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Nescio

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Everything posted by Nescio

  1. The way I see it, mine slots won't have to be enormous. It could be visually pleasing to have one or more mine slots near large hills or cliffs, but in principle they could be placed anywhere on the map. Cossacks for comparison: Mine slot + structure in red, farmstead in blue, storehouse in green, several small rocks for stone in yellow.
  2. Any updates on this? I'm looking forward to having cattle :)
  3. And of course the AI would have to be adapted to be able to use those proposed mine-slot structures. Mine shafts, yes, but I'm not sure a quarry-slot structure is necessary; stone was cut in the open air, e.g. this unfinished kouros in a marble quarry on Naxos:
  4. There is a fundamental difference between a mine (e.g. ore, coal, gems), where people dig shafts or tunnels to reach veins underground, and a quarry (e.g. marble), where people cut out large blocks from the surface in broad daylight. Differentiating mines from quarries would certainly be an improvement. In Cossacks, wood and stone were gathered as in 0 A.D., but coal, iron, and gold were collected by building a mine structure on a mine slot, and sending workers inside, which would then provide you a steady trickle; mines could be expanded to increase the number of workers you could assign into it. They could be captured by enemy soldiers or destroyed by cannons. Implementing something similar in 0 A.D. would be great.
  5. If you increase the map size for each additional player (i.e. tiny for two, medium for four, giant for eight), then the average number of tiles per player will be constant (64). What exactly are you trying to find out? Did you consider running AI vs AI games?
  6. https://www.youtube.com/watch?v=PYOnTjHMBFA (from DE 0.0.2 on WFG 0AD a0.23b) Actually biremes, quinqueremes, triremes, and siege towers have both BuildingAI and UnitAI.
  7. Actually I had thirteen ranks (zero to twelve) per unit in the A22 version but I didn't carry it over to the A23 version, because with those thousands of tiny templates starting a new game with AIs was frustratingly slow.
  8. Wouldn't it be better to have a Wildfire Games-hosted wiki, separate from trac and the forums, instead? The official website, Wikipedia, and the in-game menu could then link to that.
  9. Ruritania might be a great destination for your vacation. Today's news: https://www.bbc.com/news/world-europe-47776665
  10. Chopsticks BC would be nice too; spork, spife, knork, and sporf are a bit too modern for me.
  11. Hello and welcome! Please register at trac (where issue tickets are filed) and at phabricator (where patches are submitted), if you've not yet done so already. The AI files are located under simulation/ai/. A few issues I can think of: Currently many templates are hard-coded in the AI, e.g. simulation/ai/petra/tradeManager.js lines 92 and 97. This is unproblematic for 0 A.D.'s default distribution, but it makes Petra less suitable for mods, therefore it would be great if all those hard-coded template paths could be replaced with e.g. classes, to make the AI more flexible. The AI treats elephants as if they're siege units, e.g. simulation/ai/petra/attackPlan.js lines 351 and 616; again, this is potentially problematic for mods. The AI never builds any walls, which makes their bases relatively vulnerable. If you're really ambitious, you could also consider writing a completely new AI, so people can choose between Petra and yours, but that's more something for the very long run. [Off-topic]: @elexis, @Itms, @stanislas69, perhaps Petra should be separated from the public mod?
  12. Indeed, xml is the easiest part. Just open the file in any text editor and have a look at it, it may look daunting at first, but is actually quite simple. E.g. if you want to make the minimap twice as large, replace line 4 with: size="0 100%-424 424 100%"
  13. Although you can't change the minimap itself, you can change its size, position, and sprites; see gui/session/minimap_panel.xml
  14. Personally I never really understood the purpose of skirmish maps, nor why they are the default; I would appreciate it if this could be changed to random maps (`gui/common/settings.js` function loadMapTypes()). And it would be nice if it were possible to randomize the number of players on random maps.
  15. In 0abc I simply disabled the stoa units but kept the normal ptol and sele b/a/e mercenaries. To me, they are comparable to e.g. the three `samnite_*` units. However, what works in my mod is not necessarily a good idea for the default distribution of 0 A.D., forks, or other mods. Generally speaking, it's advisable to design a system (e.g. [infantry/cavalry] [weapon] [b/a/e/c/h]) and stick to it. Having several exceptions makes things more confusing for future additions (and mods).
  16. A stoa is simply a roofed colonnade or cloister, a generic structure that could have many functions. In Athens there were numerous stoas; one of them was called the Royal Stoa (στοά βασίλειος), this was the meeting place for a certain court, the one that tried Socrates. However, many stoas were simply used as granaries and storehouses, e.g.: In 0 A.D. the “Hellenic Royal Stoa” is a civic structure were some mercenary units can be recruited; as such, it would make more sense to set the `template_structure_military_embassy.xml` as their parent and delete the `template_structure_civic_hellenic_royal_stoa.xml`.
  17. Thank you for creating and sharing this mod. It looks nice and works. However, I'm not quite sure what the added value is, especially compared to the separate structure tree. A few minor points: Why is the phase listed at the left, above the costs? To me this suggest the costs are the phase's, instead of the technology. Besides, isn't the phase a requirement, so shouldn't it be displayed there? Insufficient space to display the g in Advanced Healing Rate Insufficient space to display the civ summary history (top); and why is it displayed here anyway? Perhaps include civ bonuses and other autoresearched technologies as well somewhere? And team bonuses (auras)? This technology tree is structure based: if a certain technology is researched at three different structures, it is listed under all three, but each time with a different structure as a “requirement”, while in reality a technology can only be researched once; it doesn't matter at which structure (or unit).
  18. The elephant stables look great. Nevertheless, I'm not entirely happy with the generic design. Compared to centres, barracks are smaller, fortresses higher, and fields are flat; however, elephant stables basically have the same footprint as centres: Now I'm wondering whether it wouldn't be better to dffferentiate them with a different shape. There is nothing intrinsically wrong with squares, but not every structure has to be a square, other rectangles can be used just as well (cf docks, temples, wonders). I'd like to have three different versions of the elephant stables to play-test with in a mod, to figure out which shape is best: A: current model: main structure with courtyard (blue + red) B: short model: no courtyard, only main structure (blue) C: wide model: no courtyard, main structure with five elephant stalls instead of three (blue + green) Because my blender-skills are non-existent, I'm hoping someone (@LordGood, @stanislas69, anyone else?) could create the proposed actors for me.
  19. How does it affect performance?
  20. 0abc updated again, various improvements and corrections.
  21. Personally I'd recommend deprecating the SpecialBuilding class and templates. Civic, Defensive, Economic, Military are functional categories, but I don't see the added value of maintaining an additional Special group. The elephant stable, embassy, kennel, stable, and workshop unique structures already inherit from the military template, the colony and crannog from the civil centre; library, lighthouse, pillar, theatre, and wonder could easily be civic structures; as for the other special structures, I'm sure appropiate solutions can be found. Deprecating the Special category will make the templates/ folder easier to maintain and will also reduce confusion for future additions. As for the template_structure_civic_hellenic_royal_stoa.xml, I'd highly recommend deleting or at least disabling it. PS How is your fork project going?
  22. As for the mercenary champions, make them either ordinary champions or just mercenaries, and keep them as Atlas-only units or move them to a military embassy or hall, but not a civic structure.
  23. Arctic foxes are actually clearly smaller than red foxes, the largest of the twelve true fox (Vulpes) species.
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