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Everything posted by jonbaer
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This is almost what I am saying, it should be easier for him to fill in the blanks of a new Civ somehow, by the time he finished ranting he would have been ~40% complete w/ templates by now ;-) ... I know the 3D modeling / textures / sounds are more than half the battle but his knowledge of history and effort to write a well thought out post has to be worth compiling somewhere I think. I don't know the full developmental history of the game to recommend anything though, just pointing out what I think might help other people tackle Civ development in the future. I also don't know if it's technically possibly to develop Civs independently like that but my guess is from the mods I have seen it should be (and was designed as such). What I think would be nice to have is something like @ https://github.com/0admods where there is a civ-athens (or civ-developer-kit) project that might be an extracted Civ to show what is involved in generating such a mod.
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@Itms I am curious, what is the story/status w/ your POC patch - was that part of something else that was in discussion (beyond the Stamina ticket mentioned), is there harm in adding the C++ bit so people can use it or is there something else in the works that this would be a part of? Sorry tried back searching the Trac history but could not find anything.
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What I as a beginner of 0 A.D. am missing most
jonbaer replied to civilis's topic in Gameplay Discussion
Oh man that TAB key is super helpful, I thought I missed something in the game manual but that hotkey is not even mentioned in-game or online (http://trac.wildfiregames.com/wiki/HotKeys) ... -
While I have enjoyed every single mod that has come along (or that I have since discovered), one thing I wish did not happen is that a mod was inclusive of a collection of civ(s) and that as a developer/artist there was some type of "Civ Development Kit" for 0ad. This way people can come along and delve into a Civ w/ an easier path (or at least push one w/o it affecting anything else). There is an enormous challenge in balancing and even separating the 12 civs already in the game but at some point it would still be nice to go to a repository somewhere and view all available civs in a tree directory w/ READMEs, docs, etc. The drawback of course being that every civ would need to be tested back against the HEAD copy of the game for incompatibilities, etc.
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Yeah that is the main thing about the game I wish was a big more segmented is the fact that drop sites (+ farmsteads) don't really hold their own values (that you could steal from and target). I haven't really thought this out as much but what would be great is if drops actually required certain individuals to move between drops and civic centers to account for the resource, ie https://en.wikipedia.org/wiki/Banker_(ancient)#Ancient_Greek (trapezites) ... I like the fact that these entities (spy,assassin,thief,banker) have an almost secondary play on watching enemy resources which affects military gameplay.
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How hard / difficult would it be to create a template_unit_support for thieves which would be market traders that had one way deduction from an enemies resource? I am trying to determine if this is something which could be completely accomplished outside of the game engine itself (in simulation .js) before attempting. What I think is mainly missing is the ability to be a non-detectible entity, for example one to be used for spying as well (to open the fog of war, etc), so you can not cloak the player color so they are not detected. What I could picture is having an entity like that + the enemy does not realize they are attackable until they hover over them. In this way a thief or spy would be uncovered. I am mainly trying to understand if these 2 entity types would be programmable in the current state or requires alot more development in the engine itself. I can't remember offhand how they worked in AoE but I remember they gave LOS (spying) ...
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Just updating and saw it, thanks. BTW it seems you do a bulk update once a week (from git copy) should I be using an SVN copy? Are there plans to move to Github from SVN/Trac or should one just really follow was is laid out @ http://trac.wildfiregames.com/wiki/SubmittingPatches (sorry would have followed this)
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jonbaer - Jon Baer Thanks!
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What I as a beginner of 0 A.D. am missing most
jonbaer replied to civilis's topic in Gameplay Discussion
I actually have a patch that will set game speed on -autostart but I was also trying to figure out how to accomplish this w/ hotkeys, something like: <object hotkey="speed5"><action on="Press">Engine.SetSimRate(5);</action></object> It would seem like this would be possible. +1 for hot keying speeds. Edit: attached a small working mod for #4 (POC) ... 0ad-speed-mod.zip Edit: also adding the -autostart patch, was rather interesting watching this situation unfold as a test ... pyrogenesis -autostart="random/continent" -autostart-speed=1000 -autostart-ai=1:petra -autostart-ai=2:petra -autostart-aidiff=1:0 -autostart-aidiff=2:5 0ad-autostart-speed.patch -
I agree, just don't know what else there is (yet), I was able to wrap it in setTimeout(updateDiplomacyStats, 100); so I can see ally stats in realtime now. I think it would be great to figure out a way to get elements of Charts package (https://github.com/0ADMods/summary-charts) into Diplomacy for basic monitoring. I am just playing around but what I wanted to do eventually was to have AI swap out A/N/E on it's own.
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I was able to push the popCount/popLimit and resourcesCount in for my allies on the Diplomacy window, but I realize what the real problem here is, on calling GetSimState() or pulling up the diplomacy window you don't want the game (state) to pause and this does not reflect realtime stats, so since I have no dug deeper into what that is about it might be a harder thing to do than I expected.
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On the diplomacy screen it would be nice to see your allies resource counts and population, is this a topic which has come up before or something in the works? I could not locate any material about it, it would seem that the underpinnings of getting the data is already there(?) ...
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What I ended up using for now ... 0ad-autostart-team.patch
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Hi, While doing some AI testing, I can't figure out if it's possible to assign teams via -autostart (via pyrogensis command line), there does not seem to be a way, did I overlook something? Thanks.
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Hi, I am curious to know, currently if you start pyrogensis with ./pyrogenesis -editor -mod="customAI" for testing AI development or just playing around and you assign a civ to your AI the editor doesn't seem to reload the mod (ie reload your AI tweaks). I have a feeling I am missing something because I would assume designers tweak templates this way or do I need to rerun pyrogensis every time for testing. It would be ideal if I could run it in Atlas and on the simulation reset the AI .js files would reload, am I missing something or would this be a feature request? Thanks.
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I think the capture is great, especially when it relates to capture on the opponents siege units (for example when they come with rams, and you can change the game w/ a single capture of those), but a few things I wish the capture had: - On some captures you should be able to transfer the wealth of those items, I wish the drops were more distinct to that individual drop, so you can capture the resources. This would change the dynamics and planning because some would be more valuable than others (it would be nice to have visual cues to this but understand it would be hard to do). - Capture on structures should automatically convert opponents to your side, another thing I realize may be difficult to do.
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I have been playing the git copy for a while and will help test the RC version. This is a great mod, I wanted to create one called Three Kingdoms (w/ either China or Korea). The only small thing I noticed was that AI was set to "aegis" on Guilin (probably a typo) ... will post back any issues here.
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Hi, I don't know if this was discussed elsewhere, I read about the forthcoming mod w/ "shipyards" but while watching a documentary on the Punic Wars I saw that ships were stored away and just wondering if it is on the map to where they could be almost garrison to the docks from which they came somehow ... The only one downside I can see is that there would need to be some visual cues to opponents in that the dock would need to reflect somehow how large of a navy is being held up by stored ships. Does this make sense?
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Hi, Was playing a naval map + after ~ hour of play this error message came aboard (first time in a long time), was able to screenshot it but could not figure out how to prevent it from showing and still play (since it lagged the game down a bit), is there a way to do that? Thanks. I don't know if the trace is helpful or not just pasting it here in case, if any additional info needed let me know. Mac, latest version.