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Nescio

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Everything posted by Nescio

  1. Yes, I did (nogeneric.zip): Nor do I understand why the A22 situation doesn't work (a22phases.zip): Version numbers are there for a reason: to prevent you from loading save games started under an earlier version, which sometimes might work, but can also cause errors and crashes. Therefore only the save games matching your current mod selection show up in game, all others exist but are hidden. Also, you can have different versions of the same mod installed; just don't load them simultaneously. So if you want the palisade errors to disappear (and to enjoy numerous other changes), finish your save games, update the mod, and start a new game.
  2. It means its damage is purely of one type. Actual numbers can vary, e.g. infantry spearman currently has 7 thrust damage and cavalry spearman 10 thrust damage; those numbers are subsequently modified by technologies and auras; e.g. mercenaries have their attack damage (all types) multiplied by 1.15, champions by 2.0 (and a mercenary champion thus by 1.15×2.0=2.3). Yes, I figured out it works if one has five files: phase_metropolis.json phase_metropolis_generic.json phase_metropolis_mace.json phase_metropolis_ptol.json phase_metropolis_sele.json However, then the phase is available to all factions, which is not what I want. In A22 I could simply do everything in a single file, and limit it there to those three civs.
  3. Yes, I do. In my voculabary swords (and daggers) are double-edged and sabres (and knifes) are single-edged. Fundamentally there are three basic movements: thrusting (forward), slashing (horizontal), and chopping (vertical). True swords can be used for all three (although not every blade is equally good at everything), sabres typically excel at cutting. swords (double-edged): akinakes, xiphos, gladius, spatha, jian sabres (single-edged): khopesh, kopis, makhaira, falcata, seax, machete, cutlass, kilij, scimitar, shamshir, pulwar, talwar, dao In 0 A.D. swords, sabres, axes, clubs, and side-arms are all considered to be “swords”; in this mod I differentiate between them: mace: 100% crush sabre: 100% hack sword: 50% hack, 50% thrust spear: 100% thrust arrow: 100% pierce I also have separate templates for axemen (33% crush, 67% hack) and longswordsmen (75% hack, 25% thrust); the former is used for the Iranian sagaris, the latter reserved for the Thracian rhomphaia. Thanks!
  4. Created many more aura icons: D1778, based upon existing aura and resource icons. It would be nice if someone (@Lion.Kanzen, @niektb, @Sundiata, @wackyserious, anyone else) could create the following simple icons (PNG, 128×128 pixels, transparent background; example) for me: bricks cheese fish fruit winged sandal (walk speed) shield (armour) bow-and-arrow, orientation bow bottom-left to top-right, arrow bottom-right to top-left (pierce) spear, orientation bottom-left to top-right (thrust) sabre, orientation bottom-left to top-right (hack) mace, orientation bottom-left to top-right (crush) chain or fence, horizontal (capture points) grabbing hand, vertical (capture attack) Also, the following units in the base game could use their own icon based upon their actor (@wowgetoffyourcellphone?): athen_champion_ranged_gastraphetes pers_champion_cavalry_archer
  5. For those interested in gameplay balancing: Basically there are two radically different approaches for implementing a counter system. One way is to give virtually all unit templates bonus attacks; in that case it's actually unnecessary to have different damage types. Alternatively, one can choose to avoid hard bonus attacks and differentiate with damage types instead; it's less straightforward but also more satisfying. Balancing in 0abc is unfinished, it's very much a work in progress. Here's a basic outline: currently four damage types: crush, hack, pierce, and thrust. base templates (template_unit_infantry.txt etc.) have equal armour for all types; later this can be changed in their children. ranged attacks are typically 100% pierce; differentiation by range and strength; e.g. archers have twice the range but halve the damage of javelinists a rock-paper-scissors for melee infantry: spear: 100% thrust damage; −1 crush armour, +1 hack armour sabre: 100% hack damage; −1 thrust armour, +1 crush armour mace: 100% crush damage; −1 hack armour, +1 thrust armour then melee infantry types in between: sword: 50% hack, 50% thrust axe: 75% hack, 25% crush pike: 50% thrust, 50% pierce; +1 crush armour, −1 hack armour, +1 pierce armour, −1 thrust armour next: alter camelry, cavalry, chariotry, and elephantry armour (not yet decided)
  6. Good. I believe I've now fixed the palisade and siege wall errors. Apparently it's mandatory that wallsets define a fort template. Don't ask me why, it was not necessary in A22.
