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Nescio

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Everything posted by Nescio

  1. A25 commits affecting gameplay or balance: 25135: Remove the attack from wall turrets. 25134: Increase gather rate technology effects / revert rP24719. 25133: Exclude Towers from Town->City phase requirements. 25132: Unlock the Iberian monument in Town Phase. 25131: Change 'Archery Tradition' tech to an attack range increase. 25130: Unify the resistance of foundations. 25129: Reduce cavalry training time and increase movement speed for ranged cavalry. 25128: Remove then entity limit for the Embassy. 25123: Technically seperate Turrets from GarrisonHolder. 25092: Fix fishing boats hunting whale. 25058: Streamline ship stats. 25057: Lower cavalry melee attack range again. 25055: Fix siege_attack tech not affecting Maurya. 25000: Search for resources near a current location before the init-pos. 24973: Let domestic animals flee when attacked. 24972: Fix Iberian starting walls on Skirmish maps. 24953: Unify UnitAI and AnimalAI. See also https://trac.wildfiregames.com/wiki/Alpha25#Gameplay
  2. Currently open gameplay patches: D3868: Fish and fruit regeneration. D3687: Remove worker elephant from civic centre. D3853: Don't chase when there are still targets around. D3811: Use subunits for the Ptol supersized ship. D3810: Differentiating britons part 1. D3781: +5 pierce resistance for artillery. D3779: Unify wood gather rates. D3778: Remove fortress and tower entity limits. D3777: Limit the number of domestic animals. D3776: Increase vision of support units. D3762: Clean up wall templates a bit. D3758: Differentiate movement speeds of ranged cavalry. D3757: Unify pierce resistance of defensive structures. D3756: Unify resistances of non-buildable structures. D3755: +2 pierce resistance for javelineers. D3743: Differentiate crossbowmen. D3738: Athen elite hoplite can promote to champion hoplite. D3736: Tweak archer spread and add technology. D3735: Differentiate camels. D3727: Differentiating athens: democracy. D3708: Make animals invisible in FoW. D3704: Cheaper economic technologies. D3699: Change mercenaries again. D3698: Make colonization tech more most useful. D3697: Make merchant ships less profitable. D3693: Improve merchant ships. D3691: Add stable to fortress map. D3688: hoplite_tradition tech. D3684: Tweak ram attack classes again. D3681: Standardize animal loot experience. D3680: Tweak will to fight technology costs. D3679: Lower forge technology costs. D3675: Athenian bonus - cheaper technologies. D3674: No whaling. D3672: Raise archer reload time. D3668: Unify damage of arrow-shooting structures. D3665: Decrease metal cost for mercenaries. D3602: Tweak theatre aura. D3601: Lower city phase territory increase. D3599: Tweak elephant archer again. D3597: Allow training starting units at any civic centre. D3565: Make all support units bribable. D3563: Make theater cheaper. D3528: Bring turnRate back to realism. D3523: Bring projectile speeds to realistic values. D3488: Lower unit movement speed. D3486: Lower soldier vision range. D3466: Make wall turrets upgrade into proper towers. D3417: Balance pike again. D3416: Fix unlock shared dropsites requirement. D3407: Add food/researchtime cost to reformed_army / traditional_army. D3392: New kush civ bonus. D3390: New cart market civ bonus. D3377: Enable cart basic infantry javelineer. D3341: Move some trainable animals to higher phases. D3319: Differentiate rams. D3246: Increase advanced and elite and lower champion ranged attack damage. D2988: Replace corral technology. D2965: Separate chariot templates. D2900: Separate camels from cavalry templates. D2854: Introduce centre tech progression. D2845: Change phase bonuses. D2769: Add visible garrison points to wall towers. D2648: Make Caratacos and Maximus auras local. D2535: Remove pop cap civ bonuses. D2508: Prevent ships and siege engines from attacking fields. D2506: Allow building fields in neutral territory. D2477: Garrison units on short wall segments. D1997: Make animal corpses visible in FoW / Make resource entities keep their visibility when converted to resources. D1400: Hero aura revision. D1351: Reduce cavalry gather rate. D904: Themistocle aura 1 modify. D497: Allow hunting aggressive and violent wild animals. D76: Revisit Vision (and Ranged Attack) ranges. Abandoned:
  3. A24 was released a few weeks ago and development of A25 started with 24939. The purpose of this thread is to keep track of what patches that affect gameplay or balance are proposed or committed for the next release (A25), as this thread did for the previous (A24). Please refrain from discussing individual patches here. The correct place for that is on Phabricator ( https://code.wildfiregames.com/ ). Each entry (below) has a link to the relevant page. All open gameplay patches can also be found with https://code.wildfiregames.com/search/query/MwAW9pins9Vt/
  4. Thank you for the clarification. That could be done with a sed one-liner. You can do whatever you like in your Delenda Est mod, but if it's to be included in the public repository, then art should exist for all civilizations, including Sparta. Also, I suspect you don't need that template_unit_support_citizen_female.xml at all; just including the following line in your Spartan file ought to be enough: <Phenotype datatype="tokens">-male</Phenotype> or perhaps: <Phenotype replace="">female</Phenotype> (I didn't test, though.) I'll have a more critical look later .
