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Everything posted by fatherbushido
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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).
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What, you don't want to only do imperials vs imperials game? :-D
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Does it happens in the version in your github repo? edit: ok I checked the repo is up to date. edit: Unrelated but I think you can remove the genericName entry in the pair tech. edit: I will test it on Fork AD edit: @wowgetoffyourcellphone I got it, your files are ok, you won't get the error if you play with imp.
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Yeah ;-)
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Conspicuous by his absence...
fatherbushido replied to Philip the Swaggerless's topic in General Discussion
@Philip the Swaggerless It was in the design doc for the "Roman Pre Imperial" civ which was then split in "Republicans" and "Imperials". See : https://trac.wildfiregames.com/wiki/Civ%3A_Romans_PreImp?version=1 Maximus Sulla Scipio Julius The he disappeared from Republicans and Imperials as he is between https://trac.wildfiregames.com/wiki/Civ%3A_Romans_Republican#ROMANHEROES https://trac.wildfiregames.com/wiki/Civ%3A_Romans_Imperial#ROMANHEROES So we come to the conclusion of @wowgetoffyourcellphone above. See also https://wildfiregames.com/forum/index.php?/topic/19819-marian-reforms/&tab=comments#comment-306596 (but that time it was 3 sub civs, now it's 4 ;-)) -
The Kingdom of Kush: A proper introduction [Illustrated]
fatherbushido replied to Sundiata's topic in Official tasks
I don't know if it has already been posted but now we come full circle! https://wildfiregames.com/forum/index.php?/topic/11732-other-the-kingdom-of-kush-671-bc-ad-350/&tab=comments#comment-190206 (For those who don't know the author of that post contribute a lot to old design.)- 1.040 replies
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(from the other topic) I kinda agree things should be make clear for those 2-3 stoas units. That's perhaps not a good a ref but I really like the book of Duncan Head "Armies of the Macedonian and Punic Wars 359 BC to 146 BC". It appears to me like a design doc for rts in ancient times.
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===[TASK]=== Stoa Thureophoroi (Rework)
fatherbushido replied to wackyserious's topic in Official tasks
- Will you change also ptolemaic mercenaries thureophoroi javelinist? - There was not really clear explanation about the thureophoroi, should it be a "champion", a "mercenary" and so on. -
see https://wildfiregames.com/forum/index.php?/topic/26617-task-thureophoroi-rework
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I started to look at the whole thing, that sounds pretty good!
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Indeed I didn't find any trace of that. @Adrix@wowgetoffyourcellphone: you'd need that only for units (or also for structures?). And I guess we would have the costs of the common parents units, right?
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Why not moving to Git?
fatherbushido replied to balduin's topic in Game Development & Technical Discussion
Add a link, add a link ;-) -
ok I see! (In the past couldn't we handle that in the actor files?)
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You want them different from simulation point of view, not only from art point of view, right?
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Sure you can use restrictedClasses to tweak it. You can see how it works in the Delenda Est mod in action.
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For the capturer (lines 4-9): https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_infantry.xml For the capturable (lines 11-15): https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_support_citizen_female.xml But that's just using the current system which is more design for buildings.
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@Trinketos If you are confused about something, just ask, I will make it more clear.
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Nice ! If you want to use the current system (currently used for buildings and some siege engine): Give an Attack/Capture to the capturers and the Capturable component to the other units. But it would be perhaps only a temporary solution. If you want a proper conversion ability would you prefer something passive or active?
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In alpha23b there is: - wololo cheat code - you can give Capturable component to that unit Else that's not really hard to do (depending of your needs). Here is an old example: https://www.youtube.com/watch?v=BHJs81pwtts