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Everything posted by Nescio
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60. Currently 0 A.D. has “Wonder” and “Capture the Relic” victory conditions. I've been pondering about adding another, similar one, winning by centre count, e.g. control at least 10 centres for 10 minutes. Moving catafalques inside a heavily fortified base or concentrating your forces around a wonder is easier than protecting a number of centres with distances in between. Unfortunately I have no idea what has to be done to implement it. Any suggestions?
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You're welcome. The main point is that this mod is available and playable. Feel free to try it out yourself. Feedback is appreciated.
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No, there isn't, nor will there be. Uploading a mod to https://mod.io/ (the host for the in-game mod download manager) is rather time consuming; I tried it once for a tiny mod, which took me about fifteen minutes to write the mod but over an hour to upload it to mod.io and complete all required steps over there. Moreover, everytime a new version of a mod is uploaded, it has to be checked and signed by a dedicated team member (@Itms or someone else with similar privileges) before it becomes available for download. In other words, it might be convenient from a player point-of-view but is quite inefficient from a developer perspective. My mod is very much a work-in-progress, sometimes I do nothing for a month, sometimes I make more than a dozen commits per day. Uploading changes to the repository ( https://github.com/0abc/0abc-a23 ) takes a few seconds via the command line. Everyone can view the newest version immediately and clone the repository or download a zip. Place the mod in your mod folder and it is available in game. See also posts on the first page of this thread.
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You can actually install and play the development version if you want to; see https://trac.wildfiregames.com/wiki/BuildInstructions As for progress, the last commit of A23 was rP21821; A24 is already at rP22436 currently, i.e. over 600 patches have been committed already, and numerous more are proposed at https://code.wildfiregames.com/ (there is actually quite a review backlog). That said, it feels like work has just started, and a lot more has to be done. Quite frankly, I don't expect A24 to be finished this year. The limiting factor is the available time of team members. Keep in mind they're all volunteers with a real life and can't be expected to be around full-time. Finding more people who have the technical skills, time, motivation, reliability, and long-term availability required is not trivial.
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(Hopefully this is the correct place to post.) Greek centres (and some other structures) have tiles in front, which looks nice on flat terrain. On elevated terrain, it looks rather weird, though, and those missing tiles look actually quite dangerous: Although not really a bug, it is questionable whether this is indeed what is actually desired. I don't know if there is a list with issues of current actors, but I suppose this should be added; low priority, though.
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Launch 0 A.D., then under Settings/Language. Allowed zoom ranges from 50% to 200%; default (press R) is 120%, but you can redefine it to a different value by inserting a line in your `user.cfg` file, e.g.: view.zoom.default = "200.0" File location depends on your operating system, see https://trac.wildfiregames.com/wiki/GameDataPaths
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It would be great if players could customize the specific names of individual entities in games, e.g. name the first centre “Rome”, the second “Veii”, the third “Praeneste”, or their cavalry champions “My Little Pony”, “Unicorn”, “Pegasus”, “Black Beauty”, etc. [EDIT] Clicking on the specific name field would open a small text window where people can then enter the desired name for that individual entity.
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For comparison the actors currently in game (from left to right `special/old/hellenes_tholos.xml`, `structures/athenians/prytaneion.xml`, `structures/spartans/gerousia.xml`): [Off-topic] While at it, stoa actors currently in game (from left to right `special/greek_stoa.xml`, `structures/greek_stoa_great.xml`, `structures/spartans/stoa.xml`): It would be nice to also have an actor of the Spartan stoa itself, minus the court in front of it.
