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wackyserious

0 A.D. Art Team
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Posts posted by wackyserious

  1. 1 hour ago, Grapjas said:

    You need to define it in `templates/special/player.xml`.

    IIRC you need to put the generic name of the unit without spaces.

    How about setting a prerequisite to add more numbers, like how Briton war dogs are limited to a certain amount and can have more if you build a certain structure?

  2.  

     

    I am having errors in-game with the new special structure that I made for the West faction, can someone help check what's not right in my files? Thanks!

     xiiiad\simulation\data\auras\structures\west_guild_house_economic.json

    Spoiler

    {
        "type": "global",
        "affects": ["Trader"],
        "modifications": [
            { "value": "Trader/GainMultiplier", "multiply": 1.25 }
        ],
        "auraName": "Guilds",
        "auraDescription": "Provides +25% trade gain.",
        "stackable": true
    }
     

    xiiiad\simulation\templates\structures\west\guild_house.xml

    Spoiler

    <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_structure_special">
      <Auras datatype="tokens">
        structures/west_guild_house_economic
      </Auras>
      <Footprint>
        <Square width="20.0" depth="16.0"/>
        <Height>8.0</Height>
      </Footprint>
      <Identity>
        <Civ>west</Civ>
        <SpecificName>Western Guild House</SpecificName>
        <Classes datatype="tokens">CivSpecific</Classes>
        <Icon>structures/tholos.png</Icon>
      </Identity>
      <Obstruction>
        <Static width="18.0" depth="14.0"/>
      </Obstruction>
      <VisualActor>
        <Actor>structures/western/guild_house.xml</Actor>
      </VisualActor>
    </Entity>
     

    xiiiad\simulation\templates\units\west\infantry_archer_b

    Spoiler

    <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_unit_infantry_ranged_archer">
      <Builder>
        <Entities datatype="tokens">
          structures/west/tavern
          structures/west/guild_house
          structures/west/wallset_stone_low_curtain_wall
          structures/west/wallset_stone_high_curtain_wall
        </Entities>
      </Builder>
      <Identity>
        <Civ>west</Civ>
        <SelectionGroupName>units/west/infantry_archer_b</SelectionGroupName>
        <SpecificName>Serf Archer</SpecificName>
        <Icon>units/west_infantry_archer.png</Icon>
      </Identity>
      <Promotion>
        <Entity>units/west/infantry_archer_a</Entity>
      </Promotion>
      <VisualActor>
        <Actor>units/western/infantry_archer_b.xml</Actor>
      </VisualActor>
    </Entity>
     

     

  3. 3 minutes ago, Stan&#x60; said:

    Comes from the foundation actor.

    What exactly to I have to do with the measurements of the tower?

      <Footprint>
        <Square width="1" depth="1"/>
        <Height>4</Height>
      </Footprint>

      <WallPiece>
        <Length>0.5</Length>
        <Orientation>1.5</Orientation>
      </WallPiece>

    I see these two info but I don't exactly know how to match them and what to match them with?

  4. 8 minutes ago, Stan&#x60; said:

    Well for them to work you need the wall length to be exactly the size of the palisade. Is it the case ?

    Ohh now I see why, it must be the wall set tower..

    070922 - Palisade.jpg

    Also how do I remove the scaffolding foundation that automatically spawns when building tower, it seems to be coming from the parent template, how do I disable them in my wall set template?

  5. I already finished the art assets for the low stone curtain wall and already committed it in the repository, but I am having difficulties in making them buildable by the citizen-soldiers in game and making the faction recognize the wallset. Can someone kindly check the simulation files in the repository and help fix it so that I can test it in game. Thank you very much!

  6. Work in progress: Short stone curtain walls. (These are just actor files at the moment, plus I don't have any idea how to mess with animated gates, so I might not be able to do one or maybe just use the palisade gate as a placeholder)

    FXHhqaAaAAAtg3v?format=jpg&name=4096x409

    • Like 1
  7. 15 minutes ago, LordStark said:

    Nice work!

    I especially like the paths - is that something the player can create or is it something you put in the scene via the Atlas Editor?

    Yes, these are decal actor files that @LordGood made sometime ago and are available in Atlas, just search for "path" in the actor files tab. :-)

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