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wackyserious

0 A.D. Art Team
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Posts posted by wackyserious

  1. I also suggest that you download/use SVN version a.k.a, the developer version If you play 0ad on a regular basis. (Or if you really follow the game via, each alpha release)

    You can keep track of the latest changes here and receive it by updating your SVN copy http://trac.wildfiregames.com/timeline

    My personal experience, I've been following this game since alpha 11? or 12? I can't really remember, but I only switched to SVN last year, because of that, I was able to test/experience the new capture system and give feedback, before it was released in the latest alpha (Also less hectic, no need to uninstall the old version and install the new one, you just "update" and eureka.)

    • Like 1
  2. Morale points for each unit, so that you won't have to kill outnumbered units. (A "switch default to" capture or attack button would be nice to have together with this suggested feature)

    Ex. I will put my cavalry units to capture mode, so that they can capture outnumbered/routed infantry while my infantry units handle the fighting

    Support unit = Very low morale points

    Basic rank = Low morale points

    Advanced rank = Moderate morale points

    Elite rank = High morale points

    Champion = Very high morale points

    1.) Captured units will only retain its armor/texture and will lose props like weapons, helmets, etc.

    2.) Captured citizen_soldiers will lose its capability to attack and will be converted to a support unit (More like slave-worker prisoners)

    3.) All captured units will have very low morale, so that capturing them back would be easy (upon recapture, they will return to their original state, with props returned together with the capability to attack)

    4.) Captured units will not cost you population points, you can collect prisoners and use them to boost your economy, but "They will be terrible at everything", from building to resource gathering, etc.

  3. For the capes, you just have to add a new variant below clothing1-4 (Make sure you leave one space in between, just like what you see above)

    Step 1: Set ratio and variant 1 name (ex. Cape)

    1.) Double click on props

    2.) Select attachment point shoulders

    3.) Specify prop location

    Step 2:Set ratio and variant 2 name (ex. No Cape)

    1.) Double click on props

    2.) Select attachment point shoulders

    3.) Leave prop location empty, do not specify anything

    It should look something like this,

    post-20008-0-18797600-1452086238_thumb.j

  4. Yeah, things about promotion are only a "little bit" complicated on the simulation .xml side

    As what niek said, you just look for or add the <Promotion> tag

    As for the actors you just have to match the visual actor tags (Ex. simulation file infantry_swordsman_b.xml should be matched with actor file rome_infantry_swordsman_b.xml)

    I really recommend that you use the ActorEditor.exe found at your game folder 0ad\binaries\system

    It is easier to understand and learn modding game objects using it. Here's what the interface looks like, you just double click on the areas to edit it.

    post-20008-0-19736500-1452085646.jpg

    post-20008-0-19736500-1452085646_thumb.j

  5. Cavalry units use two actors, a horse actor and a rider actor

    The mount or horse is the main actor while the rider actor is attached as a prop

    Ex.

    art/actors/units/celts/cavalry_swordsman_a.xml = mount or horse

    art/actors/units/celts/cavalry_swordsman_a_r.xml = rider

    Do you use the ActorEditor.exe found at 0ad/\binaries\system? It is a very helpful tool, you should try it :)

  6. post-20008-0-55067500-1451884977.jpg

    Ability system is a planned feature right? I hope it will be added to the current workload and be included in the next alpha release. It can buff the current gameplay, specially at this period, where some of the long time players have started to become less contented with the game. During the past months, most of the topics that were discussed here was about, how to tweak the current gameplay, whether economically or gameplay combat mechanics..

    I'm thinking of something similar to the ability system of Battle Realms and Warcraft (as what was also suggested in trac), units from both games became special because of the associated ability on them. Aside from counters, units can also be useful because of their ability.

    Some examples,

    -Auto-cast upon enemy detection or manual shield/defend ability (this is where the armor bonus becomes active) Battle ready animation should still be different from defend animation. (i.e. battle ready anim. is more like a taunting anim.)

