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Nescio

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Everything posted by Nescio

  1. Thank you for pointing this out! For the militia spearman generic name, try to formulate a shorter translation. For the chat labels, there is now a patch available: D2623 Any other examples of too limited space for text?
  2. The French translation is now fixed in the development version (A24).
  3. Templates should always be correct, regardless whether they're used or not. I can correct the template, but to do so I need a proper specific name (i.e. native language), which is why I listed the names of the other Kushite heroes earlier. Consistency matters, so one hero using a Horus name and another a Golden Horus name won't fly. Ultimately you need to convince a team member to commit something. Because there are no dedicated people for gameplay, anything that reeks of a potential balance change is extremely hard to get reviewed, even if it's as trivial as adjusting footprints. That said, I have no objections to making the chariot version the default.
  4. kush_hero_harsiotef.xml: Only three trainable heroes, yes, but civilizations can have additional unproduceable entities. There are also two versions of Amanirenas present (infantry and chariot).
  5. In that case the template has to be corrected. What would be the correct specific name? Amanirenas : Amnirense qore li kdwe li Arakami : ‘Irk.‘Imn Harsiotef : Nastasen : Nastasen Ankhkhare There is plenty of time, A24 is unlikely to be finished anytime soon.
  6. Arakamani could also use a proper portrait. Is Harsiotef the same person as Nastasen?
  7. 0 A.D. has hotkeys to open the civilization information (Alt+Shift+H), structure tree (Alt+Shift+T), and multiplayer lobby (Alt+L). I would appreciate it if someone could add hotkeys for: the manual the game options Furthermore, having hotkeys to access the following from the pre-game main menu would be nice as well: single-player match setup load games replay games (I'm not sure whom to ask, perhaps@elexis, @nani, or @vladislavbelov?)
  8. The in-game manual and the page Stan linked might be partially outdated; the actual hotkeys are defined in the binaries/data/config/default.cfg file. For your request, all you have to do is insert hotkey.camera.pan = "Space" in your local `user.cfg` file (see https://trac.wildfiregames.com/wiki/GameDataPaths ).
  9. Heroes that currently lack an unique icon: brit_hero_cunobelin.xml iber_hero_indibil_infantry.xml mace_hero_philip_pike.xml ptol_hero_ptolemy_I.xml ptol_hero_ptolemy_IV.xml (That doesn't mean the others are perfect. Most of them are actor-based and ideally ought to be replaced with proper portraits.)
  10. The default player colours for random maps are defined in simulation/data/settings/player_defaults.json, however, individual maps can have their own settings, which overrule the defaults. You can set player colours etc. in the scenario editor by clicking on the colour: To avoid having to do that everytime you launch Atlas (something which can be easily forgotten), it's easiest to have a blank map, change the player colours to the desired values, and save the map, which you can then load later.
  11. Stan is right, it's intentional and necessary, to ensure footprints look good in game. The circle is no exception, though I suppose it's less noticeable. And making the footprints significantly larger is not a good idea, because it would make the units more vulnerable to ranged attacks. Those stars remain visible when not selected because `template_unit_hero.xml` has a <AlwaysVisible/> line. But you don't really want to see the footprints for what you're doing, do you? Here's a tiny mod that removes that peculiarity: Beise[A24].zip or Beise[A23].zip. By the way, if it's not too much trouble, it would be nice if you could use the following player colour scheme (r, g, b): basic: blue (0, 0, 255) advanced: green (0, 255, 0) elite: yellow (255, 255, 0) champion: red (255, 0, 0) hero: magenta (255, 0, 255)
  12. 0 A.D. uses (or at least is supposed to) Classical Attic of the 4th C BC, the language of Lysias, Plato, Xenophon, et al. Koine is largely based on this, though a number of sound shifts occurred in Hellenistic times, which is also why Modern Greek sounds quite differently. Basically Classical Greek is to Modern Greek what Latin is to Italian.
  13. ἐστί means ‘is’: first person singular indicativus praesens active of εἰμί ‘to be’; ἥσομαι means ‘I will go’: first person singular indicativus futurum medium of ἵημι ‘to let go’; that beta shouldn't be there; you're right βήσσω/βήττω means ‘to cough’.
