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Nescio

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Everything posted by Nescio

  1. To clarify, I wasn't talking about capitalization, but about the e; I mean the first “e” should actually be “oe“ (or “oi” if you prefer Ancient Greek orthography); we no longer write Edipus either, but Oedipus (or Oidipous); likewise Boeotia (or Boiotia), but not Beotia.
  2. It is certainly used by the gastraphetes (which I hope will also be included, under Macedonian, not Athenian). Besides, “beotian” ought to be renamed to “Boeotian”. PS Thanks for including the Mauryan battering ram!
  3. That would be very nice. Even when surrounded by fortresses and dozens of towers the AI can be easily defeated by ignoring those fortifications and simply ordering your battering rams and champion swordsmen to attack its vulnerable centres. Walls would make that less straightforward (provided the AI doesn't keep its gates wide open). Being able to construct wonders would also be nice (a higher maximum population limit can be a serious game changer). The AI can be quite overwhelming if you're new or slow, but is not much of a challenge when you're used to 0 A.D. Furthermore, it seems to be have difficulty on maps where wood is scarce. Actually I'd welcome any improvements which would make the AI a better long term opponent. Have a look at the files inside https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/ai
  4. It is a possibility I've considered myself earlier but rejected for several reasons. (Caesar III is a simple but great game, I really liked it years ago.) The size of 0abc's simulation folder isn't the issue (only 2 MB, compressing it won't make a significant difference), but its number of files (over 3000) apparently is, or actually setting up the AI. I repeat, in 0abc generating a giant random map with no population limit and eight “none” AI players takes about 18 seconds. Having a “Petra Bot” AI instead increases the time by about 180 seconds, a tenfold increase. Although it's especially noticeable with 0abc, undoubtedly other mods are experiencing the same problem, albeit in a different degree. Sorry, I don't think I fully understand your post. If your question is if 0abc works with 0 A.D.'s svn version (A23), the answer is no, it works with the latest stable release (A22). However, I believe you're referring to something else.
  5. Excessive times are related to setting up the AI. Generating a giant eight player random map with no population limit takes merely seconds if all AIs are set to “none”. If, however, AIs (e.g. Petra) are selected, the time increases by several minutes. Hopefully this will be improved in A23. Anyway, 0abc updated again: farm fields have to be at at least 50 m from civil centres (distances are calculated from the centre of one object to the centre of another) number of towers is limited to a maximum of ten plus five per centre village phase technologies typically cost 40 seconds, town phase technologies 50, city phase technologies 60 fishing boats can gather food.meat (useful if amphibious animals (e.g. hippopotamus) are introduced) females and infantry can gather food.fish (useful if there is fish in shallow water) workers benefit from fishing net technology Mauryans have -10% stone gather rate (their walls don't cost stone and they have +10% maximum population limit) Persians have -5% wood gather rate (their centres have +10% territory influence radius and they have +10% maximum population limit) each wonder grants +1.0 silver, food, wood, metal, and stone per 2.0 seconds resource trickle rate garrisoned units (up to 50) heal at 5.0 health per second 50 m aura: nearby units heal at 2.0 health per second 100 m aura: traders and workers +5% movement speed (stackable) global aura: units -10% training time (per wonder) (stackable) global aura, requires “Glorious Expansion” technology: structures +10% territory influence radius (per wonder) (stackable) global aura, requires “Glorious Expansion” technology: +10% maximum population limit (per wonder) numerous minor tweaks, etc. As usual, see 0abc-readme.pdf for more detailed information.
  6. Personally I think using git, svn, etc via the command line is the easiest; using an additional layer of dedicated gui software unnecessarily complicates things in my experience. Anyway, for more details on how to build the development version of 0 A.D. please see: https://trac.wildfiregames.com/wiki/BuildInstructions
  7. Yes, I fully agree the statement “it's done in the past therefore it's a good idea” is false. To clarify, I'm not arguing to include just anything into the svn; instead, I think it might be worth considering including visual actors which are not yet used but might be later. E.g. the Mauryans do not have any siege units at the moment, but those might be added later, therefore I think it's a good idea to include Alexandermb's Mauryan ram visual actor. Besides, “unused” certainly doesn't mean “useless”; having a couple of extra units is useful for scenarios (and mods). I just checked A22 and I found these “unavailable” units (there might be more, I didn't check carefully): brit_hero_boudicca_sword.xml brit_hero_cunobelin_infantry.xml mace_hero_craterus.xml mace_hero_philip_pike.xml mace_hero_pyrrhus.xml noldor_ship_bireme.xml pers_arstibara.xml pers_hero_xerxes_chariot.xml ptol_infantry_archer_nubian.xml rome_legionnaire_imperial.xml rome_legionnaire_marian.xml samnite_skirmisher.xml samnite_spearman.xml samnite_swordsman.xml spart_champion_infantry_pike.xml theb_mechanical_siege_fireraiser.xml thebes_sacred_band_hoplitai.xml thespian_melanochitones.xml viking_longboat.xml
  8. It would be nice if it could be improved, however, it has certainly no priority. Undoubtedly there are many other more important things. Yeah, but if something is not directly used in the default distribution, it can still be worth including it anyway. Currently (A22) there are at least a dozen units which exist but are untrainable. A few more doesn't hurt. (Furthermore, maybe some of the Kushite visual actors could also be included in the svn (if they are finished and qualitatively at least as good as their counterparts of the existing factions); some of them are already being used in several mods, and quite a few players appear to like the Kushites. (Just a suggestion to ponder upon ))
