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Nescio

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Everything posted by Nescio

  1. Currently I'm working on a new resource panel gui (again). Here is the code of the resources.xml file: <?xml version="1.0" encoding="utf-8"?> <object name="resourceCounts" size="0 32 116 244" sprite="genericPanel" type="image"> <repeat count="5"> <object name="resource[n]" size="0 6 108 46" type="image" style="resourceCounter" tooltip_style="sessionToolTipBold"> <object size="4 4 36 36" type="image" name="resource[n]_icon" ghost="true"/> <object size="32 0 100%-4 100%-4" type="text" style="resourceText" name="resource[n]_count"/> </object> </repeat> </object> This results into: Now I want to list the resources vertically (to the left of the minimap), instead of horizontally. Although I guess it's probably not that difficult, I can't figure out how to achieve that. Any suggestions?
  2. Besides, you also need stone for many researches (city phase, blacksmith infantry attack technologies, soldiers' will, glorious expansion, murder holes, unlock spies). Nevertheless, walls are cheap, too cheap I think, and not very strong. Nor do I think there isn't enough stone available; you can always barter for more or use traders to gain any resource. Moreover, on most maps you start with a 5000 stone quarry and a 5000 metal mine very close to your centre; if those would supply sufficient resources, there would be no incentive to expand, therefore I don't think mines and quarries should contain a larger amount than they already do right now. [EDIT] a comparison: fortress : 4500 health / 1000 stone = 4.5 wall turret : 4000 health / 90 stone = 44.44 long wall : 3000 health / 28 stone = 107.14 medium wall : 2000 health / 22 stone = 90.91 short wall : 1000 health / 15 stone = 66.67 stone tower : 1000 health /(100s+100w) = 5.0 sentry tower : 250 health / 100 wood = 2.5 outpost : 800 health / 80 wood = 10.0 small house : 800 health / 75 wood = 10.67 big house : 1200 health / 150 wood = 8.0
  3. Whenever you're experiencing any errors or warnings, please access the interestinglog.html file (its location typically depends on your operating system, see https://trac.wildfiregames.com/wiki/GameDataPaths), and copy the message from there; plain text is easier to read than a screenshot. My guess is that if you fix whatever is wrong in the hero selection screen, the gui file error will disappear as a consequence. And welcome to 0 A.D., darkinterloper! Hyrule Conquest seems to be a very promising mod
  4. It works fine on Fedora (and Fedora uses Gnome), therefore I guess it's something else in Ubuntu.
  5. Yes, it's better. Thanks for the clarification. Completely true (and not just applicable to Egypt only). Something else: it seems those two figurines on Amun's crown wearing the red and white crowns of Upper and Lower Egypt (I forgot which one is which) are both cobras; isn't one of them supposed to be a vulture? (Or is this another example of evolving iconography?)
  6. To clarify, I'm not saying the current Kushite emblem is ugly, nor do I have any objections to what is depicted (Athens, Carthage, Persia, and Ptolemis all depict gods as well). My point of criticism is how it is depicted. I fear I can not exactly pinpoint it, (it might be just me), but the style seems simply too different in comparison to the other emblems: Maybe it's just that the golden background is too bright, maybe it's because it lacks the suggestion of being a shield, maybe it's something else; I can't say exactly, it's just that the Kushite emblem seems too different. PS Why is Amun green? Isn't a green skin typically reserved for Osiris in Egyptian iconography, a red skin for males, and a yellow skin for females?
  7. Nor have I; I guess I will if they're included into A23 By the way, I don't really like the faction emblem; the style seems to be too different from those of all existing civilization icons.
  8. Modifying the GUI is quite annoying anyway, don't blame your screen The game ought to be playable on screens with a width of 1024 or 960 pixels as well as on widescreens of 3840 pixels wide. Actually I intend to list the resources vertically in a separate panel to the left of the minimap (which is also why I moved the minimap again); I'm still working on fixing a few errors. Apparently I forgot to save a changed number earlier; it's now fixed. PS Those additional selection markers have been accepted by elexis and are included in the svn. Healers now have a plus-shaped marker in A23.
  9. Yeah, I agree, for villages; for cities it's probably closer to 100% grain
  10. Although Greek “hippeis” (Latin “equites”) literally means “horsemen” (or “knights”), in Classical times Sparta's hippeis were actually elite hoplites who fought on foot, consisting of 300 picked men who followed and formed the guard of Sparta's two kings; “Agathoergoi” is another term for exactly those 300. There is no need to include them into 0 A.D., because there already is the spart_champion_infantry_spear.xml unit. And concerning the Roman rorarii, accensi, adscripticii, supernumerarii, etc. we know next to nothing about them; those terms had ceased to be used (or were redefined) for soldiers before Roman historiography started. Velites formed the Roman light infantry; they were organized, had a formal place and role on the battlefield, and were armed with javelins. Rorarii were apparently unorganized, they were kept behind the lines, outside the battle, and were supposedly even lighter armed than the velites (or potentially unarmed). The assumption they were slingers is merely a guess (a sling is much cheaper than a javelin).
