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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I have only messaed around with the code as it exists now. I have only added a new selection ring with the <Selectable> element. This right here is only my suggestion of how it could or should be done instead of in Selectable. Reasons for keeping it within <Auras> Helps keep the visual aura concept together with the aura codeGives flexibility because the visual aura does not necessarily have to have the same visual behavior of the selection ringGives flexibility for each aura visualization to be different if deemed necessaryPrevents the need for a custom texture for each building or unit with an aura. If the game combines the selection ring and the aura ring into 1 texture (like I have done above as a test), then you can't keep the selection footprint sizes separate from the aura ring sizes. It has to be one texture.Can give Aura ring the behavior of showing up with preview entity. Footprint/Selectable does not do this for good reason.So, you could have Aura1 and Aura2 and Aura3 each weith different textures and stuff. There might be bad reasons to do this, but I don't know them. <Auras> <Aura1> <Type>range</Type> <Radius>60</Radius> <AlwaysVisible>False</AlwaysVisible> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> <Affects>Structure</Affects> <Modifications> <Health.Max> <Multiply>1.25</Multiply> </Health.Max> </Modifications> <AuraName>"Eternal Fire of Rome"</AuraName> <AuraDescription>Structures +25% Health within 60 meters of the Temple of Vesta.</AuraDescription> </Aura1> </Auras>
  2. yep did this. \ Now that I mess around more, I think it should go like this: <Auras> <Aura1> <Type>range</Type> <Radius>60</Radius> <AlwaysVisible>False</AlwaysVisible> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> <Affects>Structure</Affects> <Modifications> <Health.Max> <Multiply>1.25</Multiply> </Health.Max> </Modifications> <AuraName>"Eternal Fire of Rome"</AuraName> <AuraDescription>Structures +25% Health within 60 meters of the Temple of Vesta.</AuraDescription> </Aura1> </Auras>This way you can have different aura decals for multiple aura in same unit or building (so, imagine Temple Vesta here having a healing aura of 40 meters and a Loyalty aura of 100 meters or something). This also keeop all aura graphic separate from selection ring graphic.
  3. thnx! After some play I think it best to not always have AlwaysVisible. And I think the aura ring should be separate like this: <Selectable> <AuraOverlay> <Radius>60</Radius> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </AuraOverlay> </Selectable>separate from regular overlay with a radius element (so you can reuse the aura texture with different kinds and sizes of overlays which use footprint size). Mein gott, ther are many ways to do this. lol Because what if there are twoi aura?
  4. Okay, so I try test. Looks like I was wrong and footprint code no long make selections, so intricate selection rings can be created! Here is a test I just did for temple Vesta: <Selectable> <Overlay replace=""> <AlwaysVisible/> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable>
  5. Can be like this: <Auras> <AuraFood> <Type>range</Type> <Radius>60</Radius> <AuraDecal>auras/celts/circle_60.xml</AuraDecal> <Affects>Gatherer</Affects> <Modifications> <ResourceGatherer.Rates.food..grain> <Multiply>1.2</Multiply> </ResourceGatherer.Rates.food..grain> </Modifications> <AuraName>"Rotary Mill" Aura</AuraName> <AuraDescription>Gatherers +20% Food Gather Rate within 60 meters.</AuraDescription> </AuraFood> </Auras>assumes it is in art/actors/decals folder of course. Or done in the <Selectable> element of the etntity with some diplicate of the footprint stuff. Only issue would be to descide if aura decal should only show up when selected, or like with hero star, be 50% see through and then full coloor when selected (best option in my opinion), or show up all the time full color. Or even better, make it option (or maybe this be confuse). EDIT: Changed it from a texture to a decal call.I think would be better to just call a decal than to add a bunch more width, depth, etc.code to this element.
  6. Can be done with selection ring or decal. Right now game is bugged so that footprint create selection area and selection ring is base on footprint size. Instead obstruction should create selection area or something else done like selection ring size put in selection ring code insread of footprint. Maybe extend aura entitycode for input of "aura ring" size and texture.
  7. Next alpha will have a technology tree that will show you all of the buildings, units, and tech of each civilisation.
  8. "It also is a sensitive issue that would be more offensive to people" It was a sensitive issue to 1 guy on the forum.
  9. Thank Nicolas. I didn't think it was intentional behavior. I don't know what the other guys were on about. About ticket, yeah that was a (very small) exploit with the foundations. Only really useful to see if enemy was building a cc in a particular spot.
