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fatherbushido

WFG Retired
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Posts posted by fatherbushido

  1. It's indeed the two ways:

    - using hard counters

    - differentiate units by stats (the more you have, the more you can differentiate units).

    Currently, the 2nd way is choosen for the main game. But a modder can use the first way.

    (addendum : My personal option is also to prefer the 2nd way. Imo there should be stats that describe some (simple) physics like "this weapon hack, this one pierce..." and if you a unit is hit, it is damaged. There should not be rules telling the player that certain units can't hit another because the game designer decides to disallow it.)

  2. 9. Do you mean damage or attack ? For doing something like that you'll need to modify BuildingAI.js. You can look at auras too (but I guess it will not work). There were unachieved work to make them visible (and then they'll use their own attack) but it introduced lots of issues.

    8. That's something I had yet thought too. You need to modify a bit GarrisonHolder.js

  3. @Nescio:

    I think you have yet read all the links sanderd17 had provided to you.

    The technologies are in simulation/data/technologies/

    You will find most of the civbonus here. In the civ specific folder.

    The auras are in simulation/data/auras/

    You will find the teambonus in the ad hoc folder. (But there is still some work to do for team bonuses).

    Some civbonuses can be implemented directly in the templates.

    In simulation/data/civs there are mainly informations about civs. The civ bonus written here are just for information, some are not implemented or will perhaps never been implemented.

    At last, Evangelism is currently the aura of Ashoka the Great.

  4. Yes it is.

    Use the replace (instead of add or multiply) operation for the value: VisualActor/Actor

    For example:

    "modifications": [{ "value": "VisualActor/Actor", "replace": "units/athenians/champion_unit_marine.xml" }]

    Currently it is not used in the main game afaics but it works pretty well.

    • Like 1
  5. @jonbaer:

    for the first part: i've transmitted that on irc, it's indeed more of an user preference, but i guess it's mostly shared by all ;-)

    for the second part: yes as Support,  it is garrisonable in the fishing boat. Previously it was garrisonable in house too, and the fishing boat seems smaller than the house. I don't know in what it should or shouldn't be garrisonable (adding !Elephant everywhere is a bit weird). It's even garrisonable in defense tower or outpost. We can have some similar strange situation for traders i guess (trader garrisonable in outpost).

  6. - For the first part, herding is not implemented.

    - For the second part, indeed, only the support elephant (as Support) and the archer ones (as Cavalry) are in the garrison list of the elephant stables. It's kinda logical to add the Champion elephant to that list.

    EDIT : the archer ones are not garrisonable too as they have not anymore Cavalry class.

    • Like 1
  7. At 6GMT, 12 people connected and staid less than 20s in the lobby.

    You will find people between 6 and 8 GMT but mainly for fast 1v1. After 20 GMT you fill find more people (and even more the friday or the satursday).

    (there are 6 players now, 6h36 gmt)

  8. I really like the way there is two "kinds" of colors (one for the ress and one for the players). At first, the pink for animals (as flesh) can be disturbing but after some games it is ok. I just find the orange not enough different from the orange player color.

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