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Nescio

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Everything posted by Nescio

  1. Because those lines are already present in `template_unit_fauna_hunt.xml` (you had it inherit from `*_wild.xml` instead).
  2. One more thing, the houses inside: on the maquette their walls are decorated with animal bones and their roofs have four sides, not two; they are not very steep either; I'd say the walls are 60% of the height and the roofs 40%, whereas on your actor it looks more like 25% and 75%, respectively. Perhaps you could bundle it as a mod, like you did with the hippopotamus and mausoleum, so people can view it from different angles and zooms in game before it's commited? Furthermore, could you split of this discussion (starting with this post of yours ) into a separate “Gaul Wonder” thread (cf. Brit Wonder), for future reference?
  3. Hello and welcome! You might want to review your review, correct the typos (e.g. aboundant, Carthagenians, Macedons, Ptolomeic, etc.), and rephrase some of the poorer sentences. Highlighting each of the thirteen civilizations in game is fine, but if I'd never heard of 0 A.D., I'd be more interested in what makes the game unique and why it's worth trying out. And what's less than stellar. Furthermore, a 50-word summary-and-verdict at the start or end would be desirable, since many (most?) people nowadays don't have the attention span, motivation, or time to read everything. Actually it's 500 – 1 BC; the year 0 doesn't exist (which is why it was chosen as the name of the game ).
  4. Yes, the version="1.0" is meaningful, so don't auto-replace .0" with " (replacing .0< with < is fine, though). I made some corrections to the template (parent, footprint, removed unnecessary lines), here you go: Now it works in game, I noticed some things that could be improved on the art side: Both skin variations look rather monotone, therefore artificial; could you make it more natural? The feet could be improved: hippopotamuses have four toes: Make sure all canines and incisors (twelve in total, like humans) are visible: The attack animation could be improved; hippopotamuses are not crocodiles; give more prominence to the lower jaw: (All images are taken from Wikimedia Commons.)
  5. It's based on the sanctuary at Corent, right? Apparently it had two rows of wooden columns (see image here ; there's more useful information on that site). Also, the sacrificial animals kept in the enclosure were sheep, not goats; and don't put a box of vegetables with them. Furthermore, the sanctuary contained numerous ritually “sacrificied” terra cotta amphorae. I apologize for being demanding. However, it's much easier to get things improved beforehand than it is to get things fixed once they're committed. PS The plaster on the outside is damaged; intentional?
  6. Iberian wonder for comparison: Also note that the roofs start on top of the outer walls (which makes sense, otherwise rain could get between the wall and the roofs), not on the inside (as in your Gaulish wonder).
  7. Maybe a bit more then? The default view is from above, which makes the houses seem less tall than they really are. It's not terribly important, though.
  8. Template? This is the new Gaulish wonder? It looks nice. One minor thing, I think it would look aesthetically more pleasing if the roofs of the houses inside would be a bit higher than the outer walls (though not as high as the roof above the gate platform).
  9. Currently in 0 A.D. the Seleucids have five champions (pikeman, swordsman, cavalry, chariot, elephant), but players have to choose between “traditional” (pikeman + chariot) or “Romanized” (swordsman + cavalry), so effectively they have only three. Historically this doesn't make sense, since heavy cavalry was used in combination with pikemen; e.g. at the Battle of Magnesia (190 BC) the Seleucids fielded c. 16000 pikemen and c. 8000 champion cavalry, as well as scythed chariots and war elephants (Livy 37.40). Therefore I for one would be in favour of removing this artificial choice.
  10. Try replacing the hyphen-minus with an exclamation mark; see e.g. https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/auras/teambonuses/pers_player_teambonus.json
  11. Once you've done that in your fork, perhaps you could consider making a patch for 0 A.D. as well? I don't know if and when you intend to release your project, but having a different syntax would mean more work for modders, if they decide to switch or port from one to the other. Shouldn't that be "Archer+!Mercenary"?
  12. As recently pointed out at https://wildfiregames.com/forum/index.php?/topic/25535-a-civic-center-mechanic-idea/&tab=comments#comment-393661, it's a lot of work, therefore unlikely to be done any time soon. Nonetheless, I fully agree it would be great to have. And if a skilled artist decides to go for it, I'd recommend keeping the footprint for all three phase centres identical, to avoid structure overlap issues.
  13. What exactly is wrong with the current syntax? I'm not saying is perfect, but I'm used to it now. If it is to be changed, I'd recommend following the syntax used in the xml templates, i.e. a space means “or” and a plus means “and”. I'd also favour that one (less typing than the alternative with square brackets). This would even be shorter: "affects": "Unit+(Advanced Elite)" (I'm not entirely sure that's an improvement, though.)
  14. It isn't a bug, it works as expected: it toggles the real time overlay in your current session. It does not change your user configurations. To do that, locate your local `user.cfg` file (see https://trac.wildfiregames.com/wiki/GameDataPaths ), and delete the following line: overlay.realtime = "true" Alternatively, launch the game, click Settings (or Menu) → Options → General, untick Realtime Overlay, click Save, then Close.