  9. Just including the art files won't be a game changer.
  10. Yes, I agree that's more important. Including unit visual actor improvements would be nice to have, but definitely has no priority at all. Nevertheless, visual actors (without the simulation templates) I hope will eventually be reviewed and included in A23 (allowing me to remove them from 0abc) include: https://wildfiregames.com/forum/index.php?/topic/22959-gastraphetes/ (actually ought to be grouped under Macedonian, not Athenian) https://wildfiregames.com/forum/index.php?/topic/22974-mauryan-ram-request/ https://wildfiregames.com/forum/index.php?/topic/22975-polybolos-animations-for-infantry/ (adds crews for all ranged siege weapons)
  11. It would be nice if actor improvements such as these and Alexandermb's could be included in the svn version instead of in some arbitrary mod (better concentrate all efforts in one place).
  12. While you're at it, could you also fix the camel (ptol cavalry [sic] archer) rider's legs? As you can see the warrior is standing inside his dromedary. He's supposed to sit on the camel with his legs crossed: For Hellenized Greek cataphracts this is probably appropiate, yes, although it would be nice if it would extent a bit further back and if the ends would visibly meet together behind the horse's neck. However, the Scythians seem to have had fully armoured cataphracts before 500 BC, and potentially the Armenian cataphract tradition did too. Personally I'd like to see Cappadocian cavalry (pers_cavalry_spearman_e) fully covered in linen barding from chest to tail.
  13. Hopefully that'll be changed eventually. 0abc's simulation folder, though only 2 MB in size, already contains over three thousand files. When starting a new random map, getting to 99% takes seconds, from there to actual start of the session takes several minutes. If “New Horse” didn't have a simulation folder, order wouldn't matter. However, it does contain half a dozen templates, which is why 0abc has to be last. What I only meant to say is it's part of A22, not specifically of 0abc.
  14. 0abc is updated again: espionage (vision sharing): all units are bribable, no structures are centres cost -50% time and resources in village phase only (town phase doubles i.e. restores it) centres have somewhat higher crush armour (battering rams proved to be too effective) civic structures within 50 m of centres have +50% capture points several aura changes 100%-but-unfinished-structure bug probably fixed now other minor improvements Unfortunately, yes, this is quite a nuisance. It seems the more files (templates?) a mod has, the longer generating a new game takes. This is default A22 petra AI behaviour which I didn't change. You can have as many different copies as you like, just give the folders different names; however, I can assure you from my own experience it can be quite confusing to keep track of everything. A single repository is much easier to handle. I've downloaded and tried out your horse package but decided against including it into the 0abc mod, because it's quite large and has just a minor benefit. However, players can load and use your new horse mod in combination with 0abc, which works fine if 0abc is loaded last (in mod selection from top to bottom: 0adA22, New Horse, 0abc). Bug or whatever, it's part of A22, I believe.
  15. And an error: ERROR: Failed to find matching prop point called "weapon_R" in model "art/meshes/props/cape_cavalry_medium.dae" for actor "cape_cav_animated_javelinist" By the way, I like that last image. Would it be possible to make cataphracts real cataphracts (completely covered in armour), instead of merely having a minor mail at the horse breast?
  16. 0 A.D.'s chariots always looked weird to me. Yes, no scythed chariots have survived, so some artistic licence is allowed. However, those forward pointing blades puzzle me, as do the scythes attached (or actually piercing through) the horses. Literary evidence mention scythes attached to the axles (those are there) and blades below the cart itself (those seem to be missing), but no scythes attached to the horses are mentioned, as far as I'm aware (perhaps those could be removed?). Xenophon is a relatively reliable source (he was an eye-witness), e.g. Anabasis I.viii.10: πρὸ δὲ αὐτῶν ἅρματα διαλείποντα συχνὸν ἀπ᾿ ἀλλήλων τὰ δὴ δρεπανηφόρα καλούμενα· εἶχον δὲ τὰ δρέπανα ἐκ τῶν ἀξόνων εἰς πλάγιον ἀποτεταμένα καὶ ὑπὸ τοῖς δίφροις εἰς γῆν βλέποντα, ὡς διακόπτειν ὅτῳ ἐντυγχάνοιεν. ἡ δὲ γνώμη ἦν ὡς εἰς τὰς τάξεις τῶν Ἑλλήνων ἐλθόντων καὶ διακοψόντων. In front of them were the so-called scythe-bearing chariots, at some distance from one another; and the scythes they carried reached out sideways from the axles and were also set under the chariot bodies, pointing towards the ground, so as to cut to pieces whatever they met; the intention, then, was that they should drive into the ranks of the Greeks as they advanced with the intention of splitting the opposing line. Translation of Carleton L. Brownson (LCL)
  17. Yes, \LaTeX is great, I can highly recommend it. Here is a small example of 42 lines: Save it, then run “pdflatex file.tex” thrice, and the output should be: av93.pdf [EDIT]: Apparently some filter objects to the usual Latin word for “with”, hence those weird signs at the start of line 34; here is the “uncensored” file: av93.tex That appears to be a commercial site trying to make money; keep in mind LaTeX itself is completely free and open source; better visit https://tug.org/
  18. Thanks for the notification. I've just downloaded your mod and started trying it out. One thing I noticed is the Seleucid scythed chariot: The old visual actor is left, right is your new one. As you can see there is a gap between the horse and its armour.
