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Everything posted by Nescio
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===[COMMITTED]=== Persian Unit Texture Upgrade
Nescio replied to wackyserious's topic in Completed Art Tasks
Something with trousers. See also my previous post (May 30) for national dresses according to Persian iconography. East Iranian peoples (Scythians, Sarmatians, Saka, Dahae, Sogdians, Hyrcanians, etc.) were rather similar to each other. The fisherman should probably be an Elamite, because that's the primary coastal region of Persia (Elam is roughly equivalent to modern Khuzestan).- 160 replies
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- achaemenids
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Why the long robe? I'd strongly recommend Hellenistic heroes (except for Cleopatra) to have a short tunic (above the knee) with long sleeves (to the wrists). And infantry heroes should have greaves, cavalry boots.
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No, I modify only the latest stable (i.e. A23); I'll start an A24 version of this mod only after 0 A.D. A24 is officially released and work on A25 has started. In a development version basically anything can change overnight, breaking things.
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Attack resource consumption basically seems to work (thank you, @Freagarach); still to do: get it changed by technologies (Roman ballista bonus is defined in this file, but in game it consumes only the default 4 stone per shot, not the desired 4+1=5) display it in all tooltips
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Slingers and other soldiers have free attacks; I only intend to implement a minor cost per shot for artillery, e.g.: scorpio and polybolos: 1 metal per shot oxybeles: 3 metal per shot lithobolos: 4 stone per shot Roman ballista: 5 stone per shot The reason I want this is because I think siege units are simply too expensive (e.g. the stone thrower costs 400 wood and 250 stone; for comparison, a large tower costs 100 wood and 100 stone, a large wall segment only 28 stone). In my mod structures are more expensive and siege engines are cheaper, but still, it's weird purchasing a wooden machine costs stone; having a stone per shot cost is more realistic. What I have right now is good enough for me. A normal distribution makes sense for e.g. arrow spread but is not really necessary for damage variance. Thanks! Which lines exactly?
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Yeah, but that file is outside the public/ folder, so I'm not sure how that could be done with a mod?
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Just go ahead with whatever you think is best, I trust you know what you're doing, you've far more experience with the art files than most.
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===[TASK]=== Crowd Sourced - Thracians (Faction)
Nescio replied to Cleo's topic in Game Modification
https://github.com/0ADMods/thracians/pull/1 “Files changed: 265” Isn't that unnecessary large? Before a civ.json file is set to `"SelectableInGameSetup": true` the civ should have a somewhat complete template set (both structures and units). Reusing actors from other factions is fine (e.g. Athenian ships). -
There are many hotkeys already in game, probably more than a normal person can remember. However, I'd like to have one more: pressing `Home` to cycle through your centres. Any suggestions on how to implement that?
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Actually it is: i.e. 40×40. Which is what I did in my mod ( https://github.com/0abc/0abc-a23 ) to accomodate 4×10=40 icons, with squares of 32×32.
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True, there is nothing wrong with that, there can be good reasons to work privately, nor does one have to go public. However, for the uninformed public, that privateness is probably the primary difference between these projects.
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that 0 A.D.'s repositories are public so everyone can see development, whereas Fork AD's is private.
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If there is clear consensus how and what is to be done, then I suppose I could. However, there is quite a review queue on phabricator already and I already have dozens of patches open, so I'm a bit reluctant to add another one right now.
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Also, copyright, licence?
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It sounds very promising! Some errors: Only Athens? No AI? Furthermore, your session GUI seems a bit inconvenient (especially the minimap): Things are rather blue-ish, but I suppose that's a matter of taste. The mod seems quite large (zip is 486.8 MB, extracted 782.8 MB, git clone 1.3 GB). Fatigue sounds great! How does your energy work exactly?
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<BuildRestrictions> <Territory>own neutral enemy ally</Territory> </BuildRestrictions>
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You might want to have a look at the in-game manual.
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In my 0abc mod I've implemented various resource trickles; units consume food, champions also consume silver, houses consume wood relative to their population capacity, structures with default arrows consume food, wood, and silver, etc. And yes, initial food cost is reduced. I think it works fine, but I'm biased, of course. As a consequence resource amounts can turn negative. When one resource does, a player is prevented from spending any resources until all are positive again. I don't know how that can be changed, but it does represent debts and famine (though not starvation). In Cossacks, if your food stock is 0, units will start dying at random. If your gold is 0, your strongest units will revolt, turn gaia, and start attacking you. If coal or iron are 0, cannons, ships, buildings, etc. were unable to fire. Cossacks is, however, a different game (it has no population limit, either).
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RfC: Improve discovery of multi-unit farming
Nescio replied to Krinkle's topic in Gameplay Discussion
Apparently there is some serious misunderstanding here. If it was caused by my choice of words, I apologize. Nonetheless, after re-reading this entire thread from beginning to end, I'm quite at a loss and genuinely don't understand what exactly is the issue here. Perhaps you could elaborate? Anyone can edit their own posts, there is nothing wrong with that. However, if a post is edited, it will clearly show so (see e.g. @Krinkle's above). And no, I don't have moderator rights; if I had, my name would show up in a different colour. Nor do I understand what that would have to do with this discussion. Indeed, why not? -
Thanks, missed that one. Just tried it, but both <Capturable/> and <Capturable merge=""/> cause errors for structures that aren't capturable (e.g. palisades and walls in my mod). [EDIT]: Ignore that, it seems to work indeed; something else is causing errors with wallsets. [EDIT]: D2054, apparently. [EDIT]: now fixed.
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Great, your help is appreciated!
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market : default trade income setted to metal 100%
Nescio replied to JC (naval supremacist)'s topic in Gameplay Discussion
When a game starts, press Ctrl+B, shift-click once on metal, then press Esc. -
Nonetheless, it would be nice to have regular (e.g. monthly) updates, to give a glimpse of what's going on; they don't have to be complete, nor long; even one or two sentences would suffice. Currently the last post on https://play0ad.com/ was February 1.
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What I mean is an option to have last man standing selected by default. Current default settings are: And yes, if locked teams is selected, then last man standing is unavailable, obviously.
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Is there an option to make the Last Man Standing option selected by default? There isn't one visible in the in-game Options menu, but there exist invisible options as well (e.g. GUI scale or default zoom). The reason I want such an option is because whenever I swap between skirmish and random maps, change mods, or update a mod version, Last Man Standing is unselected, which is quite annoying, because it requires additional clicks to reselect it, something which I sometimes forget and only find out when the game is already in progress. Therefore such an option would be nice to have. Not sure whom to ask. Perhaps @elexis knows?