  14. Right now Carthage is the only civ that has them. I'd love to have low walls for all civs (they're very appropiate for the town phase), keeping the massive city walls for the city phase. It requires skilled, motivated artists to make them, though. Also, the apartment blocks and low walls need their own icons. Yes, I still want small, simple, and clear weapon icons (pike, spear, sword, sabre, axe, mace and javelin, bow-and-arrow, crossbow, sling, staff-sling, throwing-axe), to allow identifying soldier types at a single glance, without having to hover your cursor over their portrait to list their name and classes. D2503
  15. In the past month I've made numerous changes to my 0abc mod (A23), overhauling several things. Recent changes include, but are not limited to: greater armour differences, e.g. sabremen have 8/6/6/4, which means they take about 52% more damage from spearmen (thrust) than from maceman (crush) soldier health is proportional to food cost (1 food equals 2 health), armour is there to differntiate between classes lowered unit base speed (9→10→8) changed resource usage: all technologies cost silver (and time), no other resources female gatherers cost food soldiers cost food and iron siege engines cost iron and wood ships and traders cost food, iron, and wood mercenaries and slaves cost silver instead of normal resources walls: corrected footprints, obstruction sizes, status bar positions, etc. cost and health are made proportional to wall length walls (including wall towers) have no longer any vision or attack of their own; instead, they have visible garrison slots: short wooden/siege/town wall: 3, short city walls: 4 medium wooden/siege/town wall: 6, short city walls: 8 medium wooden/siege/town wall: 9, short city walls: 12 cart, rome, and wooden/siege/town tower: 8, other city wall towers: 4 gates vary, because they all look different (which is great) unfortunately gates can't lock when there are units on top; hopefully that'll be fixed in A24 instead of one aura for all, there are now several, the one used depends on the height (<Y>) of the visible garrison slot: wall up to 4: units get +1 armour (all types) and +5 vision wall up to 8: units get +2 armour (all types) and +10 vision wall up to 12: units get +3 armour (all types) and +15 vision wall up to 16: units get +4 armour (all types) and +20 vision wall up to 20: units get +5 armour (all types) and +25 vision wall up to 24: units get +6 armour (all types) and +30 vision Carthage can build low walls in town phase and apartment blocks in city phase, as well as upgrade their centres: Mauryas start with a pillar and a chariot (because it looks nice): structures now have shared selection groups, which means double-clicking on e.g. a large tower will select all your large towers in view, regardless which civ originally built them numerous other tweaks and corrections. As usual, see the 0abc-readme.pdf (opening post) for more detailed information.
  16. Which selection shape do you think looks best for battering rams?
  17. Also, can those barrels, boxes, carpets, shields, and weapons be removed from cart and ptol walls? Stuff like that doesn't belong on walls, and the walls of other civs are clean, as they ought to be.
  18. Things that noticeably affect fps count: screen resolution map size camera zoom and angle number of AI players game speed game graphics settings (options)
  19. Thanks, that one looks good; also for placing archers on elephants. Let's hope it'll be included in A24. Unfortunately it involves C++ changes, which means I can't include the patch in my A23 mod.
  20. Is there? Where? Also, it would be nice if someone could raise the top platform of the siege wall tower and gate, because currently the men on the level below go through the ceiling: Also the outpost:
  21. Also, it's a pity gates can't close when there are units on top, since it does look nice: (I locked them before moving any units towards the walls, but if I unlock them, they can't close.)
  22. No, they can't attack (maybe something for A24?), but they get additional vision, armour, and can't be hit by melee attacks either. Basically what I did months ago with outposts (see this post).
  23. (Those are actually serious questions.) By the way, most walls are 12 (short), 24 (medium), and 36 (long) long, except for ptol (which are slightly longer) and sele (which are slightly shorter), which is somewhat annoying. Could those actors be resized to match the walls of other civilizations? @LordGood, @Stan`? Furthermore, I really like the palisade-length (5 (short), 10 (medium), 15 (long)) Carthaginian low walls. In my mod they can be built in the town phase, keeping the city walls for the city phase. It would be great if other civs would also have small walls like Carthage.
  24. How do you like this? Is this too crowded? Should pikemen be allowed on the walls?
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