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wowgetoffyourcellphone

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Posts posted by wowgetoffyourcellphone

  1. On 29/01/2023 at 5:38 PM, sternstaub said:

    map-rheinland-v02-patch-delanda-est.pyromod REQUIRES 0ad A27 AND map-rheinland.pyromod AND Delanda Est

    I loaded this up in Atlas and the only error messages I'm getting are these:

    WARNING: [ParamNode] Could not remove token 'Siege' from node 'List'; not present in list nor inherited (possible typo?)

    WARNING: [ParamNode] Could not remove token 'Elephant' from node 'List'; not present in list nor inherited (possible typo?)

     

    So, there's an issue with Delenda Est where there are classes removed from a list somewhere. Might be with ships. I'll look into it.

    ZzVElL5.png

    • Like 1
  2. On 22/10/2023 at 6:37 PM, LienRag said:

    There's a least one battle won because one side took too much time to get in formation and the enemy were able to charge them before they were ready.
    (no, I don't remember which battle)

    Several battles actually 

    • Like 1
  3. What seems to work for me is to load the map in Atlas without DE enabled. So, base game, no mods. Boot up Atlas, load the map in Atlas. You'll get a bunch of those errors. Save the map as <filename>_EA or something different. Atlas has a cleanup feature, so the act of saving the map will remove the missing files once you reload the map. So, once it's saved as a new map, close Atlas and reopen it again and reopen your new map and see how many errors you get. You might still get a few, but the previously missing objects will be gone. At least now most of the missing files will be stricken from the map file and you can see what you need to replace. 

     

    Only other way is to manually edit the map's XML file. Look in the Pyrogenesis Log file for the list of bad files and then go through the XML file and delete them by hand (or use ctrl-H and replace).

    • Like 1
    • Thanks 1
  4. Everything is pushed to Github. I think everything in the first post is in, except the Fire Ship tech, but I'll do that soon. :D Some costs are slightly different, but the first posts is pretty close to the current implementation.

    • Like 2
  5. 5 hours ago, zozio32 said:

    well, indeed, the alpha 0.27 D.E is quite nice. the new portrait are an improvement, the coin and glory balance is better.

    Thanks! Still working on it.

     

    5 hours ago, zozio32 said:

    I had not noticed the possibility to put ranged units on the wall before, is it new to a0.27? or it is a D.E element. No bug whatsoever in the game. My son tried to play the large Egyptian map, works fine. Thumbs up altogether

    Placing units on wall battlements has been in the game for a few years now.

    • Like 1
    • Thanks 1
  6. In Delenda Est, the "Dock" structure from the base game is split into two separate buildings: The Commercial Dock for Fishing Boats and Merchant Ships, and the Naval Shipyard for all Warships.

     

    Naval Shipyard

    ZYa4dKG.png

    Village Phase

    Units: 

    Scout Ship

    • Cost: 100 food, 100 wood, 20 seconds, 2 pop
    • Health: 200
    • Attack: 20 pierce/2 seconds
    • Attack Range: 50 meters
    • Vision Range: 80 meters
    • Armor Hack: 5
    • Armor Pierce: 2
    • Armor Crush: 5
    • Garrison: 10

    Techs:

    Lookouts

    • Cost: 50 food, 50 glory, 30 seconds
    • Effects: Scout Ships +33% vision range; all other Ships +10% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese.
    • Civs: All with Scout Ships

    Exploration

    • Cost: 100 wood, 200 glory, 30 seconds
    • Effects: All Land Traders and Ships +20% vision range and +10% speed.
    • Civs: Carthaginians, Han Chinese


    Town Phase

    Units: 

    Arrow Ship

    • Cost: 200 food, 200 wood, 25 seconds, 3 pop
    • Health: 400
    • Attack: 20 pierce/1 seconds
    • Attack Range: 60 meters
    • Vision Range: 70 meters
    • Armor Hack: 8
    • Armor Pierce: 5
    • Armor Crush: 1
    • Garrison: 30

    Special: Fire Ship (Britons, Gauls, Han, Iberians, Scythians, Xiongnu)