  19. 0abc updated again: numerous changes to special technologies, champion rosters, bonuses, etc. chariots are moved to siege workshops (instead of halls) scythed chariot aura: -2 c/h/p armour of enemy melee infantry within 15 m Britons can train naked fanatics from captured Gaul taverns Macedonians can train mercenary elephants from captured elephant stables Try starting a new game after updating the mod and see if any errors occur then.
  20. 0abc updated again: removed population bonuses from individual brit and gaul structure templates. Instead, included it in the Celtic structure bonus: economic structures grant +2 population military structures grant +4 population temples grant +6 population unlock champions is available to all factions various minor corrections You're mistaken; this is neither good, nor specifically related to my mod. It's a feature of 0 A.D. itself: save games preserve the mod names, but not the mod versions. This means that although you can often (but not always) load save games started with earlier versions of a mod, unexpected errors might occur (e.g. that aura error you posted). It's advisable to finish or delete your old save games and simply start new games after updating a mod. Yes, I can confirm all factions construct at least battering rams, and train cavalry and infantry champions as well as mercenaries and citizens.
  21. The destruction and foundation visual actors often do not match the sizes of their corresponding structures. E.g. the Persian, Ptolemaic, and Punic wonders all use a 8x8 although respectively 12x12, 9x12, and 6x12 would better match their footprints, obstruction, and visual actor sizes. It would be nice if someone could create visual actors for more different sizes. Here is a list of nice to have and existing sizes: art/actors/structures/destruct_stone_* [currently 8] 1x1, 1x2, 1x3, 1x4, 1x5, 1x6, 2x1, 2x2, 2x3, 2x4, 2x5, 2x6, 3x1, 3x2, 3x3, 3x4, 3x4, 3x6, 4x1, 4x2, 4x3, 4x4, 4x5, 4x6, 5x1, 5x2, 5x3, 5x4, 5x5, 5x6, 6x1, 6x2, 6x3, 6x4, 6x5, 6x6, 8x4, 8x6, 8x8, 8x10, 4x12, 5x12, 6x12, 7x12, 8x12, 9x12, 10x12, 11x12, 12x12. art/actors/structures/fndn_* [currently 12] 1x1, 1x2, 1x3, 1x4, 1x5, 1x6, 2x1, 2x2, 2x3, 2x4, 2x5, 2x6, 3x1, 3x2, 3x3, 3x4, 3x4, 3x6, 4x1, 4x2, 4x3, 4x4, 4x5, 4x6, 5x1, 5x2, 5x3, 5x4, 5x5, 5x6, 6x1, 6x2, 6x3, 6x4, 6x5, 6x6, 8x4, 8x6, 8x8, 8x10, 4x12, 5x12, 6x12, 7x12, 8x12, 9x12, 10x12, 11x12, 12x12.
  22. Yeah, I understand that part, and I quite agree. However, it's not entirely clear to me what to put into a separate file or patch. How to load a new js file into an existing one? And would you prefer to spin off just the resources part of the session.js file, or also population and the other lines concerning the top panel?
  23. Now you've lost me, I'm afraid. What exactly do you want me to put into a patch? All I did was inserting a new verticallySpaceObjects into functions_utility.js and subsequently changed a few lines in sessions.js Which file(s) do you mean exactly?
  24. 0abc updated: gui: resources are now listed vertically in a panel to the left of the minimap; fixed structure tree error ai: used mimo's rP20389 and rP20399 as a blueprint to make the ai capable of constructing the newly available structures in this mod (halls, shipyards, siege workshops, stables, etc) included Alexandermb's updated lithobolos visual actors replaced combined barracks with an infantry barracks and a cavalry stables for all factions which did not yet have stables disabled Ptolemaic camel stables teambonuses are made stackable new auras: caravan: land traders grant +1 c/h/p armour to other land traders within 10m convoy: merchant ships grant +1 c/h/p armour to other merchant ships within 20m infantry garrison: battering rams have +0.3 walk speed per infantry unit garrisoned inside all walls no longer have any territory influence palisade/wooden (village) walls can be constructed in own, neutral, enemy, and allied territory siege/turf (town) walls can be constructed in own, neutral, and enemy territory stone (city) walls can be constructed in own and neutral territory default health to resourcecosts ratio is at 25:1 for all walls default health to buildtime ratio is at 50:1 for all walls several other minor changes, corrections, etc. As usual, there exists a 0abc-readme.pdf for more detailed information.
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