Jump to content

wackyserious

0 A.D. Art Team
  • Posts

    2.079
  • Joined

  • Last visited

  • Days Won

    90

Everything posted by wackyserious

  1. Image from the BBC website. Probably a Roman occupation period fort or walled town, occupied by Anglo-Saxons. More images and information about Anglo-Saxons @BBC website http://www.bbc.co.uk/schools/primaryhistory/anglo_saxons/anglo-saxon_life/
  2. 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)
  3. Now I'm the one confused ..Or you can just copy simulation files from other factions that have archer units, they are less complicated than templates. Just make sure you name files correctly, and address them properly in .xml files
  4. Uhmm, did you addressed the actor files properly in the simulation files? 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.
  5. 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!
  6. Try to stick closely to the tutorial http://trac.wildfiregames.com/wiki/CreatingNewUnits It will teach you the basics, and you'll get more ideas as you advance further. The instructions there are very clear, just follow each step. and try to create a Gallic axeman. Then, see if it will appear in-game after you finish working on it. Goodluck
  7. 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.
  8. 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. 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.
  9. Also from the Philippines, wacky + serious, two contrasting behaviors that somewhat reflect my personality. GMT +08
  10. *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.
  11. Mapmaking 101 - Ecosystems 101 article @ Stronghold Haven
  12. 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. One down! Norse - (Released/Almost complete) Saxons (Work in progress) Carolingian Franks (Work in progress) Byzantines (Eastern Roman Empire) Normans Arabs (Umayyads) Chinese (Tang Dynasty) Avars (Nomads)
  14. - 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 ramsA 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?
  15. I might do so, I'll think of it Original plan was, I will remove my rookie status approx. 1 year after joining the team or maybe just half a year. I've been on the CoM for at least a quarter now. (Looking back 3 months ago, I was totally clueless on how to mod this game, haha)
  16. Village phase market: no auto-generated trade income (A small village that is not well not known to traders/merchants, villagers visit bigger settlements in order to engage in trading) Town phase market: normal auto-generated income (A regular town, occasionally visited by merchants and travellers) City phase market: higher auto-generated income (A well known city visited by many merchants and travelers)
  17. This is what I do to create player_trans or player color in textures 1.) Select the red parts or desired parts that will use player color using software select tool and cut the selected parts 2.) Place them in a separate image layer. 3.) Tweak the colors and lower the color saturation/deepness (best color for me is light gray) 5.) Once desired low sat. color is achieved, change layer transparency between 5% - 25%, make sure there is nothing below the transparent parts of the texture. 6.) You can now save the png and test it, in-game. I hope this helps
  18. Regarding the Briton presence (IIRC, there are two contradicting statements from two chroniclers during that period, one states that little (or no violence, at all) occurred, and that the Britons in the region where they settled where peacefully assimilated, while the other states that the Anglo-Saxons carved their way though series' of military conquests. We could try splitting or make a new civ for the Anglo-Saxons in the later stages of development, because I believe that this faction was meant to represent the Saxons during Charlemagne's Saxon Wars, right? A separate Anglo-Saxon faction would fit much more once the Normans are introduced. I kinda agree that that Anglo-Saxon Britain was a little different in some aspects. (Well, not that different, since Germanic culture brought from the Northern parts of Europe prevailed, but it can be a little biased if we only mention or refer to the Saxons and exclude the other groups that also migrated to Britain) The Anglo-Saxon dominion over Britain was often called the Heptarchy The one who manages to dominate the other groups during their time, are often referred to as Brytenwalda or Bretwalda Mercia (Angles) dominated the scene for quite some time during the early phases, while near the later periods, the kingdom weakened and the power shifted to Wessex (Saxons)
  19. I'm sorry, It is fixed now, it was my custom civ that was causing the error..
  20. I'm also getting the same message: Error generating map. Check application log for details I'm receiving error warnings in all random maps.
  21. I also voted for 0AD last year, who else has a modDB profile? Voting phase ends on December 11, 2015
  22. I've done this one with the Norse, back when we were still using the Celtic longhouse as a placeholder, I say this method is effective in creating more variants. What I did was, I edited the specific parts of the texture that the model uses, and erased/removed the unused part of the textures to reduce the file size.
×
×
  • Create New...