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fatherbushido

WFG Retired
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Posts posted by fatherbushido

  1. 7 minutes ago, sphyrth said:

    Let's just take apart the Citizen and Worker classes for now.

    This was my thought process when I first read the Classes for Women. "Citizen? Okay, what does this one do? Eat, sleep, and work?. But then I read Worker. "Okay, so it's a Citizen who works". Support, "Sure. I know this one, she supports using her aura." But there's a nagging thought that having both Citizen and Worker seems redundant. Of course, that's coming from me - a specific player's personal view.

    Now, from the side that players don't usually see. What specific instances these differences play a part in the game? I mean, what if a Woman doesn't have the Citizen class, but only the Worker class (and vice versa). How does that affect them?

    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".

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  2. @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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  3. 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.

     

    • Like 2
  4. 1 hour ago, Feldfeld said:

    I wonder why it was removed from the game but not in the civ description, that makes things not easy for new players

    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.

  5. 31 minutes ago, wowgetoffyourcellphone said:

    Now, if only we could have a feature to where they'd only lose health down to a certain percentage like AOE3's militia.

    That one is straightforward (one template entry and one check in Health). Do you need it?

    • Like 2
  6. A bit more history here:

    Spoiler

    In r15915

    It introduces the new meshes and some animations for them

    meshes/skeletal/new/armor/f_tunic_short_boudicca.dae
    meshes/skeletal/new/armor/m_dress.dae
    meshes/skeletal/new/armor/m_dress_sleeves.dae
    meshes/skeletal/new/armor/m_hero_pants_tunic.dae
    meshes/skeletal/new/armor/m_hero_tunic.dae
    meshes/skeletal/new/armor/m_pants.dae
    meshes/skeletal/new/armor/m_pants_tunic_long.dae
    meshes/skeletal/new/armor/m_pants_tunic_short.dae
    meshes/skeletal/new/armor/m_tunic_long.dae
    meshes/skeletal/new/armor/m_tunic_short.dae
    meshes/skeletal/new/f_dress.dae
    meshes/skeletal/new/f_naked.dae
    meshes/skeletal/new/f_tunic_short.dae
    meshes/skeletal/new/m_dress.dae
    meshes/skeletal/new/m_dress_sleeves.dae
    meshes/skeletal/new/m_hero_caros.dae
    meshes/skeletal/new/m_hero_pants_tunic.dae
    meshes/skeletal/new/m_hero_tunic.dae
    meshes/skeletal/new/m_naked.dae
    meshes/skeletal/new/m_pants.dae
    meshes/skeletal/new/m_pants_tunic_long.dae
    meshes/skeletal/new/m_pants_tunic_short.dae
    meshes/skeletal/new/m_tunic_long.dae
    meshes/skeletal/new/m_tunic_short.dae

    animation/biped/new/fem_idle_long.dae
    animation/biped/new/fem_idle_short.dae
    animation/biped/new/inf_arch_idle.dae
    animation/biped/new/inf_sarissa_rest.dae
    animation/biped/new/inf_shield_idle.dae

    The related blend source is commited in r18137

    In r18138

    It is another version of the source files r18138. The previous ones get the .blend1 extension.

    In r18971

    It introduced the blend file for animations.

    In r19061

    It introduced the new anims and it modifies the meshes.
    The meshes now have 3 more vertices groups for capes and internally BIPED_ is renamed by ARMATURE_

    meshes/skeletal/new/f_dress.dae (12 diffs)
    meshes/skeletal/new/f_naked.dae (11 diffs)
    meshes/skeletal/new/f_tunic_short.dae (11 diffs)
    meshes/skeletal/new/m_dress.dae (10 diffs)
    meshes/skeletal/new/m_dress_sleeves.dae (11 diffs)
    meshes/skeletal/new/m_hero_caros.dae (12 diffs)
    meshes/skeletal/new/m_hero_pants_tunic.dae (11 diffs)
    meshes/skeletal/new/m_hero_tunic.dae (11 diffs)
    meshes/skeletal/new/m_naked.dae (11 diffs)
    meshes/skeletal/new/m_pants.dae (10 diffs)
    meshes/skeletal/new/m_pants_tunic_long.dae (10 diffs)
    meshes/skeletal/new/m_pants_tunic_short.dae (10 diffs)
    meshes/skeletal/new/m_tunic_long.dae (10 diffs)
    meshes/skeletal/new/m_tunic_short.dae (10 diffs)

