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Posts
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Everything posted by Phalanx
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Please vote for 0 A.D. as 2017 Indie of the Year!
Phalanx replied to Itms's topic in Announcements / News
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Is it just me, or is the SVN totally knackered? I can't even get a game started. It loads up a map, freezes, then spits out a flurry of error messages (including something about not being able to find the roman stables xml) freezes again, then spits out another flurry of error messages.
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I can try to reproduce it
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Idk why, but they did. They were gathering stone, and the enemy attacked. I told them to attack the enemy, they defeated the enemy and went idle, I hit "back to work", and they walked to the nearest resources, which was the fields, and started farming.
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Could I be possbile to make the "Back to Work" button send the units back to the spot they were previsouly working? I don't want all my units to start working the nearest farm, I want the women to do that! Stop stealing the women's jobs! But yeah, could that be a thing?
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I know in Atlas, there is a Spartan Pike unit, but will it be making an appearance in the actual game?
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I am aware of that fact. Pardon me, I am used to RTWII terminology, where when one says "Thureos spear" one means the spearman. In this case, I am referencing the Seleucid and Ptolemaic spearman who carries a thureos. The point I was trying to make was, one (in real life) would probably fight a successor spearman different than a celtic spearman. Example: The Thureos spearman has a little bit of armour, so one would use slings, but the celt has basically no armour, so bows could be very effective.
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I came up with this basic chart as one idea of visualizing the counters/balance. Units will be given classifications for balancing use, instead of stats. Now, as @Thorfinn the Shallow Minded said earlier: this could be accomplished by adding a hoplite classification (not on graph) or by just adjusting the stats. A balance tree doesn't have to be a sure thing that guarantees a 100% counter effectiveness, but as a general guideline for counters. A slinger for instance (random example) may not be as effective against a hoplite than a Sparabara, but the slinger may perform better against the hoplite than any other ranged unit might. This gives a basic counter idea, but it still leaves room for unique counters and pairing, for instance (random example again) the slinger might be good against a hoplite, but a slinger and a javelinman are REALLY effective. I cannot state enough that this would be a general, not concrete counter list. The classifications help make a counter tree less messy, and it also would make counters more diverse between factions, especially the "weight" classifications. Obviously in the real world, one would handle a Thureos spear different than a Celtic spear. We could portray this difference, by classifying the Thureos spear as "heavy" (or even "medium") and the Celtic spear as "light", so different counters can be used.
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If we are thinking about @Wijitmaker's plan, then standard bearers could be easy for formations. Just choose an officer-y looking mesh for each faction, and have it carry the faction's rally point banner. ----------------- Personally, I do agree that there needs to be some semblance of balance and counters, but with these formation reliant units like hoplites and pikes, it gets kinda difficult, especially if we are looking at it from solely an AoE standpoint. Perhaps we should be created a hybrid counter tree between AoE counters, and RTWII counters, so we can take into consideration formations as well.
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Soo.... I found this game on the Playstore called Total Civilization War, and it's using the 0ad faction logos in its ads, and possibly its game. Is that legal?
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Possibly, we could make the military buildings more hellenic, but keep the civilian structures Egyptian. That could be a nice divide, because the majority of the civilians were still Egyptian, but the military was Greek Styled, if not mostly Greek in manpower
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Yeah, I'm trying to go for the white for the basic units, I'm using the basic Persian textures for the advanced units. I don't have that hat though...
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So, I still get error messages, and I can't seem to find them in the log because I am getting errors in Atlas, not pyrogenesis. But so I can see the front of the shield, but the back disappears. Is this because I didn't set a back texture? EDIT: I just decided to give it the persian shield. I just wanted my own shield to expirement with alpha channels, which that I did. So it's all good now. parth_rect_b.xml
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Is there a place where I can find a breakdown on what's happening in an xml file? I'm trying to compare my shield file to that of another, but some shields have different code than others.
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I found some errors in the parth_rect_b.xml, and I've fixed them.
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Thanks! I fixed that! Now I just have to figure out why i FLIPS OUT over the shield. If I try to place the unit in Atlas, the units shows up sans shield, but I get like 7 messages about how it can't find the xml file for the shield (I edited a Persian rectangle shield)
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yep
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No, sorry. I'm trying to place the unit in Atlas, and Atlas is giving me the error. I haven't saved a scenario. I'm just trying to get my unit to physically show up in Atlas.
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I'm sorry, which file would this be in?
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'par' was the old name, I thought I changed it to parth. Atlas claims to be trying to load parth...
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infantry_spearman_b.xml parth_infantry_spearman.xml