  5. That's wrong, all four sides were slightly different from each other, have a careful look at the images I posted earlier. While I'm aware wonders are not on the same scale, I'd appreciate it if the Macedonian wonder could be at least somewhat larger than the one used by Gauls. The palace at Aigai was really large, much larger than e.g. the temple of Zeus at Olympia (the current Macedonian and Athenian wonder). Take your time, doing things properly is far more important than doing it quickly. Besides, @Stan` is having a break, so technical feedback or having it committed won't happen soon anyway. (In case it wasn't clear, you're doing a great job! I don't even know how Blender works .)
  6. First of all, congratulations! While 0 A.D. is designed to be easily modifiable in principle, doing something the first time can be challenging. If you continue and become more experienced, you'll see many things turn out to be much easier than they might seem right now. Then some minor nitpicking: 0 A.D. is free and open-source software. You can do whatever you want with it, provided you comply with the relevant licences. Most assets (e.g. art) are released under CC-BY-SA-3.0, while most code is released under GPLv2. Your mod contains both art and code, however, you only mention the former. You can release code under CC or any licence you like, if you've written it yourself. However, if you've copied it from 0 A.D. (and I believe you did), then you have to release it under GPLv2 (or v3), therefore you should make that explicit in your mod. Furthermore, include the relevant licence files (you can just copy them from elsewhere). Although this is not really necessary, it is good practice (people can be lazy). See how it's done in https://trac.wildfiregames.com/browser/ps/trunk Also, when using dates (e.g. in your diary.md), keep in mind some Americans might interpret 10/03/21 as October the 3rd, therefore it's advisable to either use the ISO format (2021-03-10) or to write out the month (10 March 2021) or abbreviate it (10/Mar/21). And another suggestion: include https://code.wildfiregames.com/D3037 Many players are asking for this, unaware how to do it via the local user.cfg configuration file. You might want to partially revert D2875, if you've not done so already.
  7. Could you show it from a different angle? I'd like to be able to see the other two sides too, as well as the central courtyard. And perhaps zoom in to better show the columns? Furthermore, how does it look in game? How large is it, compared to other wonders? I'm not too fond of the steps, trees, and corner decorations around the structure either.
  8. “Polished” is perhaps too much praise. It's a mod I use for trying out ideas and for showing what 0 A.D. could be. It works, without errors (A24 version), yet it's not finished, far from it, it's very much a work in progress, though I don't have enough time to improve it as often as I would like. The concept is the same (a money resource that cannot be gathered directly), the name is not particularly important, and both Delenda Est and Hyrule Conquest have such a resource too. An important difference is that in Delenda Est, citizens generate the resource; in yours, houses do; in my 0abc mod, neither does. (Civic centres did in an earlier version, but I haven't carried that over, because large players benefit a lot more from that, effectively penalizing players who develop more slowly or are on the defensive. For the same reason I've removed resource loot from units.) That's hardly surprising. If I understand correctly, houses increase your income, there is no limit on houses, therefore there is no limit on your income. Rise of Nations had that, it worked great there.
  9. To be precise, the central courtyard had 60 columns (16 on each side). That smaller courtyard had 34 columns (on the north and south sides 10 each and 9 each on the east and west sides). I don't know if your design is large enough to accommodate that many columns, though. That image and other artist's impressions were already posted earlier in this thread: https://wildfiregames.com/forum/topic/20820-macedonian-wonder/page/2/?tab=comments#comment-394657
  10. That's looking promising, thanks for sharing! It's important to get some details right, though: the palace at Aigai (now Vergina) was larger than the Parthenon in Athens or any other building in Classical Greece; columns were Doric and not part of walls (engaged columns were used in imperial Roman architecture) the inner courtyard was square and had a colonnade on all four sides; the east side (front) had two storeys, each with a colonnade; the north side had a veranda, which gave a great view at the theatre, temples, and rest of the plain below; at the west side there was a smaller extension with another square, colonnaded courtyard. Some images showing how the site looks nowadays:
  11. Keep in mind image dimensions should be powers of two, e.g. 4×1024 is fine, 5×1000 causes errors. Yes, 0 A.D. really needs decent text rendering (e.g. with pango). If and when texts can be properly scaled without compromising readability, then it no longer matters much what resolution user have or for which size the interface is designed.
  12. The easiest way is simply to wait until the relevant package maintainer has updated 0 A.D. for your Linux distribution. Right now only a minority has been updated to A24b, as you can see at https://repology.org/project/0ad/versions
  13. You need to move it out of the bottom panel object, i.e. replace: <!-- START of BOTTOM PANEL --> <!-- Limit to the minimal supported width of 1024 pixels. --> <object size="50%-512 0 50%+512 100%"> <object size="50%-512 100%-200 50%-312 100%"> <include directory="gui/session/minimap/"/> </object> <!-- Supplemental Details Panel (left). --> with: <object size="0 100%-200 200 100%"> <include directory="gui/session/minimap/"/> </object> <!-- START of BOTTOM PANEL --> <!-- Limit to the minimal supported width of 1024 pixels. --> <object size="50%-512 0 50%+512 100%"> <!-- Supplemental Details Panel (left). --> (Or whatever the size is you're using: it's size="left top right bottom".)