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It works as I expect one would expect: you can garrison one melee infantry inside an outpost, giving extensive vision and protection from melee attacks. However, he can't attack nearby units (because he doesn't have a ranged attack himself) and he can be hit by enemy ranged attacks. (Those two poor blue men can't attack the red one, therefore they try to capture the outpost. Unfortunately they have a capture attack of 2 each and the outpost has a garrisoned capture regeneration of 5 (0 when ungarrisoned), which means they'll never be able to capture it; they need at least three men to capture a garrisoned outpost.) Minor details: red pike goes through the roof and garrisoned flag is unnecessary. [EDIT]: civ flags are now removed
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Thanks for pointing that out! Indeed I didn't look outside the gui folder when tweaking the gui. It now works: Posted some feedback at https://code.wildfiregames.com/D2047 Another thing, when you have insufficient population capacity to train units, the population numbers flash orange every 0.5 s. Similarily, I want resource amounts to flash orange when they're negative (because of resource trickle rates in my mod). If you have time and are willing to, then perhaps you can figure out how to do that?
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Several 0abc updates: city walls have 49 pierce armour, all other structures 36 standardized structure foundation armour for all structures to 1 crush, 2 hack, 16 pierce, 4 thrust altered random map starter units: infantry: Carthage: 5 spearmen Gauls, Rome: 5 swordsmen Kush, Mauryas: 5 archers Macedon, Ptolemies, Seleucids: 5 pikemen one cavalry: Carthage, Macedon, Seleucids: lancer champion Gauls, Kushites, Ptolemies: spearman champion Mauryas: javelineer Rome: spearman one healer animals worth 300 food Mauryas: one worker elephant changed centre costs to 200 food, 200 metal, 400 stone, 200 wood; 400 building time; 10 population bonus new civ bonuses: [EDIT]: In the city phase, Carthage can upgrade their houses to apartment blocks (+50% health and capacity) and their centres to fortified centres (+100% health and capacity):
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===[TASK]=== Crowd Sourced - Thracians (Faction)
Nescio replied to Cleo's topic in Game Modification
Here is a tiny A23 mod with six Thracian units (actors, icons, templates; three ranks each), made with existing art assets: thracians.zip [EDIT]: As you can see the swordsmen use the Iberian falcata; they actually should have a sica, but I need a new weapon prop for that; see https://wildfiregames.com/forum/index.php?/topic/26405-request-sica-and-falx/ -
Yes, I fully agree. Actually Sundiata posted it, I merely quoted the image I liked most. Which again shows how limited my graphical skills are
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Specific Name Review: Units
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
The champion black cloaks are trainable by Athens, Macedon, and Sparta, who share one and the same file. The Seleucids have mercenary rhomphaiophoroi of their own; nonetheless, their actors are rather similar: (from left to right: basic, advanced, elite (Seleucids) and champion (Athens/Macedon/Sparta).) Although they have different files, in principle they're based on the same unit type, therefore they ought to use the same name—whether that is “black cloak”, “rhomphaiophoros”, “Thracian swordman”, or something else. -
And I've been playing around with the gui again: However, I'm having some issues with the panel entities: I want not only to display heroes and catafalques, but also wonders, therefore I changed `gui/session/session.js` line 186 into: var g_PanelEntityOrder = ["Hero", "Relic", "Wonder"]; As you can see the wonder doesn't show up. What am I doing wrong? The panels show the health bar, which is helpful for heroes. For catafalques and wonders capture points are at least as important as health, therefore a capture bar should be displayed too. I tried implementing it myself, but couldn't get it working properly without errors. Maybe someone more versed in javascript than me is willing to write a patch for that and upload it to phabricator?
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Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Well, I don't know of any authors describing the temple in question, therefore I highly doubt we'll be able to find any attested form. As for a way out, I see two options: ignore the interpretatio graeca; Ὧρος Horus is attested in Plut. De Iside 50: i.e. ἱερόν τοῦ Ὦρου hieron tou Hōrou “temple of Horus” name the “temple of Edfu” after its location, as Herodotus does for those of Ephesus and Samos (ὁ ἐν Ἐφέσῳ ἐστὶ νηὸς καὶ ὁ ἐν Σάμῳ—Hdt. 2.148.2) and Buto (τὸ ἐν Βουτοῖ ἱρόν—Hdt. 2.156.2), i.e. ἱερόν ἐν (τῇ) Ἀπόλλωνος πόλει hieron en (tēi) Apollōnos polei “temple in/at Apollonopolis” -
Good point! It might be possible, though; here are three possible 18×18 footprints (1:10): yellow: arched entrance; red: colonnade, open on inside, closed wall on outside; blue: two-storey; green: one storey. That said, I'm not an artist, so I'm merely commenting on what I see. [Edit] In principle the courtyard could be dropped in favour of a shape more similar to those of other factions, e.g. Ah yes, I see what you mean. Agreed! Actually the only Roman structure I really dislike is the civic centre; but that's a different discussion.
