 0 A.D. The "cons" list is no big deal.
  13. Capturing units should have to respond to being attacked, like if the units were attacking the building instead of capturng it. This way defender can disrupt the capturers. Right now they cannot.
  14. He is play in Atlas and shooting video footage from Atlas.
  15. Hmm, I increased the number of mercs player can train to 30. Seems better since some of civs barracks units going to merc camp. I think then maybe have 1 champion level unit with unlimited training per map. Some unit local to the map.
  16. Commited merc Athenians to github. Mercenary Hoplite Thracian Peltast (removed from Barracks) Cretan Archer Greek Allied Cavalry They work perfrectly. Capture merc camp and Athenian mercs can be trained. Up to 20. Next stop is Britons. Not sure what to give them I have slate a Caledonian Raider (similar to the Gallic Gaesatae).
  17. EDIT: Using RestrictedClasses still allow units to manually target the Mercenary Camp but they will not attack it. This will have to do for now until the time comes.
  18. So, I implement mercenary camps in my mod. They work good. A couple of problem: 1. Is there way to make them not deleteable? 2. Is there way to make them have infinite health (or no health, only capture)? 3. AI always deletes them when they capture them. lol Thank you.
  19. 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
  20. 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
  21. 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)
  22. It was made with the shield files in the 0ad art repo. The repo is very helpful indeed!
  23. 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.
  24. 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.
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