  15. PS Any chance of also getting the much smaller (see here ) pygmy hippopotamus (Hexaprotodon liberiensis)?
  16. Correction: “footprint radius + 1”; in this case 6 / 2 + 1 = 4. Furthermore, I'd recommend <Footprint/Height> = <StatusBars/HeightOffset> - 0.5 (for units; -1 for structures) Unfortunately I'm getting errors in Atlas when loading your hippo mod, both with A24 and A23: ERROR: CXeromyces: Failed to parse XML file simulation/templates/gaia/fauna_hippopotamus.xml ERROR: Failed to load entity template 'gaia/fauna_hippopotamus' ERROR: Failed to load entity template 'preview|gaia/fauna_hippopotamus' For the attack, let's have a look at other animals: h , p , c , time → dps bear : 20 , 0 , 20 , 2000 → 20 boar : 12 , 0 , 0 , 1000 → 12 bull (cattle) : 1 , 5 , 2 , 1000 → 8 crocodile : 30 , 0 , 0 , 2000 → 15 dog : 7 , 2 , 0 , 1000 → 9 elephant : 25 , 10 , 20 , 1000 → 55 fox : 2.5 , 5 , 0 , 1000 → 7.5 lion : 20 , 0 , 0 , 2000 → 10 rhinoceros : 20 , 0 , 20 , 2000 → 20 tiger : 30 , 20 , 0 , 2000 → 25 walrus : 15 , 10 , 0 , 1000 → 25 wolf : 10 , 10 , 0 , 1000 → 20 The numbers seem to be rather arbitrary. I'd say a hippopotamus ought to have less attack than an elephant, but more than a bear, lion, or wolf. Those also don't have a 0.3 walk speed multiplier, so maybe remove that line.
  17. The name is correct (Hippopotamus amphibius); the template name ought to fauna/hippopotamus.xml, not hippo. (Also, fauna_rhino.xml should to be renamed to fauna_rhinoceros_white.xml, separately.) For the footprint, see what looks good. (And avoid trailing zeros.) For the stats that actually matter, it's important to realize the following: adult hippopotamuses weigh c. 1500 kg, therefore lots of meat and health skin is 6 cm thick; perhaps raise armour (cf. rhinoceros) they're faster than they look; in water up to 8 km/h, on land they can gallop up to 30 km/h; during the night they move up to 15 km inland to eat (thanks, Wikipedia), therefore higher speed multiplier than 0.3 they are very aggressive, territorial, and unpredictable; in terms of human casualties, they're far more dangerous than crocodiles, lions, rhinoceroses, etc. (though nowhere near mosquitos); <Entity parent="template_unit_fauna_wild_aggressive"> is certainly appropiate their teeth can be up to 50 cm; thus high-damage attack <MaxRange> ought to be footprint + 1, rounded up Having any additional animal in game is always great, but this one is really appropiate for 0 A.D. Hippopotamuses used to live in Egypt, and occassionally destroyed entire villages overnight. It was also one of the few major animals not sacred to an Egyptian deity. Pharaohs and nobles organized hunting parties to attempt to keep the hippopotamus population under control.
  18. Again, the statue hasn't survived, nor any copies we know of for certain, so we can only guess. Fundamentally there are three broad categories (images taken from Wikimedia Commons): basically Athena Parthenos with a spear: a ready Athena: an actively fighting Athena: While I think the third is the one most deserving the “Promachos” epithet, it's too different from other statues of Phidias. For the first it's the other way around. The second one is in my opinion the most likely, therefore I'd strongly recommend going that route.
  19. Again, it depends on which statue you're making. The pose of the gold-and-ivory Athena Parthenos (inside) is well attested and should resemble the Varvakeion Athena, a faithful Roman copy: her right hand holding a Nikē and her left hand leisurely resting on the top of her shield. The giant bronze Athena outside was a different statue; we don't know how it exactly looked, but it must have earned its nickname Promachos (“fighting before or in front”, i.e. a champion unprotected by the hoplite formation) for a reason. I would not just condone, but actually actively encourage to have that Athena statue firmly hold a spear in her right hand and protect her front and flank with the shield in her left.
  20. It's best to insert those lines in your local user.cfg file; see https://trac.wildfiregames.com/wiki/GameDataPaths ; on my end (Fedora 31) it's ~/.config/0ad/config/user.cfg. [EDIT]: It should work without any mods (and also with most).
  21. The name itself (global, miscellaneous, shared, etc.) is not that important; there is problaby not a perfect catch-all term. What matters is that `art/actors/units/global/` contains both units shared by all (e.g. catafalque, slave) and belonging to none (e.g. ninja, plane); it would make sense to have an equivalent folder for structures. (And strictly speaking, only five palisade actors are “shared” (gate, long, medium, short, tower), the others (curve, end, fort, etc.) are unbuildable.)
  22. Yeah, Brit and Gaul indeed have a higher priority. I'm not too sure about that artist impression, though. The tomb I'm talking about is this: There is a decent description at its livius.org article, the dimensions match those at the French Wikipedia page, and more photographs at the Wikimedia Commons entry. There exists `art/actors/units/global/`; I'd suggest a similar folder for structures, not just for wonders belonging to none of our civilizations (e.g. Stonehenge, the Pyramids, the Hanging Gardens), but also for palisades and other such shared, generic structures.
  23. And thank you for creating it! If you fancy doing another tomb, try your hand at the one of Cyrus the Great, near Pasargadae: a lot smaller and simpler, yet more important, and still standing today.
  24. Here's your mod, now de-Macedonianized: mausoleum.zip [EDIT] I also adjusted the footprint and status bar height of the template.
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