    -Temporary invulnerability (for for frenzied fighters like naked warriors and berserkers)

    -Critical strike and stun bonus with downed or stunned animation (Makes combat even better, charge attacks may cause an enemy unit to fall down or become disoriented, also works well with animals like wolves or dogs

    -More unit conditions like, disease infected or burning or affected with cowardice (Just like in Warcraft where, an UI indicator displays a certain spell or condition which affects the unit)

    -Throwing weapons with a certain cool down period

    -Active ability battle cry (Can stack with passive attack/defense bonus)

    post-20008-0-55067500-1451884977_thumb.j

    • Like 3
  7. Uhmm, did you addressed the actor files properly in the simulation files?

    Example: Simulation file for cart_infantry_archer_b.xml should have the following actor file as its visual actor: units/cart/infantry_archer_b.xml

    b= basic , a= advanced, e= elite

    <VisualActor>
    <Actor>units/cart/infantry_archer_b.xml</Actor>

    </VisualActor>

    Make sure file path/locations are addressed properly

    I forgot to mention, if you want the unit to be a citizen_soldier type, you should use citizen_soldier simulation templates, (i.e. infantry_archer_b to e) vice versa, use champion simulation templates for champions units

    Simulation templates (or defaults) can be found here, https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/templates

    Also, if you want to use citizen_soldier "actor files" for champion units, you can remove the harvest animations and other props and things associated with gathering, champion units won't be needing it.

  8. You can try a more direct approach, as what wowgetoffyourcellphone have suggested.

    You can download the necessary files here https://github.com/0ad/0ad/tree/master/binaries/data/mods/public if you don't want to use SVN (SVN file size is quite large, 5-6gb, I think? But is really worth it, you'll have access to the latest things.)

    Step 1 - Create a simulation file for your archer unit (Niek's tutorial will teach you how to make one)

    Step 2 - Copy the Persian infantry_archer_b, infantry_archer_a, infantry_archer_e actor files at https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/art/actors/units/persians

    Step 3 - Replace the textures, props or anything else that you want to change (You just need the animations and some props from the files that you copied)G

    Goodluck! :)

  9. The last few releases became a game of "Rams and champs and other deus ex machina unit", other lesser units were getting pushed aside, specially during late game. It could get really boring since the unit selection/variety in able to achieve victory is very scarce. Even lesser chess pieces could be used to gain a win, if used smartly or strategically.

    • Like 1
  10. 3. The AI is, well, improvable. I know how difficult it is to implement a smart AI. However, I don't see a significant different between medium, hard and very hard. Moreover, if I play a match with one hard and one very hard opponent, the hard one is able to outdo the very hard one.

    IMHO, battering rams.. (But.. as far as I know, game balance is not a high priority at the current stage of the game development, Wildfire's top priority, ATM is to keep on improving the pathfinder and game performance. Game balance can be tweaked after)

    Rams ramming infantry to death is just an unpleasant sight for me to see in-game. It breaks realism.

    18. A soldier stance "don't conquer buildings automatically, only attack units" would also be a very helpful feature :)

    I'm also a supporter of a feature similar to that, a "switch default action to destroy or capture" button, hotkey or game option. I mostly destroy low hp enemy buildings around the civil center with clumps of infantry or champs, and leave harder ones to rams. destroying them is faster than capturing, trying to capture buildings lead to more casualties. It would be easier to micro things if that kind of button, game option or hot key would be implemented. :)

    Or disable, "Ram to Infantry and cavalry" and specific "Infantry and Cavalry to Building" attacks for more realistic results.

    • Like 1
  11. *Bump The work on the Saxon faction's design document was started.

    We are currently thinking about the faction's unit roster, and we would like to encourage everyone to join the discussion and help contribute to the research regarding Saxon military and warfare. Thanks.

  12. I've got a (stupid?) question. Is it possible to have both "rise of the east" mod and "millenium" mod, or you have to get only one mod? Also, what are the civs available in this mod?

    I'm running both mods via command line "-mod=modname"

    Though, you may experience issues with the menu background and soundtracks from both mods mixing together..

  13. - Change the default action to "destroy" instead of "capture" for rams?

    • Currently, defense buildings cannot contribute any damage to battering rams

    - Implement fire damage/attack and mechanical armor

    - Yes, they are not hard to destroy or capture, if you have champion units, but without champions..

    • It takes much time to capture battering rams
    • A single ram can kill two to three citizen soldiers (Yeah, a ram, ramming units to death) I always see this when I watch two AI fight.

    - Maybe reduce ram attack and walking speed depending on the current amount of health points?

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