  7. That's something I've wanted for a long time as well, but it's possibly hardcoded in map files (@elexis?). Village centres have 72 attack range and 150 territory radius, so putting the metal mine and stone quarry independently of each other at a random distance between 100 and 200 would be a great improvement. Perhaps someone (@stanislas69?) could make an actor that is 0.3×3.0 the current size, to allow mods to experiment with long and narrow fields?
  8. Unfortunately I can't reproduce the first error, gates work fine on my end; what's your 0abc version? However, I do get the second error, but only the first time I select palisade wallset in game: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/structures/gaia_fortress.xml" ERROR: Failed to load entity template 'structures/gaia_fortress' ERROR: JavaScript error: simulation/components/GuiInterface.js line 1207 TypeError: this.placementWallEntities[tpl].templateData is null GuiInterface.prototype.SetWallPlacementPreview@simulation/components/GuiInterface.js:1207:11 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:1981:1 updateBuildingPlacementPreview@gui/session/input.js:195:1 handleInputAfterGui@gui/session/input.js:1076:4 ERROR: Error calling component script function ScriptCall I'm not sure what causes it, though. Building palisades works fine.
  9. Basically I don't want to use _generic phases at all, simply one file per phase, as worked in A22 (see https://github.com/0abc/0abc-a22/tree/master/simulation/data/technologies ). And the icon's correct: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui/session/portraits/technologies/imperial_phase.png
  10. It should work if you load FortressRoot last (i.e. put it at the bottom of the enabled mods list).
  11. Actually I think cavalry shouldn't be able to gather meat; they can't gather any other resources either. Horses were expensive and were typically owned by a wealthy leisure class; cavalry formed the elite. Yes, they hunted, but that basically meant scouting for, chasing down, and killing animals; the horsemen wouldn't butcher up the animals themselves; menial tasks were done by their footmen, servants, serfs, slaves, etc. And yes, replacing chickens with sheep or goats, depending on the map, would be nice; especially in combination with D1718.
  12. Adding the technologies is not the problem. I've the following files: simulation/data/technologies/phase_city.json simulation/data/technologies/phase_city_athen.json.DELETED simulation/data/technologies/phase_city_generic.json simulation/data/technologies/phase_metropolis.json simulation/data/technologies/phase_metropolis_generic.json simulation/data/technologies/phase_town.json simulation/data/technologies/phase_town_athen.json.DELETED simulation/data/technologies/phase_town_generic.json simulation/data/technologies/phase_village.json and my mod include has some structures and technologies that require the metropolis phase. However, when I open the tech tree, the fourth phase doesn't show up: Apparently I'm overlooking something. In A22, before the introduction of the `_generic` phase, I only had to add a phase_metropolis.json file and it worked immediately, tech tree and all. [EDIT]: And if I delete the generic town and city phases and insert their lines, omitting "replaces", into phase_town.json and phase_city,.json, then the tech tree breaks:
  13. https://trac.wildfiregames.com/changeset/20551/
  14. Yes, Vercingetorix surrendered; Alesia is an example of a city that was not taken by assaulting the centre. Here are two famous examples of sieges that were taken by force: The siege of Argos (Plutarch Pyrrhus 31–34), in which the city gates were opened by traitors, Pyrrhus' army occupied the city centre, but failed to take the fortresses, from where the defenders counter-attacked and managed to defeat the invading army The siege of Syracusae (Livy XXV.23–32), in which Archimedes excelled and died. The Romans repeatedly tried to take the city by direct assault but where repulsed. Subsequently they tried blockading the city both on land and sea, which was not entirely successful either. Later the Syracusans participated in a festival honouring Artemis; the Romans launched a surprise attack before dawn and quickly overran most of the city. The defenders kept control of a major citadel, the Achradina, and the siege dragged on for months. The Romans continued to occupy most of the city and defended it against armies sent by the Sicilians and Carthaginians, which later left because of a plague. Meanwhile the Romans conquered other Sicilian cities, but they failed to seize the Achradina. The citadel was finally taken when one of the mercenary captains in charge defected to the Romans and opened a gate to let the Romans in during the night. Afterwards the Syracusans surrendered and only then was Syracusae fully conquered. Regardless, I think the gameplay experience is more important than historical accuracy when deciding whether or not the fortress should have a territory root.
