Jump to content

Nescio

Community Members
  • Posts

    2.300
  • Joined

  • Days Won

    23

Everything posted by Nescio

  1. So I've been playing 0 A.D. since A18 (I think), but I'm still finding out new things. I typically play with maximally zoomed out and I always thought the figure on the roof of the Persian barracks vaguely resembled a giraffe (screenshots are actually too sharp): However, now I accidently zoomed in, I discovered it's actually a Mesopotamian lion: Apparently taken from the Babylonian walls (see Ishtar gate, now partially in Berlin): https://commons.wikimedia.org/wiki/File:Pergamon_Museum_Berlin_2007112.jpg I'm looking forward to stumbling upon the next nugget
  2. This is a serious problem without an easy or straightforward solution, unfortunately.
  3. Maybe that document should be updated then. Carthaginian templates are named cart_* not kart_*, I don't think I've seen anything belonging to pole (poleis), and abbreviations such as fa (corral) and med (healer) seems rather confusing.
  4. Sundiata, at first glance an interesting suggestion, on second thought a bad idea, because: correct me if I'm wrong, but increasing the footprint also makes the structure more vulnerable to attacks, right? “half the size of a farm” would certainly not be anyway close enough to provide enough grass to feed even a single horse; better omit meadows than making them an unnecessary and unrealistic addition compromising reality; the courtyard of the proposed visual actor already has a fence. I actually like the current design(s).
  5. Stables should be with an s, not without; we also have barracks, not a barrack. Actually I wouldn't mind going through all files to implement a logical naming scheme and upload it to phabricator, provided someone is willing to review and commit it. Having consistent names makes things significantly easier for future additions (and mods).
  6. Is it? Doesn't there exist village phase cavalry in 0 A.D.? Besides, cavalry typically came from the countryside and horses were kept outside cities in Antiquity (they need meadows).
  7. And I figured out what's wrong: I moved structure templates from simulation/templates/structures/{civ}_* to simulation/templates/structures/{civ}/* to have a cleaner repository. However, I just checked (grep) the AI files, and it seems structures/{civ}_ is hardcoded in them, so it's hardly surprising the AI doesn't build anything. So now I'll either have to move back over a hundred templates, or tweak several lines in a few AI files ... [EDIT]: 0abc updated, returned structures to their previous location, the AI is now capable of building again.
  8. 49. Another idea I have and would like to implement is the GUI displaying (e.g. in the resource bar) current numbers of: active food gatherers active wood gatherers active metal gatherers active stone gatherers idle workers What do I need to do for this?
  9. All code and game files etc are available at trac. I have no idea how wall placement exactly works, but if you want to figure it out, it might not be a bad idea to start looking at this file: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/helpers/Walls.js https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js
  10. Yes, this is quite annoying, although I doubt it can easily be fixed. I vaguely recall this existed in AoM as well (which had a similar wall placement, so it's not really a “classic 0AD issue”), however, I haven't played AoM in years. If you want to repair your walls, delete the adjacent wall pieces, and create a new wall section from previous wall turret to next wall turret.
  11. Could you upload a RoN screenshot? Unfortunately not, I wish I did (or even better: a 5:4 screen); the only option for my notebook was 3840×2160, therefore I'm stuck with an inefficient 16:9 widescreen. However, I tend to use half-width windows (press Windows+Left and Windows+Right), which allow me to use two programs next to each other. This is also why I resized the central panel from 1024px to 960px (because 960*2=1920 and 960*4=3840). Actually I do, I'm currently working on version .52; besides, git keeps all history and easily allows you to load earlier versions. On github, open the repository (https://github.com/0abc/0abc-unified.git), click “commits”, then scroll down to the version you want (e.g. Commits on Oct 11, 2017), click the blue alphanumerical code at the end of the row, then click “browse files”, and finally “clone or download”: “download zip”.
  12. If the AI proves to be incapable of handling those specialized buildings, I'll probably revert those. I haven't tested it properly yet, because I'm still editing many other aspects, such as the GUI:
  13. Need, nothing really However I could use some unit icons, provided they follow the same style as most existing ones in art/textures/ui/session/portraits/units It seems the following colour scheme is broadly used (excluding siege weapons and ships): citizens: blue mercenaries: green champions: red heroes: purple Nice to have would be new icons for: Mauryan battering ram (matching the visual actor Alexandermb designed) Macedonian gastraphetes crossbowman: red Dahae horse archer: blue, green (no armour, just a horse, a man, a composite bow, and a quiver) Carthaginian/Numidian cavalry javelinist: blue, green Celtic cavalry swordsman: blue, green Iberian cavalry swordsman: blue, green And perhaps someone could also create icons in the same style as the existing ones in art/textures/ui/session/portraits/structures for a few new structures: camel stables chariot stables cavalry stables with the horseshoe pointing upwards (∪ instead of ∩)
  14. Keep in mind there also exist elephant stables. If someone intends to start implementing a consistent naming scheme, maybe start with “art/actors/structures/mauryans/stables.xml”; elephant_stables.xml and cavalry_stables.xml would seem appropiate names. The coexistence of “civic_centre” and “civil_centre” alongside each other is also interesting; personally I prefer just “centre”, because it's shorter to type art/actors/structures/spartans/ seems to be unique: it has both a “civic_center.xml” [sic] and a “civic_centre.xml”
