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Posts
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Everything posted by Nescio
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Separate greaves looks nice and offers a lot more flexibility for future additions and mods. However, checking and updating dozens of unit textures is indeed a lot of work.
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Insert e.g. gui.scale = "2.0" in your `user.cfg` file (see https://trac.wildfiregames.com/wiki/GameDataPaths ).
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Thanks for the clarification!
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Powers of two are presumably easy, and there is nothing wrong with having four or eight semi-circles along the edge of shields; however, keep in mind Hellinistic shield patterns with five, six, or seven semicircles were also quite common; a couple more variants would be nice to have.
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Another important thing: a pike requires both hands to handle, which is why they have smaller shields attached to their arm, so they can hold their weapon with two hands.
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Try inserting a requirements line in your pair technology file.
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Great!
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62. If I understand correctly, elevation (from terrain, position, and entity's <Attack/Ranged/ElevationBonus>) increases effective maximum range (simulation/components/Attack.js: `Attack.prototype.GetRange`). However, I'd like it to also improve ranged attack damage; e.g. an archer standing on a wall 11.5 above the ground would inflict +23% damage on someone below. I guess it might actually be quite easy to do, but my understanding of JavaScript is rather limited.
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Petrabot - where is the economy manager
Nescio replied to roadtripping.ph's topic in Game Development & Technical Discussion
You can browse all AI files at: [A24, development version]: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/ai [A23, latest stable]: https://github.com/0ad/0ad/tree/eb2fc5c53d0c55de308be6dc5bb7f952cfbc210d/binaries/data/mods/public/simulation/ai You could consider doing a `grep -ir econom`. -
Thanks for the interest and feedback! There are many things I've tried out since I started this mod in 2017, too many to list. Some things have been subsequently reverted, others kept. Feel free to take what you like. I've seen your forum posts, but haven't tried out your new mod. What do you mean exactly? The civ emblem is displayed on the right in game. Again, I'm not quite sure what you mean—there are so many icons in the 0 A.D. GUI. Yes, I don't like rushing and prefer a slower pace, which is also why I've increased technology research and unit training times. At game start silver (and wood) is indeed the limiting factor; later population and time. Military units cost silver, but you can also build houses and train women from there, they cost only food. Or build a market quickly and barter resources or start trade routes. In modern life; not in Antiquity. Taxation was haphazard, economic growth and inflation were unknown concepts, and making profit was frowned upon (your gain is someone else's loss); the amount of money in circulation was limited by the availability of (rare) metals. (Also, I named the currency resource in my mod silver on purpose, not money or coins, because money was weighed (adjusted for purity), not counted.) Please copy the errors and warnings from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ). Perhaps you lost control? Economic structures no longer have territory influence, but they still have territory decay, so if you build a farmstead in neutral territory and don't garrison it (one unit is sufficient), it'll turn gaia.
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Roman siege wall, gate & tower decaying in neutral territory
Nescio replied to Milovus's topic in Gameplay Discussion
Walls aren't conquest critical, you can simply ignore them. And you can kill soldiers on long and medium walls without having to destroy the walls. When fighting the Iberians AI in 0ad the quickest way is typically to send in a couple of rams through the enemy gates (there are constantly units going in and out) and destroy their centre; afterwards you can watch the AI deleting its walls because of territory decay; not really realistic, if you ask me. -
Roman siege wall, gate & tower decaying in neutral territory
Nescio replied to Milovus's topic in Gameplay Discussion
In my 0abc mod I've removed capture points, territory decay, and territory influence from all walls (palisades, siege walls, stone city walls). I'm not saying 0ad should do the same, but it would solve issues such as this. -
===[TASK]=== Crowd Sourced - Thracians (Faction)
Nescio replied to Cleo's topic in Game Modification
Romanian? Perhaps reserve these for the Dacians then and hope for a new Thracian set. (Easy for me to say—I don't know how to use Blender and won't be the one making art assets.) -
Thank you, @feneur!
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Nice image! However, that ridge in front is weird; the outer layer was a single cowskin; the vertical line on the fresco might be the spine-skin of the animal.
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Wooden frame, wicker inside, multiple layers of cowskin covering it, bronze rim, and vertical leather strap on the back to carry it.
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Sure, why not In that case, perhaps you could also create an heroic figure-of-eight shield, if you have some spare time?
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===[TASK]=== Crowd Sourced - Thracians (Faction)
Nescio replied to Cleo's topic in Game Modification
A full architecture set has the following structure structure actors: civic: centre, houses, temple, wonder defensive: small tower, large tower, fortress, walls (tower, short, medium, long, gate) economic: corral, dock, farmstead, market, storehouse military: barracks, range, stable, workshop special: one or more unique structures optional: elephant stable, field, mercenary camp, rotary mill, additional scenario-only eye-candy -
===[TASK]=== Crowd Sourced - Thracians (Faction)
Nescio replied to Cleo's topic in Game Modification
Thank you for the information posted, it looks very promising! Yes, having a complete and unique architecture set is imperative for any civilization—the Illyrians should get their own set. The Thracians already have a few structures (barracks, centre, corral, houses, temple, tower); they were committed by @Stan` a year ago: It's a start; hopefully more structure actors will be created in the same style. -
Some ancient images: Also note that the Latin clipeus is equivalent to the aspis. [EDIT]: Shield patterns according to Duncan Head (1982) Armies of the Macedonian and Punic Wars 359 BC to 146 BC: Greek: Hellenistic:
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@Freagarach, thank you for the explanation and examples. (Perhaps it should be added somewhere in the trac wiki?) I think I now understand how it works and why <Gender> was replaced. I'm not sure phenotype is the most appropiate term, but I can't think of anything better, so I won't complain about that. I'm not sure, but I suppose the lion and lioness templates could now be merged. (And it would be extra nice if someone would create a lion cub actor—note that they have spots!)
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Not quite sure what you mean, but I suppose you know what you're doing. Which ones specifically?
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Actually they never did. Perhaps you confused them with the neighbouring Phocians? There was a famous oracle of Trophonius at Lebadeia in Boeotia, though.
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===[TASK]=== Crowd Sourced - Illyrians (Faction)
Nescio replied to wackyserious's topic in Game Modification
Yes, I fully agree! Personally I think it's best to have a separate repository for each civ (including Han China, Xiongnu, and Zapotecs) and improve them against the development version. Then whenever a new alpha stable is released (apparently less then one per year nowadays) Terra Magna would simply bundle the factions deemed sufficiently finished and that's that. Further improvements would continue to be done in the separate civ repositories.