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Specific Name Review: Units
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Well, I'm guessing they're based on Plut. Aem. 18.3 (quoting potentially problematic Perseus again): That doesn't mean we should stick with that specific name, though. (I'll respond to your other points another time.) -
This one looks great: and it seems to satisfy the criteria: aesthetically pleasing, historically accurate, and conforming to the layout of barracks of other factions.
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Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Oops, I really should look more critically at what I type; thanks for pointing it out. What shall we do with the Ptolemaic wonder? Leave it as “Temple of Edfu” until something better is found? -
https://www.bbc.com/news/blogs-news-from-elsewhere-48824181
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The barracks of other civs have one or two storeys, therefore I don't think it's a good idea to add a third to the Roman barracks.
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Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Fair enough, let's consult Pausanias; because it's a lot of text I'm simply linking to the Perseus version: book I (Attika), Greek: http://www.perseus.tufts.edu/hopper/text?doc=Paus.+1&fromdoc=Perseus%3Atext%3A1999.01.0159 book I (Attika), English: http://www.perseus.tufts.edu/hopper/text?doc=Paus.+1&fromdoc=Perseus%3Atext%3A1999.01.0160 book III (Laconia), Greek: http://www.perseus.tufts.edu/hopper/text?doc=Paus.+3&fromdoc=Perseus%3Atext%3A1999.01.0159 book III (Laconia), English: http://www.perseus.tufts.edu/hopper/text?doc=Paus.+3&fromdoc=Perseus%3Atext%3A1999.01.0160 Apparently there are dozens of Athenian sanctuaries of Athena and Spartan sanctuaries of Artemis, too many to list here. As for the Athenian wonder, there is Paus. 1.24.4-5: ἐς δὲ τὸν ναὸν ὃν Παρθενῶνα ὀνομάζουσιν “As you enter the temple that they name the Parthenon”, so I suppose we could simply stick with Παρθενών Parthenōn. As for the Spartan wonder, there is Paus. 3.16.7: τὸ δὲ χωρίον τὸ ἐπονομαζόμενον Λιμναῖον Ὀρθίας ἱερόν ἐστιν Ἀρτέμιδος “The place named Limnaeum (Marshy) is sacred to Artemis Orthia (Upright)”, thus ἱερόν τῆς Ἀρτέμιδος Ὀρθίας hieron tēs Artemidos Orthias would work. (I'm assuming this is the most important Spartan sanctuary, because Pausanias spends five paragraphs discussing it and its statue.) -
Currently I'm contemplating creating a Thracian unit set, but to do so, I need two more weapon props. Firstly the sica, an one-handed short (blade length c. 40 cm) sickle-sword used by the Illyrians, Thracians, and Dacians, which is similar to the Iberian falcata and the Greek kopis in function, but different in shape, being more curved and pointy: Secondly the falx, a two-handed long (blade length c. 80 cm, handle similar length) curved blade, used by the Thracians and Dacians: The rhomphaia, a two-handed spear-sword, similar to the falx in length, but straighter, is already present in the game. All three (sica, falx, rhomphaia) are sharp on the inside (by contrast, the Egyptian khopesh axe-sword is sharp on the outside, as are sabres, scimitars, and similar weapons). (Images taken from Wikipedia.) Hopefully one of 0 A.D.'s great artists is willing to give creating it a try!