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Nescio

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Everything posted by Nescio

  1. See opening post: The question is whether a typical player is really interested in knowing the level, or only in the resulting percentage.
  2. Is your “shuttle speed” only the movement speed from the resource to the dropsite (i.e. when carrying resources), or also towards the resource (i.e. when not carrying anything)? If the former, it wouldn't actually solve the problem, if the latter, then how is it different from the default walking speed? To me, introducing a separate shuttle speed mechanic sounds like a complex non-solution; the easier and more correct fix would be to simply give all infantry the same walking speed.
  3. East. To the north of Macedonia lived the Paonians and it's unclear whether those tribes were Thracians, Illyrians, or something else. Also, don't forget the Bithyni, a Thracian tribe who crossed the (Thracian) Bosporus and founded the kingdom of Bithynia there, with its capital at Nicomedia (modern İzmit). Possibly though not necessarily.
  4. But where would the resource capacity or build time then go? Also, what if a magic mod has e.g. a dozen damage types? Or units with several different attacks?
  5. Currently 0 A.D.'s tooltips display both the armour level x (the internal value defined in templates and modified by technologies and auras) and the effective armour percentage (1-0.9^x). The question is whether maintaining the current situation is desirable: one could argue that the purpose of tooltips is to convey information at a glance, and the more data are displayed, the less visible each number becomes, so perhaps a simpler format for the armour values makes sense, hence this poll. [EDIT]: Also, in which order do you prefer the health, attack, and armour tooltips to be displayed? If you have opinions or suggestions for other options, please post here. Related: https://code.wildfiregames.com/D2247
  6. See Learn to Play/Manual (pre-game) or Menu/Manual (session). See Settings/Options/In-Game: Attack Range Visualization; or press Alt+C (session). Tab (session) toggles status bars, not range visualizations.
  7. These concerns have been addressed, thank you for your feedback. Two more: FeXoR has three capitals and Freagarach has three a's. Anyway, thanks a lot for the report! Do you intend to write another one next month?
  8. That's quite a long list! A few minor points: Personally I dislike the grey. How about blue and black instead? Please check and double-check all user names; e.g. wackyserious and wowgetoffyourcellphone shouldn't be capitalized, Stan` should have a backtick, not an apostrophe, Genava55 is missing the 55, etc. If something isn't committed (e.g. D2228), then don't mention it; work-in-progress is misleading, since sometimes the review process can take years. Wouldn't it be better to highlight only the important things? If one wants to know everything that's changed, they could check the logs, right?
  9. Out of curiosity, why are those prefixes necessary in this case?
  10. How come? Athenians and Thebans don't have their own architecture set at the moment, only Spartans do. And Macedon, Ptolemies, Seleucids, etc. would still remain separate civilizations.
  11. Yes. Maybe a different emblem/flag/shield for each, if that's possible, but that's something to figure out later.
  12. No additional art is required, all sub-factions share the same architecture set, so basically the Spartan set becomes the Greek set (right now Athenians don't have their own structures and use Macedonian actors instead). Each final choice (Thebes, Athens, Corinth, Sparta) would give you one or two unique structures (Prytaneion, Syssition, etc.), three heroes, one or two champions (we already have a Theban Sacred Band), one or two unique technologies, and perhaps an autoresearched bonus.
  13. Age of Mythology had three civilizations with three starting gods each, and every age advance players had to choose between two different minor gods; effectively this meant 2^3=8 combination for each starting god, thus 3×3×8=72 combinations in total. 0 A.D. is a different game, of course. However, something similar could work for a few (though not all) civilizations. E.g. have a Greeks starting civilization, then choose between Central Greece and the Peloponnese upon advancing to the town phase; if Central Greece, then choose between Athens and Thebes upon advancing to the city phase; if Peloponnese, choose between Corinth and Sparta upon advancing to the city phase. Having multiple faction choices could also be interesting for tribal civilizations such as Gauls or Thracians.
  14. Good evening! The images themselves are located under art/textures/ui/session/, but to figure out what is what you need to have a look at the files under gui/session/, e.g. session.xml loads top_panel.xml, which uses the `topPanel` sprite (line 4), which is defined in sprites.xml, which reveals (line 83) the image used is ribbon_bg.png.
  15. Workshops, yes please; stables, maybe; ranges, no thanks.
  16. Thanks, deleting the cache solved it, sorry for the false alarm.
  17. No mods active, just the newest svn version; gui/pregame/mainmenu.xml is identical to what it's supposed to be; and Fedora 30, not Windows. Also, in game (session) the buttons do work. Only when opening them from the pre-game main menu clicking the History button in the Structure Tree window closes the Structure Tree, rather than opening the History window, and clicking the Structure Tree button in the History window closes the History, rather than opening the Structure Tree. And as said before, the hotkeys do work, so I don't really understand why the buttons don't on my end.
  18. Speaking of main menu backgrounds, could someone check the Kushite one? The foreground layer seems to be squeezed when resizing the window: This does not seem to happen with the other (older?) backgrounds.
  19. Today I noticed that clicking the History button when the Structure Tree window is opened no longer works in A24, nor does clicking the Structure Tree when the History window is opened. Interestingly, the hotkeys (Alt+Shift+H and Alt+Shift+T) do work. I don't know what broke the buttons, but the problem isn't there in A23.
  20. Basically, the - does for list entries what disable=""/ does for nodes: if a parent has list entry X but you don't want it in a child, then -X will remove it from there. However, you can't remove (or disable) something that isn't there, hence the warnings to remind you you're doing something improper. In the public repository, `template_unit_infantry.xml` has `structures/{civ}_wallset_stone` and Spartan infantry templates remove it with `-structures/{civ}_wallset_stone`, which means they can't place city walls, but infantry from other civilizations can. If you want Spartans to be able to place city walls just like the other civilizations, then remove the `-structures/{civ}_wallset_stone` from their templates. If you want no infantry of any faction be able to place city walls, then remove `structures/{civ}_wallset_stone` from `template_unit_infantry.xml` and remove `-structures/{civ}_wallset_stone` from all Spartan templates. If you only remove `structures/{civ}_wallset_stone` from `template_unit_infantry.xml`, but not `-structures/{civ}_wallset_stone` from all Spartan templates, you'll get warnings. And to answer your probable next question: if a unit has a <Builder> node, it can build and repair anything; the entities listed are merely the things that they can start, but other units can finish them too (see e.g. Mauryan worker elephant).
  21. Here you go: D2254. [EDIT]: From Wikimedia Commons: The “golden eagle” (Aquila chrysaetos) is actually really dark:
  22. Isn't it actually a buzzard? By the way, I meant edible ducks and geese, similar to the chicken and peacock we have already.
  23. If Han China were included in the game, then how about Xianyang, the capital city of Qin Shi Huang (the man who unified China), whose mausoleum in the necropolis includes the world-famous terracotta army? The Han China took over a few years after his death and moved the capital to nearby Chang'an (modern Xi'an).
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