  11. People living in the city phase should rely mostly on grain; bread was already a luxury for city-dwellers in Antiquity. Those living in villages and on the countryside had plenty of space to keep livestock and typically had a much healthier and varied diet, which also included cheese and occassionally meat.
  12. Yeah, I know, by assigning a value greater than 1. Even if the dimishing returns end up being removed from fields, the feature itself certainly is a nice to have thing with great potential for mods etc.
  13. No? So health is not an integer? Interesting. What about other values, e.g. resources?
  14. Units will always inflict at least 1 damage, right? If so, it doesn't really matter whether the armour is 90% or 99% or 99.99%, nor what the attacker's pierce damage is; what counts is the number of attackers and their attack rate. E.g. twenty archers need (2000/1.0)/20=100 seconds to level down a barracks.
  15. Yeah, only a few people are probably aware it exists; I only discovered it after stumbling upon it when modifying templates. Anyway, it basically is a multiplier applied exponentially to each additional worker. Currently the field can have up to five workers and has a diminishing returns factor of 0.9, which means: the first worker farms at 0.9^0=1.0=100% speed the second worker farms at 0.9^1=0.9=90% speed the third worker farms at 0.9^2=0.81=81% speed the fourth worker farms at 0.9^3=0.729=72.9% speed the fifth worker farms at 0.9^4=0.6561=65.61% speed Combined five workers on a single farm gather at combined rate of 4.0951 individual farmers. I actually like this functionality (or think it's at least quite interesting), although the current value (0.9) does seem a bit high.
  16. (See also D914) Part of the problem is that sentry towers have significantly less health (but rather surprisingly more capture points) than outposts or any other structures; here is a quick comparison: ,health, capture points storehouse , 800 , 300 outpost , 800 , 500 sentry tower , 250 , 800 stone tower , 1000 , 500 Iberian tower , 2400 , 500 fortress , 4500 , 4200 Iberian fortress , 6000 , 4200 Actually I proposed a couple of weeks ago to change it into e.g.: ,health, capture points outpost , 750 , 500 sentry tower , 1000 , 750 stone tower , 1500 , 1000 Iberian tower , 2500 , 1250 However, “balance” changes are notoriously hard to get reviewed, accepted, and implemented, therefore I've shelved it for now
  17. Or could it be that you simply have not updated your files? As you can see the file has been corrected many hours ago: https://github.com/0abc/0abc-unified/blob/master/simulation/templates/template_structure_economic_corral.xml
  18. Could someone explain to me the differences between 0 A.D.'s random maps, scenarios, and skirmish? I believe I've quite familiarized myself with the game but I still don't understand those map categories ...
  19. And I've largely rewritten the page, expanding and updating the parts on changing, removing, and adding resources from the game; I've left the “gathering” section unaltered (I've no experience with this (silver is intended to be not directly gatherable)); information on the AI and maps is also absent. Anyone interested in improving the page further, do not hesitate to edit it (I'm done with it now). So I've attempted to include this over-five-years-old proposed patch into my mod, and although I didn't get any error messages after including the js parts into the simulation/components/ files (which was surprising, because I didn't really know what I was doing), I've not succeeded in actually displaying current gatherer numbers; the gui has simply changed too much, and amongst other things, resources are no longer hardcoded individually. For now I've shelved this idea, my programming skills are simply too limited. I would really appreciate it if someone with more coding experience could eventually update #643 and include it into 0 A.D. I don't think I'm the only one who considers displaying gatherer numbers useful. 45. Detaching the minimap from the central panel was surprisingly easy; moving the resources from the top panel to a new, separate panel turned out to be unexpectedly difficult. Apparently I'm overlooking something somewhere. Perhaps someone could help me by pointing out what I have to do to create a new (vertically arranged panel, e.g.: (x1,y1) --- (x2, y1) | resource[1] | | resource[2] | | resource[3] | | resource[4] | | resource[5] | (x1,y2) --- (x2, y2) 50. 0 A.D.'s AI is flexible in some respects: it trains new units, it researches new technologies, and it acquires and spends silver (0abc's new resource). Unfortunately it seems the AI is not capable of handling new or renamed structures. Apparently buildings are hardcoded somewhere in the AI files. Now, how to make the AI actually use new structures? (Apparently I'm not the only one who would appreciate an introduction to how the AI works.) Structure changes I've implemented: made the fortress a purely defensive structure (the AI builds them) moved heroes to the centre (the AI trains them) moved siege weapons to siege workshops (surprisingly the AI builds these) moved war elephants to elephant stables (I haven't seen any of these) moved champions to military halls, see below (the AI doesn't use them) separated the military docks into economic docks (resource dropsite, trade route market, constructs fishing boats, merchant ships, war barges, and fire ships) military shipyards (constructs war galleys) separated the barracks into: infantry barracks cavalry stables camel stables created a military hall (structures which trains most of a faction's champions) gymnasium (athen), tavern (gaul), hall (pers), syssiton (spart) are merged and renamed into hall also created halls for cart, mace, ptol, sele renamed Persian adapana into palace and also added a palace for the Mauryans With a few exceptions, the AI does not seem to be capable of handling these. Ideally structures shouldn't be hardcoded in the AI files, allowing the AI to be flexible (as it is with units and technologies). Realistically, a guide to explain how to make the AI actually use new structures would already be great, not only for me, but also for many other mods (e.g. HC, VP, DE). Furthermore, this is also important for the default game; the Art team is creating many new structures; besides, I've never seen the AI actually building dog kennels, walls, and wonders. If the AI would be capable of handling all available structures, 0 A.D. would undoubtedly be a much more enjoyable game.