  15. Great, that's it, many thanks for pointing it out, silver now works! Although buying and selling seems to work, I still get a warning I don't understand whenever I start or load a game: WARNING: JavaScript warning: simulation/components/Barter.js line 45 reference to undefined property multiplier.buy[resource] Furthermore, I still want to disable bartering resources other than silver directly; only silver ought to be used for buying or selling other resources.
  16. Nothing. I tried out if including an unchanged https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/Barter.js would help; it didn't, therefore I removed that file from my mod.
  17. ? This still annoys me. Found it: templates/special/spy.xml It's not the first time I repeatedly overlooked that important special/ folder... It does seem to work: However, 5*1.5=7.5 and resources are integers, so I suppose the code of that patch ought to be improved. Nevertheless, I actually only intend to avoid multiplicating loot and just use only adding integers. They are now: https://github.com/0abc/0abc-unified
  18. Many thanks for pointing these out! I really appreciate it someone is testing and checking what I've done Now fixed. What is a “wololoed dog”? Garrisoning Briton war dogs into Briton dog kennels does not cause any problems as far as I'm aware. 0abc updated: new resource: silver siege weapons can no longer be captured; they also cost food but have somewhat more health Roman stone thrower costs 50 stone extra but inflicts +20% crush damage Persian battering ram costs 100 wood extra but has +20% maximum health disabled Carthaginian embassies (I actually liked them, they added some interesting flavour to the game, however, they also penalized Carthage unnecessary when compared to other factions, therefore I felt compelled to disable them, unfortunately); instead they have an infantry barracks and a cavalry stables (as do most other factions) new town phase structure: military shipyard: available to athen, cart, mace, pers, ptol, rome, sele, spart constructs all wargalleys economic docks now: construct fishing boats and merchant ships (all factions) construct war barges (brit, gaul, iber, maur) and fireships (iber) serves as a dropsite for all types of resources is a market for trader routes included Alexandermb's new visual actors: Macedonian gastraphetes crossbowman Mauryan battering ram city phase now costs 500 food, wood, metal, and stone (instead of 0, 0, 750, 750, respectively many other minor changes (see 0abc-readme.pdf) If you open 0abc/art/textures/ui/session/ and delete panel_left.png and panel_right.png, the game will simply resize and use A22's default background images.
  19. Thank you for the invitation! However, my requests are not mercenaries Besides, half of them have already been completed by Alexandermb. Anyway, here is the full list again: Macedonian gastraphetes crossbowman: https://wildfiregames.com/forum/index.php?/topic/22959-gastraphetes/ Mauryan battering ram: https://wildfiregames.com/forum/index.php?/topic/22974-mauryan-ram-request/ Arab/Bedouin dromedary camel spearman: Libyan/Egyptian chariot archer: On second thought, I'd also appreciate cattle and other fauna: https://wildfiregames.com/forum/index.php?/topic/22944-domesticated-animals-livestock-and-other-fauna/ However, those certainly do not have any priority. To have things clear, is this thread only for visual actor requests, or also for other art? Currently I'm reusing existing icons, however, I certainly wouldn't mind to have a couple of more appropiate portraits, provided they're in the same style as the icons already in the game.
  20. Nice! However, why does the packed version have soldiers with different helmets? There are not that many; I'm only aware of six: bolt shooters: athen/cart/mace/spart oxybeles ptol polybolos rome scorpio stone throwers (maybe assign three men each): athen/mace/ptol/sele lithobolos cart ballista rome ballista
  21. Many thanks, now I think I'm satisfied I assume you don't object to me incorporating it into my 0abc mod? Last but not least, I'd like to repeat I really appreciate the quick and excellent work you're doing!
  22. That's quick, I'm impressed! And no, I certainly do not mind, I actually really appreciate it One minor detail, though: the middle and last wheel have the same orientation, whereas in other rams each wheel has a different orientation:
  23. Yeah, but the Mauryan houses look rather narrow and tall, whereas the battering ram looks bulky, flat, and short And shouldn't it have at least six wheels? Oh, and an iron tip (head) would also be nice.
  24. Allow me to emphasize I do know next to nothing about Kush. And if the faction is complete and qualitively at least as good as the existing factions, I wouldn't object to including it into “0 A.D.” as well. However, that decision is not mine to make. To clarify, I was not really suggesting reducing the number of factions from twelve to three. “Acceptably”, “Ideally”, “Realistically”, “Theoretically”, etc. are all quite different terms; “a lot easier” does not mean “better” nor “should be”. Of course the choice of the current dozen could be debated. (Why Athenians and Spartans, but not Boeotians or Syracusans? Or a generic Greek civilization? Don't the Britons belong in part two? And why merge completely different peoples into an amalgam called Iberians? It's like grouping Carthaginians, Greeks, and Romans into a single faction, just because they happen to have lived in the same area.) Nevertheless, we now have them, therefore let's focus on improving them (and more importantly: on improving the underlying code, the performance of the engine, flexibility of the AI, etc.) That doesn't mean we should cease discussing unimportant but interesting and potentially nice to have ideas; but let's always be critical on whatever is suggested, of course
×
×
  • Create New...