  15. D1762 First of all, I'm not sure this is the correct place to post, nor do I know what is the proper procedure to get gameplay changes implemented. Currently fortresses do not have a territory root, which means you can simply ignore them and aim straight for the centre instead; if the centre is lost, the entire base is basically lost. Historically, a city was only conquered when all of its fortifications were taken. What I propose is giving fortresses a territory root. This will help the fortress do what it is supposed to do: defend. Arguments against: It breaks the status quo Defending a well-developed base is easier Arguments in favour: It breaks the status quo Defending a well-developed base is easier Fortresses are limited to ten per player, become available only in city phase, are expensive: 1000 stone (centres cost 1500 resources, colonies 600), and take long to build: 500 (centres 500, colony 300) Fortresses have a territory radius of 100, city centres 140*1.2*1.5=252 Iberian monument, Mauryan pillar, Persian Ishtar gate, and several scenario structures also have a territory root Realism: the purpose of a fortress is to defend something and keep it under control Abstractly: can be built in neutral territory, have territory root: centre, military colony, crannog, military harbour can be built in neutral territory, no territory root: dock, outpost can't be built in neutral territory, have territory root: fortress, monument, palace, pillar, wonder can't be built in neutral territory, no territory root: most other structures I've been playing with this in single player for months and I think it's really an improvement. I might be biased, of course; I don't play multiplayer games. @Angen, @av93, @borg-, @elexis, @Feldfeld, @Hannibal_Barca, @wowgetoffyourcellphone, and anyone else interested in gameplay or balance, your opinions are more than welcome! Here's a mod for people who'd like to play-test this proposal: FortressRoot.zip
  16. 0abc updated again: disabled blacksmith; moved infantry technologies to barracks and cavalry technologies to stables phase technologies no longer cost food: town phase: 400 wood, 400 metal, 400 stone city phase: 800 wood, 800 metal, 800 stone metropolis phase: 1200 wood, 1200 metal, 1200 stone (currently unavailable because adding phases is less straightforward in A23 than it was in A22) gather technologies no longer cost food: first level (village phase): 300 wood, 200 metal second level (town phase): 600 wood, 400 metal third level (city phase): 900 wood, 600 metal fourth level (metropolis phase): 1200 wood, 800 metal (currently unavailable) disabled women aura removed building distance of houses; you can now build them adjacent to each other again. a few other tweaks and corrections
  17. Instead of making pictures or posting screenshots, you can also simply copy error and warning messages from the interestinglog.html file (see Game Data Paths).
  18. Indeed, cavalry can kill animals but they can't gather any resources; they're the elite, menial work is for footmen. Training times are increased for almost all units. Melee infantry requires 30 s standard, ranged infantry up to 75 s (basically the longer the range, the longer the training time). Support units cost 60 s by default, but for women it can be reduced by 20% by researching the Fertility Festival technology. So yes, women take longer to train than melee infantry, but they're also much cheaper, costing only food, no silver, and they can be trained at houses. Mods are never faster than the default game. Apparently the more templates a mod has, the longer it takes to set up an AI.
  19. Thank you for pointing this out. Actually those are different errors: there are problems with some templates used in the map. Today I went through all random maps and discovered ten of them are having errors. I've now added more templates to solve five of them (Caledonian Meadows, Extinct Volcano, Hellas, Pompeii, and Wall Demo). The five others (Danubius, Elephantine, Jebel Barkal, Survival of the Fittest, and Wild Lake) still have errors. Let me know if you encounter any other problems.
  20. Fedora 29. I installed and updated the 0 A.D. stable (version 0.0.23b-1.fc29) via the default software centre. How does one check wxWidgets? And no, I'm not using any mods.
  21. Thank you for pointing this out! I rarely play naval maps (apparently they're excluded by random/default). Anyway, I've now included Stan's suggestion; hopefully that solves the error.
  22. That reminds me, I also have an issue with Atlas, albeit a different one: it uses only a quarter of the available space: which is quite annoying. Any suggestions on how to solve it? I don't recall having this problem in A22.
  23. https://commons.wikimedia.org/wiki/File:Aurochsfeatures.jpg could be useful.
  24. With textures you mean how the animal skin looks? The aurochs is the ancestor of the European, sanga, and zebu cattle and had far more genetic diversity than its siblings, therefore the more different skin colours, the better. Spots and patches are often a sign of domestication, though, therefore probably inappropiate for the aurochs (I could be wrong, of course, I'm not an expert at all).
  25. Yes, my mod is unfinished, as is 0 A.D.; however, both are playable without errors and development is ongoing. Heroes have been disabled because super-power heroes are something that belong in mythology or comic books, not in something which values realism. Champions, promotion, and ranks are temporarily disabled too, although I intend to reintroduce them eventually, I just haven't decided in what form. Women can farm and hunt and gather all resource types; they just can't build, to differentiate them from infantry. Centres generate a slow trickle of silver, which increases in each phase. If you want more silver, you have to build a market, which is available in the village phase and a requirement for the town phase. Also, merchant ships cost 0 population, but their number is limited to 20.
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