    it is also choosen to use long names instead of folders for armor version and so there is the new

    meshes/skeletal/new/m_armor_dress.dae
    meshes/skeletal/new/m_armor_dress_sleeves.dae
    meshes/skeletal/new/m_armor_hero_pants_tunic.dae
    meshes/skeletal/new/m_armor_hero_tunic.dae
    meshes/skeletal/new/m_armor_pants.dae
    meshes/skeletal/new/m_armor_pants_tunic_long.dae
    meshes/skeletal/new/m_armor_pants_tunic_short.dae
    meshes/skeletal/new/m_armor_tunic_long.dae
    meshes/skeletal/new/m_armor_tunic_short.dae

    but the following ones are not deleted

    meshes/skeletal/new/armor/f_tunic_short_boudicca.dae
    meshes/skeletal/new/armor/m_dress.dae
    meshes/skeletal/new/armor/m_dress_sleeves.dae
    meshes/skeletal/new/armor/m_hero_pants_tunic.dae
    meshes/skeletal/new/armor/m_hero_tunic.dae
    meshes/skeletal/new/armor/m_pants.dae
    meshes/skeletal/new/armor/m_pants_tunic_long.dae
    meshes/skeletal/new/armor/m_pants_tunic_short.dae
    meshes/skeletal/new/armor/m_tunic_long.dae
    meshes/skeletal/new/armor/m_tunic_short.dae

    Also the following anims are not modified to use the new version of the meshes

    animation/biped/new/fem_idle_long.dae
    animation/biped/new/fem_idle_short.dae
    animation/biped/new/inf_arch_idle.dae
    animation/biped/new/inf_sarissa_rest.dae
    animation/biped/new/inf_shield_idle.dae

    In r19095

    it used the new anims in templates

    In r19137

    New blend source

    In r20483 and r20545

    The siege operators animation files are refering it seems, if I look at the .dae internally to the first new meshes version.

    In r20690 and r20696

    same thing for biped/new/gastra*

    In r21366

    some things are removed (so less to fix)

    In r22081

    perhaps some things to check

    Another draft I had about that:

    Spoiler
    • In WFG-r15915: ***** introduced new meshes and animation. They are placed in meshes/skeletal/new/ and animation/biped/new/. They weren't used in actors, It was more or less a wip. There was already the mistake which annoy us: 3 duplicated vertices (so we get a 42 count for the 39 actual bones).
    • In WFG-r19061: ***** finished his works and uses the previous meshes and animation for actors. But he had worked meanwhile and slightly modified the meshes (adding 3 bones for the capes and renaming some internal blender names from Biped_* to Armature_*). The exiting "new" mesh files are modified, some are added and a family of meshes which are modification of existing ones are move-added but the old "new" ones remained. In f04550fe I suggested to removed them. Also some animation files which were done with the temp meshes WFG-r15915 were not update accordingly animation/biped/new/fem_idle_long.dae animation/biped/new/fem_idle_short.dae animation/biped/new/inf_arch_idle.dae animation/biped/new/inf_sarissa_rest.dae animation/biped/new/inf_shield_idle.dae
    • In WFG-r19095 one actor keeps ref to the forgotten duplicated meshes (see f04550fe)
    • In WFG-r20716 a file was added based on the forgotten duplicated meshes (see f04550fe)
    • In WFG-r20483, WFG-r20545, WFG-r22081 *** and ********* added a lot of new actors using the 42 bones meshes files but anim worked on the 39 bones meshes. The used blend source was not the good one!
    • It passes through WFG-r21366.

     

  7. About the elephant is that this one?

    On 7/21/2019 at 10:33 PM, fatherbushido said:

    Check that one https://trac.wildfiregames.com/changeset/19137/

    (there was a total "blend" with the different source files where different ones were used (one can see the ones using "Armature" and the ones using "Cube" in the exported .dae).)

    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!)

     

  8. On 8/12/2019 at 2:04 PM, av93 said:

    BTW, how it's going Fork AD. When we can expect a release?

    I would say that the answer are in our announcement! :-)

     

    Quote

     

    Project goals

    We still adhere to the old ideals of doing things properly. That means we first have to fix some code rot so there is a nice foundation to build on. Do note that this does not mean that there are no improvements upon already sound bases. While we intend to improve all aspects of the game, our current focus is on mod support and single player improvements.

     

    Stay tuned! ;-)

     

  9. 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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