  10. Sounds unnecessary. What is the big difference between deleting them and 'decommission' them? They still leave the game. Also, where are thease people going? Up in smoke, poof like magic trick?
  11. I have explored this area that is why the black map is lifted. The behavior is new. I could build in the fow before, but now I cannnot. Why I ask if bug or intention. If intentional, it now means extra micromanagement to have to move a unit to the area first, even if I had already explored it... almost no other RTS require this, for good reason.
  12. Maybe try something tlike this: In something like this you have many paths you can take, but player can restart or branch off new paths whenever they want to. I don't think there need to be fewer tech but they just need to be made to be more interesting and whcih ones to choose should require more thoughts on the players part. With something like this you start on a path. If it is not working for you thwn you can try a new path but time and resoucrs is wasted, so there is inherent risk of targeted (narrow path) approach. You can try broad approach, but it takes longer to get the higher quality techs. Another idea to go along with this is to have techs that depends upon different biomes or maps. This alters the webs a little bit adding a little bit of variety. I like the idea that some buildings can act like a tech. This is done in my mod with aura. For instance, Temple of Vesta for Roma gives a boost to nearby building (right now the aura and tech effects are limiting, so I await the day when features are worked on again). I have adjusted my mod to include the new wooden defense towers in Phase 1, but I go one step further than this by adding a Stone Towers tech in Phase II to upgrade them back to full stength Defense Towers. Swaps the actors from wooden tower to stone tower (but the building preview and fogging ghost remains wooden tower, a bug). If you add a IV Phase and move all of the big tech to that, and move civic center expansions to Phase III, you then have a Phase II that includes an element of city building and defenses. Build a long city wall or use that stone to fast Phase III and use the stone for civic centers expansions? Add a real usage for Wonders and make 1 Wonder prerequisite for Phase IV. Go Phase IV and now you have uber techs for siege and elephants, fire arrows, and all that stuff,
  13. You are wrong, because 0 A.D. balance was just fine until the skirmishers and Javelin Cavalry became unbalanced. And then the balancer threw out the whole scheme instead of adjusting the stats of those two units. Some will say that the Swordsman was overpower for Romans because they were buuld from Civic Center, but then why did not try just moving it to Barracks and put spearman at Civic Center instead? Some units have good archers? Move them from CC to barracks. In fact, move all soldiers to barracks except spear infantry (so all civs start with the same basic citizen soldier). Not difficult decisions. The overlapping counters scheme that was design by the wfg founders was brilliant design that had vision, something current designer seem to lack. Whwere is the well thought design document for this "balance" branch? What is the design philosophy? But this whole thread is pointless, because there are balance shattering gameplay feature still not in the game yet. I will go ahead and leave you now to argue over the balance of a 60% completed game.
  14. If you have the SVN version of game, PM me and I'll send you the link to my mod that add more techs and ages.
  15. Most important performance issue is pathfinding. Has been for a long time, since "January 2013" and before that date. Nothing come close. And Even after January 2013 many gameplay addition happen, so your arbitrary dismissing of my concern is foolish. If performance issue is #1 priority why no fix to pathfinding and why such big focus on poorly balancing the game? Big focus on balancing a game without many of its gameplay features yet committed. Says there is no stomach for adding more feature since are "balancing" game as it is, without new features. Why would you balance a game without its features implemented? No features coming is why. Meanwhile #1 performance priority is unfixed. And alphas are released with no discerned planned feature set. Rubico would be a good alpha name.
  16. All of this was already thought about and decided, but then it was throw away in last alpha instead of tweaked. Because javalin cavalry were OP 2 alphas ago did not make the whole counter scheme bad. 10 years of thought and energy into this problem was discard because of why? Never answered.
  17. I disagree a lot, but respectfully. There really is no reason to train a archer cav over a javelin cav. The players will find the best cost-benefit ratio and just spam those units and ignore the others. Roles are muddy and unclear. I also disagree that ranged units should alwats hit target. If you don't like ancient combat concepts then why play ancient combat game.
  18. One idea would be that Kushites advace phases by building bigger and bigger pyramid tomb.
  19. Workas great now. Everything is in right place. Last thing is that the icons on the left are still purple. Error is this: ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/null"
  20. It's getting closer! I see that some things are in the wrong order and for some reason has missing icons on the left. For instance, in this shot you see in the Civic Center that the III and IV phase techs are in the wrong row. Also, buildings on bottom row should be in row above them (City Phase row). Is there something I can do with my mod that I can fix so you don't have to keep editing your code for outlier? Or do you want to keep tweaking code to try and fix as many case as possible?
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