  20. In reversed order: Fixed about eight hours before you posted. (Keep in mind I update the github repository more frequently than I post in this forum thread.) Actually I've created a diff to include these and a few more selection marker shapes into 0 A.D. nearly two months ago, but it still has to be reviewed and subsequently implemented on phabricator: https://code.wildfiregames.com/D889 Feel free to go ahead, but keep in mind 0abc is in constant development (it's a test mod for an alpha game, after all). The AI behaviour is something I don't understand (yet), but it certainly is on my to-do list. The default AI has no difficulty with new units (as can be seen by the numbers of mercenaries they train). Furthermore, in a short test game yesterday I've observed several AI players constructing siege workshops in the city phase (although it's available in town phase), and one Gaul player leveled my farmstead with a couple of battering rams, therefore I guess the AI is capable of building siege engines (although it might deem them cost-ineffective); the AI also trains the most expensive heroes (all heroes are trainable at centres, instead of fortresses); however, I've not seen any chariots or war elephants. Quite annoying is the fact that many structures appear to be hardcoded in the AI files (units are typically not); it seems the AI is currently incapable of constructing camel stables, cavalry stables, elephant stables, halls, and palaces, which means that only the four factions which currently lack those (brit, gaul, iber, rome; these do not have mercenaries) are capable of training cavalry, all champions, etc. Again, I don't know yet how to fix it, but it is on my to-do list. In a test game I observed the AI acquires silver (via traders) and spends it on purchasing other resources, which I think is acceptable behaviour. As I've answered at least once earlier in this thread: Try avoiding unnecessary overlap with other structures and obstruction objects. 0abc ought to be playable without cheats. Could you elaborate? Actually I've disabled Carthage's embassies (although I actually liked them) and replaced it with an infantry barracks and a cavalry stables (as have most other factions). Personally I don't care about multiplayer. If I can't make the AI capable of building new and renamed structures, I'll probably end up reverting and postponing those changes.
  21. How is it possible to capture a pikeman? Yes: mercenaries have the “mercenary” visible class (and champions the “champion” class); infantry citizens typically have a blue-ish icon, mercenaries a green-ish, and champions a red-ish; they have different selection markers, from left to right: healer (plus), citizen (circle), mercenary (rhombus), champion (arrow), hero (star): That's correct: worker elephants can build but can not initiate any structures females can build and can initiate and non-defensive and non-military structures citizens can build and can initiate all available structures mercenaries can build and can initiate only defensive and military structures champions and heroes can not build anything Yes, fields, economic structures, and walls can be constructed in neutral territory, as can centres, crannogs, docks, harbours, shipyards, and outposts. The Roman army camp is the only structure which can be constructed in enemy territory. I don't know what “DE style” is, I've actually never tried DE out (its download size is unacceptably large for me, as is the svn requirement). Keep in mind 0abc is based upon A22; using it in combination with another version might cause errors.
  22. Dinosaurs have feathers nowadays; here is your cow:
  23. Many thanks, that's what I needed! I'm currently working on displaying resources (and gatherer numbers) in a separate panel, arranged vertically. The latest stable release, i.e. A22. And another file I overlooked, many thanks for pointing it out! That annoying warning has now disappeared (finally!). Still on my silver-to-do list: fix trader gain at 100% silver disable directly bartering resources other than silver; only silver should be used for buying and selling other resources remove the market requirement for bartering resources redesign the resource and barter and trade GUI panels Just in case anyone else intends to start adding resources, you need: to create: art/textures/ui/session/icons/resources/{newresource}.png art/textures/ui/session/icons/resources/{newresource}_small.png simulation/data/resources/{newresource}.json to edit: gui/common/setup_resources.xml gui/session/selection_panels.js gui/session/selection_panels_left/barter_panel.xml gui/session/top_panel/resources.xml simulation/templates/special/player.xml simulation/templates/special/player_gaia.xml simulation/templates/template_structure.xml https://trac.wildfiregames.com/wiki/ModdingResources is helpful but apparently incomplete; it does not mention the player files
  24. 0abc updated: included Alexandermb's bolt shooters and stone throwers with crews: https://wildfiregames.com/forum/index.php?/topic/22975-polybolos-animations-for-infantry/ silver is now required for several technologies (instead of any other resources): share vision (250), share dropsites (500), unlock spies (1000), counterespionage (2000) several other minor corrections
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