  14. It is, but it is also capable of running on much lighter and older hardware. So what you or someone else might consider a very outdated machine could actually be very capable of running 0 A.D. For what's worth, low-resolution screens still have a sizable market share worldwide, according to https://gs.statcounter.com/screen-resolution-stats/desktop/worldwide
  15. Exactly! What kind of an argument is that? Linux isn't specifically designed for gaming, should we therefore drop support for Linux too? Many people have machines not built for gaming, yet can and do enjoy 0 A.D. By the way, the minimum resolution required by Windows 10 is 800×600: https://www.microsoft.com/en-gb/windows/windows-10-specifications#primaryR2 1366×768 is basically the 16:9 counterpart of 4:3 1024×768. I favour a width of 960 because it allows for easy scaling, but I'm not mandating others to do the same. You can design an interface for 1920×1080 or any other size you like; the important thing is that it should be implemented at 0 A.D.'s minimum resolution. People with higher resolution screens can use the gui.scale setting. (For the record, I have a 3840×2160 screen.)
  16. The problem with forum polls is that once you voted, you can't vote again. And more options will probably suggested in the coming months. It would be great to see the Britons reworked! Is a Brittonic (or Gaulish) name known, though? Welsh did not yet exist in 0 A.D.'s timeframe and Welsh is no longer used in game either, so why should we adopt a (modern) Welsh name for the next alpha?
  17. Scaling 960 by a factor 2 or 4 works fine, whereas scaling 1920 by 0.5 or 3840 by 0.25 does not; images are not the problem, text is. Try it yourself. Keep in mind new laptops with a resolution of 1366×768 are still being produced and sold. 0 A.D. should work on those too.
  18. Perhaps we should make a distinction between siegecraft and artillery. Artillery was used by both the besiegers and the besieged, as well as in naval warfare. Arsenals (i.e. places for producing, storing, and mantaining artillery) are well-attested, many urban centres had them. Siegecraft (ladders, rams, towers, etc.), on the other hand, was very much constructed on the spot. The Romans were great at besieging and constructing siegecraft, however, they tended to rely on their Greek allies to provide the artillery. The first known usage of artillery by the Romans themselves was during the Second Punic War, after they seized the large arsenals of Syracusae and Carthago Nova. Nevertheless, artillery was only included in Roman legions by Caesar, who experienced having a battery of scorpion(e)s coud give a clear advantage on the battefield, and became a fixture of Roman legions (and army camps) in imperial times, in contrast to the Republican period (0 A.D.'s timeframe). I'd be fine with returning siege rams to the army camp and perhaps moving them from the arsenal to the forge as well, removing arsenals for factions that only have rams. However, I don't think army camps should be able to produce artillery. If I recall correctly, Stronghold had trainable siege engineers who could construct and man siegecraft (ladders, mantlets, rams, etc.). Such a thing would be really nice to have in 0 A.D. (rams as “movable structures”).
  19. Perhaps someone should split this conversation. Aren't the Carthaginians supposed to be that? Their walls have 3× the health walls of other factions have. Ambushing and guerrilla tactics were not unique to the Iberians. Moreover, they're typically conducted by those who didn't have heavily fortified urban centres to fall back to. As already pointed out by others, the Iberians in 0 A.D. are a combination of different things, both various ancient peoples (Lusitanians, Celtiberians, Iberians, Balearics), as well as some 19th and 20th C notions; the original designer even argued they should speak modern Spanish in game, not Basque (see this post). 0 A.D. is not exactly the same game as it was a decade or two ago, or even an alpha or two ago; things evolve over time and that's perfectly fine. That doesn't mean we should throw away everything, just that nothing is sacrosanct: a critical attitude is healthy, both towards new proposals and towards what's already present in game.
  20. Or keep healers but remove their range, requiring them to be adjacent to units they heal. Infantry can't repair structures at a distance either, nor can workers gather resources they're not adjacent to.
  21. Skirmish maps are xml files, removing the starting walls there is simple and straightforward. For random maps it's more complicated, since you actually need to understand the code. Thank you for pointing this out, that's indeed not how it should be. Iberian starting walls are present in a number of skirmish maps: While they were placed on these maps in A23, this no longer happens in A24. The reason is a typo in the `iber.json` file. I've written a patch to fix that: https://code.wildfiregames.com/D3616 That said, the fact they're present on only about half of the skirmish maps and on only five scenarios seems rather arbitrary to me. Removing Iberian starting walls altogether would be more consistent.
  22. Due to the way things are rendered, scaling up is fine, while scaling down makes things unreadable. People have a variety of screens and while designing an interface for 1024×768 is indeed a bit harder, it does allow everyone to use it, whereas designing for 3840×2160 might be easier but would alienate everyone who doesn't have such a screen.
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