    • Cost: 250 wood, 30 seconds, 1 pop
    • Health: 500, -5 health/second when ignited
    • Attack: 25 fire/second when ignited
    • Attack Range: 10 meters (melee)
    • Death Damage: 500 fire/20 meters
    • Vision Range: 50 meters
    • Armor Hack: 5
    • Armor Pierce: 8
    • Armor Crush: 2
    • Garrison: 0

    Techs:

    Shipwrights

    • Cost: 200 food, 200 glory, 40 seconds
    • Effects: Shipyards work 20% faster (Warships −20% build time; Technologies −20% research time).
    • Civs: All with a Shipyard

    Flute Players

    • Cost: 200 food, 200 coin, 40 seconds
    • Effects: Warships +10% speed. Unlocks “Flanking Maneuvers.”
    • Civs: All

    Naval Oxybeles

    • Cost: 200 wood, 200 glory, 40 seconds
    • Effects: Arrow Ships +10 crush damage and +10% range.
    • Civs: All with Arrow Ships

    Burning Pitch

    • Cost: 300 wood, 100 glory, 40 seconds
    • Effects: Fire Ships +20% health and +20% attack damage.
    • Civs: All with Fire Ships

     

    City Phase

    Units:

    Siege Ship

    • Cost: 300 food, 300 wood, 30 seconds, 4 pop
    • Health: 600
    • Attack: 100 crush/4 seconds
    • Bonus: 2x vs. Buildings
    • Attack Range: 80 meters
    • Vision Range: 90 meters
    • Armor Hack: 1
    • Armor Pierce: 8
    • Armor Crush: 5
    • Garrison: 50

    Ramming Ship

    • Cost: 200 food, 200 wood, 25 seconds, 3 pop
    • Health: 400
    • Attack: 200 hack/8 seconds
    • Bonus: 2x vs. Siege Ships
    • Attack Range: 15 meters (melee)
    • Vision Range: 60 meters
    • Armor Hack: 5
    • Armor Pierce: 1
    • Armor Crush: 8
    • Garrison: 30

    Special: Corvus Trireme (Capturing Ship; Republican Romans)

    • Cost: 100 food, 300 wood, 25 seconds, 3 pop
    • Health: 400
    • Capture Attack: 20 points/5 seconds
    • Attack Range: 15 meters
    • Vision Range: 60 meters
    • Armor Hack: 4
    • Armor Pierce: 2
    • Armor Crush: 8
    • Garrison: 30
    • Garrison Effect: +1 capture/soldier


    Techs: 

    Flanking Maneuvers (“Periplous”)

    • Cost: 300 wood, 200 coin, 40 seconds
    • Effects: Ramming Ships +25% speed and acceleration
    • Civs: All with Ramming Ships

    Naval Ballistae

    • Cost: 450 wood, 300 glory, 40 seconds
    • Effects: Siege Ships +20% attack range
    • Civs: All with Siege Ships

    Ship Cladding

    • Cost: 450 wood, 300 glory, 40 seconds
    • Effects: Warships +1 hack, pierce, and crush armor.
    • Civs: All

    Special: Persian Patronage

    • Cost: 400 coin, 400 glory, 40 seconds
    • Effects: Warships −50% build time.
    • Civs: Spartans after choosing the hero Lysander


    Empire Phase

    Units: 

    Siege Ship (Macedonians)

    • Cost: 300 food, 300 wood, 30 seconds, 4 pop
    • Health: 660
    • Attack: 100 crush/4 seconds
    • Bonus: 2x vs. Buildings
    • Attack Range: 80 meters
    • Vision Range: 90 meters
    • Armor Hack: 1
    • Armor Pierce: 8
    • Armor Crush: 5
    • Garrison: 50

    Special: Corvus Quinquereme (Heavy Capturing Ship; Republican Romans)

    • Cost: 200 food, 400 wood, 30 seconds, 4 pop
    • Health: 600
    • Capture Attack: 25 points/5 seconds
    • Bonus: 2x vs. Siege Ships
    • Attack Range: 15 meters
    • Vision Range: 60 meters
    • Armor Hack: 1
    • Armor Pierce: 8
    • Armor Crush: 5
    • Garrison: 50
    • Garrison Effect: +1 capture/soldier

    Techs: 

    Flaming Munitions

    • Cost: 800 wood, 400 glory, 40 seconds
    • Effects: All Ranged Ships +25% attack damage
    • Civs: All with ranged ships

    Bronze Rams (“Chalkemboloi”)

    • Cost: 400 metal, 400 glory, 40 seconds
    • Effects: Ramming Ships +50% attack damage
    • Civs: All with Ramming Ships

    Undergirding Cables (“Hypozomata”)

    • Cost: 500 metal, 300 glory, 40 seconds
    • Effects: Arrow Ships and Ramming Ships +33% health
    • Civs: All with Ramming Ship and Arrow Ships, but no Siege Ships.

