Philip the Swaggerless
Balancing Advisors-
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Everything posted by Philip the Swaggerless
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I am looking into making shared line of sight a bonus in my mod, where a Maurya player automatically gets shared line of sight with allies. Is there a special trick to making shared LOS work? First I tried just changing the team bonus to an aura by basically copying the shared_los tech, but that didn't work: Then I tried making it a tech that autoResearched, but that didn't work: I noticed that in template_player there is a specific line for Shared Los tech, so I added my new tech to it: <SharedLosTech> unlock_shared_los arthashastra </SharedLosTech> Still no results... No errors messages, no line of sight.
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Teamwork Team Bonus Concept
Philip the Swaggerless replied to Philip the Swaggerless's topic in Gameplay Discussion
Won't everybody research cartography anyways? It would be great if it worked on neutral players in diplomacy games. -
Teamwork Team Bonus Concept
Philip the Swaggerless replied to Philip the Swaggerless's topic in Gameplay Discussion
While looking up research about the civs of 0AD I learned that the Mauryas were huge on spies and informants. Chanakya outlined many uses of them Arthasastra. Here is a quote that would support them having soldier spies. CHAPTER III. THE WORK OF SPIES IN A SIEGE. THE conqueror may dismiss a confidential chief of a corporation. The chief may go over to the enemy as a friend and offer to supply him with recruits and other help collected from the conqueror's territory or followed by a band of spies, the chief may please the enemy by destroying a disloyal village or a regiment or an ally of the conqueror and by sending as a present the elephants, horses, and disaffected persons of the conqueror's army or of the latter's ally; or a confidential chief officer of the conqueror may solicit help from a portion of the territory (of the enemy), or from a corporation of people (sreni) or from wild tribes; and when he has gained their confidence, he may send them down to the conqueror to be routed down on the occasion of a farcical attempt to capture elephants or wild tribes. -
Okay, I just tested it by starting some games with an AI teammate while I am Iberians. By checking the replay I confirmed the following: changing my status to enemy removes the building from their units' building panels deleting all my units and cc (becoming defeated) removes the building from their units' building panels changing my status to neutral removes it from their building panel, and if I ally them again it reappears in their building panels. (That is, once I have sent them 1,000 stone and they accept my alliance offer. )
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I assumed I could make a building become buildable based on an aura because that is listed in the TechnologyModifications page: Builder/Entities/_string I was looking into adding an aura to give players allied to Iberians the ability to make an Iberian embassy to make mercenaries. I copied the "iber_player_teambonus" file into my mod's data/auras/ teambonuses folder and altered it. I've proofread this aura and rechecked my directories many times, but I can't get the embassy to show up in the in-game build panel when I click on a worker. I don't see it even when I get to the town phase (the required tech of parent embassy template). I did not include this building in the building.xml file because I want it to only be buildable when the player has an Iberian ally. { "type": "player", "affects": ["Citizen Worker"], "affectedPlayers": ["ExclusiveMutualAlly"], "modifications": [ { "value": "Builder/Entities/_string", "tokens": "structures/embassy_iberian_allied" } ], "auraName": "Saripeko", "auraDescription": "Allies can build Iberian embassies to train mercenaries." } Can auras be used to allow a building to become buildable?
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I would like to have PerAlly added to Limit Changers, so that the number of restricted units/structures you can make is limited by the number of allies. I don't have any programming experience other than working on a team bonus mod for some weeks. I've done a little reading about JavaScript. It doesn't seem like it should be hard to get a count of Allies. But I don't really know how to even start when it comes to the component files. <EntityLimits> <Limits> <ArmorerCart>1</ArmorerCart> <CivicCenter>1</CivicCenter> <Pillar>0</Pillar> </Limits> <LimitChangers> <ArmorerCart> <PerAlly>1<PerAlly> //Meaning that the player can make 1 Armorer Cart per ally. </ArmorerCart> </LimitChangers> <LimitRemovers> <CivilCentre> <RequiredTechs datatype="tokens">phase_town</RequiredTechs> </CivilCentre> </LimitRemovers> </EntityLimits>
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Teamwork Team Bonus Concept
Philip the Swaggerless replied to Philip the Swaggerless's topic in Gameplay Discussion
I like the idea. For the Emissary, would he give his entire civ's vision to his allies, or only the emissary's line of sight? I had thought about making a civ's initial scout have shared vision, although I haven't looked into how to technically implement it. I feel like a benefit like that should start early if it is to be helpful. That is another really cool idea. Beyond my knowledge to implement. What civs do you think these ideas would be good for? @wowgetoffyourcellphone I took a look at Delenda Est and if this refers to the Scythians it looks like you accomplish this by having the carts "upgrade", and "unpack." But is there a way to donate a structure/unit to an allies? I was actually considering giving Kushites the ability to make gift elephants at a cheaper price, which cannot fight, but then "upgrade" into an full fledged war elephant, immediately changing ownership to the ally in whose territory they upgrade at. -
Teamwork Team Bonus Concept
Philip the Swaggerless replied to Philip the Swaggerless's topic in Gameplay Discussion
*added Athenians to original post* -
Since the "affects" line of the Philosopher technologies is sometimes "structure," it won't work to include the replace feature in the actual technologies. I've decided to give the Philosopher "Shell" technologies, where after you click it it replaces all technologies with the one you clicked on. And then you just click on the icon again and researches the actual technology. "modifications": [ { "value": "Researcher/Technologies/_string", "replace": "philosophy_skepticism" } ], Edit: Better yet, I can make the real technology have "autoResearch": true, and then once the user clicks the shell tech the real tech automatically researches.
