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Everything posted by fatherbushido
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[ANSWERED] Need More Info About Unit and Building Classes
fatherbushido replied to sphyrth's topic in General Discussion
If a class is (for example) used by a technology like "All units of the class *Worker* gain 10hp" then it's better to have it visible in the gui. -
[ANSWERED] Need More Info About Unit and Building Classes
fatherbushido replied to sphyrth's topic in General Discussion
Classes are used for many purposes. For example, technologies or auras apply to specific classes. There are also non visible classes (which are not displayed in the tooltips) which are used internally (for the AI for example). EDIT: Note that some words are "abstractions" or have an extended meaning. For example a class "Vehicle" could perhaps be attributed to a "cavalry unit" but not to a "car wreckage". -
@Alexandermb: Here it is. If you need something, just ask. Red files are the missing ones, green files are the ones who reference the missing ones. art/variants/biped/formations/syntagma_mid.xml <- art/actors/units/macedonians/infantry_pikeman_a.xml art/actors/units/macedonians/infantry_pikeman_b.xml art/animation/biped/rider/camelry/promotion.dae <- art/variants/biped/rider/camelry/promotion.xml art/animation/biped/rider/camerly/archer_attack_right.dae <- art/variants/biped/rider/camelry/attack_ranged_archer_right.xml art/animation/biped/infantry/siege_operators/gastraphetes_attack.dae <- art/variants/biped/attack_ranged_gastraphetes_fire.xml art/animation/biped/rider/camelry/archer_attack_hip.dae <- art/variants/biped/rider/camelry/attack_ranged_archer_hip.xml art/animation/biped/infantry/spearman/attack_melee_hop_a.dae <- art/variants/biped/attack_melee_hoplite.xml art/animation/biped/rider/camelry/attack_slaughter.dae <- art/variants/biped/rider/camelry/attack_slaughter.xml
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@AlexandermbWhen trying to merge the github repo and parsing it into fork AD tools, I noticed a few errors. Do you want I report them directly on the github repo or something else? I don't know if you planed to merge all, so perhaps they are not relevant.
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Apart from that from a game design point of view, I don't find that kind of bonuses stupid if one wants hard counters. There are mainly two ways to do things: - emergent behaviors with lot of factors (an abstract game physic) - full gameplay control with hard counters My personal preference is the first one but both are ok. Just coherence is needed. If one choose the second part, which is sometimes the cleaner/easiest for balancing, especially for an rts, you just have to have a set of rules. No stats are really actually needed (or a little set). That's what are hard counters. In that context, the civ counters perfectly fit. To be more clear: you need only one stat: health and then you have a set of bonus of units against units (by type or by civ). Doing that way, you have a full control of the balance and the gameplay.
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Most of the civ info page content is what was planed at some point (developed or not). The only part which was updated was the team bonuses part iirc.
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That one is straightforward (one template entry and one check in Health). Do you need it?
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it was in game around 2012.
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The good news is that all that will be fixed soon and the 0ad art (which imo *is* 0ad) will not be messed.
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I first thought Alexander was looking (he actually was at some time) for biped/new/inf_sarissa_rest (which was done by enrique, no?). That one being used by most of the elephant rider. But he spoke about different elephant rider animations.
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Ah yes it seems I made a confusion with the sarissa weapon. Are you sure it's only cav anims in that file?
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A bit more history here: Another draft I had about that:
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About the elephant is that this one? The file biped/new/inf_sarissa_rest was in the first experimental new anims commit. Then was not included in the final one. That's mostly that big confusion between the two sets of files where errors were stacked which prevent an automatic way (I mean modifying the anims and mesh .dae) to fix it. So the file should be here: https://trac.wildfiregames.com/changeset/19137/?format=zip&new=19137 (That's perhaps not what you are looking for!)
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I don't know, not all wine get better with age :-/
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"Wise men", I am not one of them. And please don't make me look what I am not. Please.
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Wise men know.
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I would say that the answer are in our announcement! :-) Stay tuned! ;-)
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We are well aware of your long standing wishlist. Perhaps will you find other reasons! Come join the dark side, we have chocolate cookies!
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By the way, that mod idea is really cool!
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As @Freagarach said above, 65535 is the max value for the weight. <TerritoryInfluence><Weight>65536</Weight></TerritoryInfluence> should be replaced by: <TerritoryInfluence><Weight>65535</Weight></TerritoryInfluence>
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Ah yes my bad, it's a frog hoplite I had made a confusion with the ninja turtle.
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It's been a long time @sphyrth. If you expect an hoplite turtle unit in Fork AD, the answer is no ;-)
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At least it informed us that something was wrong in the simulation (and not in the gui).
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I remember that we already discussed about that now. So: { "genericName": "Urban Cohorts vs. City Watch Corps", "top": "romans_imperial/unlock_urban_cohort", "bottom": "romans_imperial/health_regen_structures", "requirements": { "civ": "imp" } }
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Well I figured out the issue. As a temp workaround you can probably add just the civ requirement in the pair tech (which is close to what nescio suggested above).