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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. I just saw that a 'retired' artist is from India, perhaps have he some infos. In case, I ping him @Shield Bearer
  2. In https://www.ancient.eu/Magadha_Kingdom/ Though I have no clue (I didn't read the page) if we are in pure history or in myst and litteracy (I found some stuff about lightning bolts weapons :p) There is a player called hunt from India in the lobby, perhaps can we ask more about: mahashilakantaka
  3. We can perhaps find some info in Indika, Megasthenes fragments (really interesting by itself)
  4. r18024 introduced those things. It was more or less decided that (according to the balance at that time) Macedonians had already enough structure so they don't get the hellenic (royal but not Royal) stoa, that Athenians will get 2 of them and Spartans will get the 3 kind. r18562 commit message: "prevents training of unexpected units in buildings introduced in r18024, lets mace trains 2 mercs in captured stoa or in their own stoa for scenario map, fixes #4011." edit: I don't say that it is the ideal thing.
  5. Arthaśāstra writen under Chanakya is an interesting reading https://en.wikisource.org/wiki/Arthashastra Book II
  6. In "With Arrow, Sword, And Spear - A History of Warfare in the Ancient World" of Bradford: Nothing else really relevant in the Mauryans section.
  7. It was mainly thought around 2012-05-16 that Mauryans wouldn't get siege engine (in fact, elephants would be their siege engines). It seems that it can be reconsidered now. Do we think of that kind of things? https://hi.wikipedia.org/wiki/अजातशत्रु_(मगध_का_राजा) (hindi version of https://en.wikipedia.org/wiki/Ajatashatru) That person cite also (without refs) many such weapons: https://www.quora.com/What-were-the-siege-weapons-used-by-ancient-Indians I will try to find refs in my ancient warfare books.
  8. @Sundiata: you should emphasized that somewhere
  9. (if it can motivate you, you can read "Le laboureur et ses enfants" ;-))
  10. That's the point where we need some noise filter to get message. (and I add more noise with the current message ;-))
  11. That sounds a good option (among many possible choices, so people will always say that you can do in another way :p) edit: what do you mean for towers?
  12. The Range could be think as a dummy building? (which doesn't produce units but is a prereq building and a tech building like the blacksmith)?
  13. From an abstract point of view, Infantry factory Lvl 1, Vehicle factory Lvl1 Infantry factory Lvl2, Vehicle factory Lvl2 is a good schema. edit: (by lvl1: I mean standard units, by lvl2: I mean super units, in a non 0ad related way) Stables and barracks fits well. But as you point out the range doesn't fit very well (for ranged cavalry). I don't know where you would train those ones. Btw Range is for archers or all ranged units? edit: I didn't see wow n-5 post Advanced buildings for champion units. Yes! I (We) trust you! anyway alpha (while it's consistent with the global thing and maintainable). Agree. (The Stoa thing is inaccurate and messy :/) They wasn't added for that. (It was the converse in fact) r18024 for stoa thing r18055 for fanatics
  14. I found that about the Persian gate (on Wijitmaker deviantart page) https://wijitmaker.deviantart.com/art/Persian-Fortress-20641348 I copy here the relevant description:
  15. Awesome! Does someone want to have fun and update the Spartans demo map?
  16. Sure, it's anyway a good idea to have the template related to the actor. If you prefer I do, I can too (but I feel you are more qualified for footprint and obstruction size).
  17. (Offtopic but I really appreciate the stables is a nice idea (in many rts we have a factory for infantry and a factory for vehicles).)
  18. (fixed in https://trac.wildfiregames.com/changeset/20303)
  19. Replacing the block by <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="geology/decal_stone_medit_b.xml" attachpoint="root"/> <prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush"/> <prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush_1"/> <prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush_2"/> <prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush_3"/> <prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush"/> <prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_1"/> <prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_2"/> <prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_3"/> </props> is ok for example. But perhaps you have to set those minheight and maxheight values. (Perhaps what I say is also stupid, I don't know anything at those stuff).
  20. It sounds strange. Validation is validation Nuking that part (keeping the 3rd one is ok) solves the problem: <prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush" minheight=""/> <prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush_1" minheight=""/> <prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush_2"/> <prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush_3" minheight=""/> <prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush" maxheight="" minheight=""/> <prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_1" maxheight="" minheight=""/> <prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_2" maxheight="" minheight=""/> <prop actor="flora/trees/mediterranean_cypress.xml" attachpoint="bush_3" maxheight="" minheight=""/> I don't know anything at all that. But minheight and maxheight need a float. Perhaps the matter is here.
  21. In fact, that kind of error is detected by the scripts on phabricator.
  22. https://code.wildfiregames.com/rP20298#23799 (Which is mainly irrelevant compared to the art work done.)
  23. There is a run.xml sound group. So it's a mistake or it is intentional because the current run sound is bad or it was intentional because we previously didn't have that sound or any other reason. Thx for noticing. EDIT: ah in fact you point out something. There is actually no move (walk or run) sound emited, isn't it? (quick impression: we'd need to give the sound when selecting move animation in UnitAI (and also saying explicitly if it's the run or walk one in UnitAI.prototype.SelectAnimation as done for the animation).
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