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Tokens worked. Excellent! Now I am trying to make it so that the Philosopher can only research 1 of 5 available technologies. Do you know if there is a good way to do it? I believe it is possible with nested tech pairs, but it would be annoying for the player to have to sort through 5 different techs. My other idea was to include a modification line in the tech to make it so that once one tech was researched the others would disappear. I tried this: "value": "Researcher/Entities/_string", "replace": " ", This didn't work, and is undesirable anyways because it has to apply to all the units that the original technology "affects." The other possibility I thought of was to have negative tech requirements, but I don't know if that is even a thing. What I mean is that the tech cannot be researched of the listed techs are researched. What I tried below didn't work: "requirements": { "all": [ { "tech": " !philosophy_aristotelianism, !philosophy_platonism, !philosophy_stoicism, !philosophy_skepticism" } ] (From looking around it seems like "!" negates what comes after it? Did I mention I am nub?) If you have any good ideas I'd appreciate it again. Thanks.
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Okay, I kind of figured it out... if my modification line says... "value": "Trainer/Entities/_string", "replace": "units/{civ}/support_philosopher_b", ...it works, but "replace" literally replaces all units in the civic center with the one new unit.. "add" and "append" do not work and give errors. If I replace multiple units ( "units/{civ}/support_philosopher_b units/{civ}/support_female_citizen etc..." ) that's no good because not all civic centers use the same units, and some even have heroes. If someone else knows another word that will simply add my unit without replacing existing ones let me know. Otherwise I can have it be produced from some random building that doesn't produce units...like a field...
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Thanks. I tried "append" and "replace," but those didn't work either. I also tried changing the production queue line to the way it appears in the xml files., "ProductionQueue/Trainer/Entities", with append, replace, add, but nothing works. I'm not experienced at this so after the first one didn't work I just tried many things.
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I am trying to implement my above goal by having the Greek Academy structure produce a global aura that affects an allies' CivCentre, allowing it to produce a philosopher. I am using an aura instead of a technology because as far as I know technologies can only benefit the player themselves. Based on my understanding, Auras can implement the tech modifications, such as this: ProductionQueue/Entities/_string I interpreted this to mean that I could use an aura to give the structure "CivCentre," for all my allies, the ability to produce a philosopher unit. However, after building the structure containing the aura in-game, philosophers still cannot be produced from an ally's civic center. I don't think it is an issue with the philosopher unit itself because if I just put the unit in the "trainer" of the civic center I can see it, produce it, and research it's tech. { "type": "global", "affects": [ "CivCentre" ], "affectedPlayers": ["ExclusiveAlly"], "modifications": [ { "value": "ProductionQueue/Entities/_string", "add": "units/{civ}/support_philosopher_b.xml" } ], "auraDescription" : "Allies can create a Philosopher to research Greek philosophies", "auraName": "Greek Philosophy" } Is this supposed to work? If so what am I doing wrong? I don't get any errors, it just never appears. I have also tried using "replace" instead of "add" above. Below is my code for the unit. <
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I assume this is impossible, but I'm checking just in case. Can one make a building that allies can select and research a technology that will apply only to them? And separate allies can also select the same building and research the same or a different technology for themselves? My idea is I want to give the Athenians an academy of philosophy that allows allies to research special technologies. Alternatively, I think I could implement this by having the academy of philosophy give an aura to allies that allows them to build a building or produce a philosopher that can research a technology. (This is possible, right?) If I do this, I worry that I'll have to have extra GUI icons in the panels for building structures or for producing the unit in the building that would produce the unit that would not be applicable must of the time, since they could only be made when there is an Athenian ally. (Is that correct? ) So I think it would be neater if there could be just one building in the Athenian player's territory that allies could research from.
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Feedbacks from A26 SVN tests
Philip the Swaggerless replied to Yekaterina's topic in Game Development & Technical Discussion
Oh! The Macedonian market is still exploitable due to their barter bonus. -
The idea makes sense. A hot key similar to the go-to-last-attacked-alert could also go along with it. A general comment on sound notifications and cool downs. We often operate as though unless a sound effect has played we are not under attack. Sometimes we come under attack but no sound effect has played and we are upset to see the damage we have suffered. (Is this because of cool-downs? What are the other conditions?) Having the outpost make a noise, especially inconsistently, might similarly frustrate players by habituating them to expect alert sounds.