    Marines (“Epibatai”/“Classiarii”)

    • Cost: 400 food, 300 glory, 30 seconds
    • Effects: All Warships (except Corvus Ships) +40% capture resistance.
    • Civs: All except Republican Romans

    Special: Zea Ship Sheds (“Neosoikoi”)

    • Cost: 400 wood, 400 glory, 40 seconds
    • Effects: Warships −33% build time
    • Civs: Athenians

    vs.

    Special: Arsenal of Philon

    • Cost: 400 stone, 300 glory, 40 seconds
    • Effects: Warships +1 health/second self-repair rate
    • Civs: Athenians

    Special: Naval Arms Race

    • Cost: 400 wood, 400 glory, 40 seconds
    • Effects: Unlock the “Corvus Quinquereme” for the Republican Romans.
    • Civs: Republican Romans

    Special: Naval Arms Race

    • Cost: 400 wood, 400 glory, 40 seconds
    • Effects: Unlock the “Hexērēs” Siege Ship for the Macedonians.
    • Civs: Macedonians

    Special: Juggernaut (“Tessarakonterēs”)

    • Cost: 600 wood, 400 metal, 40 seconds
    • Effects: Siege Ship +50% health, −25% firing time, but −25% speed, turning rate, and acceleration.
    • Civs: Ptolemies after choosing the hero Ptolemy IV
    • Like 3
  7. Patch for Naval Overhaul

    https://code.wildfiregames.com/D5213

    Quote


    This brings a number of changes to ships.

    Most consequential:
    A. Removes Building AI and gives them Unit AI.
    B. Creates new Warship classes with a rock-paper-scissors countering system (Scout Ships, Arrow Ships, Ramming Ships, Fire Ships, and Siege Ships)
    C. Ships can now transport Relics (aka "Catafalques"), a previous mistake (IMHO)

    Sound problems: Refs #4000

    Ship Classes:

    Scout Ship

    • Available in Village Phase
    • Cheap
    • Small ranged attack
    • Good for exploring, harassment, and small landing parties
    • Outclassed by every other Warship
    • Every civ should have one of these

    Arrow Ship

    • Available in Town Phase
    • Basic medium ranged Warship; most or all civs should get one
    • Good vs. Scout Ships and Ramming Ships
    • Countered by Siege Ships (Arrow Ships have low crush armor)

    Siege Ship

    • Available in City Phase
    • Heavy ranged Warship; throws catapult stones
    • Good vs. Structures (2x) and Arrow Ships
    • Countered by Ramming Ships (Siege Ships have low hack armor)

    Ramming Ship

    • Available in City Phase
    • Fast melee Warship
    • Good vs. Siege Ships (3x)
    • Countered by Arrow Ships (Ramming Ships have low pierce armor)

    Fire Ship

    • Available in Town Phase to a select number of civs
    • Constantly lose health
    • Cause "Death Damage" when they die
    • Use a Fire damage attack, so applies equally to all ships
    • Countered best by Arrow Ships

     

    Possible additions:
    D. A "Corvus" Ship for the Romans. A special "Boarding Ship" unit that captures enemy ships instead of destroying them.
    E. Make Fire Ships have an 'upgrade' to set them alight; instead of them currently starting to lose health right away, they don't lose health or cause damage until they are upgraded to Flaming. This is very easy to implement (already in DE).
    F. Garrison effects in a different patch.

     

     

    Patch requires the latest SVN development version of the game in order to test.

    • Like 2
    • Confused 1
  8. On 04/12/2023 at 1:28 PM, nifa said:

    I see an effect of the normal map in Atlas only when there is direct light on the texture, not in the shadows. Why is that?

    Stan is correct. To see an effect even in shadow, you need parallax. Luckily the game uses the alpha channel of the normal map for parallax, so it's just a basic height map. 

    • Like 1
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