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Nescio

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Posts posted by Nescio

  1. 1 hour ago, serveurix said:

    Concerning the mods, I still don't have an accurate view of which ones are libre and which ones are not. If you could provide me with a list of the mods and an up-to-date and reliable copyright status for each of them, I would very likely take a look at the ones that are libre.

    Unless explicitly stated otherwise, you can safely assume any mod is completely free and open source, and presumably is covered by the same copyright license as the default 0 A.D. distribution.

  2. 21 minutes ago, Lion.Kanzen said:

    all sides needs apologies. remember isnt only a game gentlemens, is a engine and mods that we have here and the free time of many of us.

    Honestly, I don't understand what's going on here.

    If a mod worked before this patch, it should also work afterwards. There is no need to change any templates if you don't want to.

    • Like 1
  3. 3 hours ago, Servo said:

    Off topic :BTW 0ad can’t be played SP if there’s no internet? If the game reached beta or higher will there be option to play it without internet and just using CD, DVD etc?

    Are you really sure? You only need internet to download the game, but after you've installed 0 A.D., you can play single player regardless whether or not you're connected to the internet. Nor do I understand why you would want to use a CD or DVD.

  4. That complicates things, because I want to change minimap colours only in my mod, not in the default distribution, and if I touch MiniMap.cpp file (supposing I would understand it; I haven't worked with C++ for years), it will affect the whole game, right?

    Ideally I'd want something like this:

    MiniMapExample.png.21f727ebf6e98d940460bdf9a33cc14e.png

    Yes, I know it's ugly (I'm not a map designer nor a graphical artist), and no, not *exactly* like this, it's just an example. That image is merely to visualize the concept. Legenda:

    • #000000 black: unexplored areas
    • grey-ish: map background
      • blue-ish #8080A0 blue-ish: water
      • green-ish #80A080 green-ish: normal land
      • red-ish #A08080 red-ish: inaccessable terrain
    • dark colours: resources:
      • #800000 maroon: fauna (meat and fish)
      • #808000 olive: fruit trees
      • #008000 office green: wood trees
      • #000080 navy: metal mines (ore)
      • #606060 dark grey: stone quarries (rock)
    • bright colours (red, blue, green, yellow, cyan, magenta, orange, purple): players (1, 2, 3, 4, 5, 6, 7, 8)
      • #FFFFFF white: gaia (player 0)

    In the current 0 A.D. distribution I have serious difficulty with distinguishing resources from the terrain background. Although changing resource colours is possible and easy to do, the effect is limited, because the minimap background terrain colours seem to depend on the specific texture, and thus vary from map to map.

  5. Thank you for your quick reply! Yeah, I've already discovered and edited the player_defaults.json file about two weeks ago; I didn't know some colours were defined in templates, though, thanks for pointing this out. However, is it also possible to change the minimap colours of terrain textures? E.g. I'd like to have water show up in a fainter shade to increase contrast between background and actors.

  6. 4 hours ago, Johnwaluigi said:

    Oh, should it? Thank you! Where in the OSX package should the mod be saved in order for it to appear in the in-game menu, in that case?

    The following should work for any mod:

    On 16/08/2017 at 5:21 PM, Nescio said:
    • Download the mod, extract the zip, and place it in your /0ad/mods/ folder:
            GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/
            Macintosh/Apple OS X typically: ~/Library/Application\Support/0ad/mods/
            Microsoft Windows typically: ~\Documents\My Games\0ad\mods\
    • Launch 0 A.D., click “Tools & Options” and “Mod Selection”
    • Select the mod, click “Enable” and “Save Configuration”
    • Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods”
    • Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented.

     

    • Like 1
  7. wowgetoffyourcellphone seems to agree with me on several points in this discussion. Maybe I should try out Delenda Est :) However, large, bold, full caps are used too often in the captions of the github README.md file to my taste. Why not change it to the usual MD headers?

    # Title
    ## Section
    ### Subsection
    #### Subsubsection

    Also useful for itemization:

    * item
    * item
     * subitem
    * item

     

     

     

    Anyway, back to war elephants and battering rams, a very easy and effective solution is:

    • Give war elephants e.g. a 0.1 bonus attack (i.e. a 90% damage penalty) vs structures; this makes them still more effective against structures than any other human soldiers, but significantly less than siege weapons
    • Reduce battering ram base damage to a quarter and apply a 4.0 bonus attack (i.e. a 300% damage improvement) vs structures; this does not change their effectivity vs structures, but makes them less capable of crushing human soldiers

     

     

     

    Oh, yes, gates. Currently in 0 A.D.:

    • Gates (or actually converted long walls) are wider than they're high and are effectively the thinnest and weakest spot in the total walls. Such Lord of the Rings Mordor style gates are fantastic but ahistorical.

    Historically:

    • Gatehouses were the largest, deepest, highest, most massive, and often the strongest parts of the city walls. The most famous are probably the Ishtar gate of Babylon, now in Berlin, and the Porta Nigra in Trier (Germany). However, in general this applies to city walls everywhere from the early Bronze Age to the Modern Era when walls became obsolete. (Examples of Medieval gates: https://en.wikipedia.org/wiki/Tower_of_San_Niccolò,_Florence and https://en.wikipedia.org/wiki/Holstentor ) The gate doors were typically higher than they were wide and actually relatively narrow; they were choke points and prone to traffic jams, a frequent complain of all ages. Gates were a symbol of the power of the city and were often (but not always) decorated. (In Mesopotamia gatehouses also served as the district courts of their adjacent neighbourhoods and the place to conduct trials, consult the laws, read the ruler's edicts, sign contracts, and challenge business deals.) 0 A.D.'s Carthaginian fortress probably resembles more how a gate in Antiquity would have looked like than 0 A.D.'s Carthaginian gate. When generals had to breach the city walls they looked for a weak spot (harbours, sewers, unfinished wall sections) and this seldom was the city gate.
    • City walls were amongst the most expensive (and durable) structures and could easily take years to construct (for comparison, palisades and fortified army camps could be erected in an afternoon, a decent fortress in a matter of weeks). 0 A.D.'s walls are too cheap and too fast to construct.
    • Like 2
  8. No? Why not? Philip's siege of Amphipolis in 357 BC is just one of many examples in which battering rams were used to breach massive city walls. (City walls of over 10 m are no exception; in Lugo, a provincial town in Galicia (Spain) the Roman city walls are still standing.) The idea is that if you weaken the stone at the bottom enough, the walls will collapse, and you can send in your troops to enter the city. The same principle applies to sending in sappers to undermine walls via tunnels (for which there are also many examples). These options were time-consuming and allowed the besieged to take counter measures (e.g. constructing secondary walls within the city walls, which was done on numerous occassions).

    Instead generals typically prefered quicker options, such as treachery, bribery, surprise attacks, and direct assault by sending in ladders to scale the walls. (Yes! We need ladders in 0 A.D.)

    And if no other options were available (e.g. pre-Hellenistic Greece, pre-Assyrian Near East, etc) the besieger could do little more than surround the city and hope to force it to surrender through starvation.

    Anyway, that was not my point. Historically:

    • War elephants were used in pitched battles, not in siege warfare
    • Battering rams were used in siege warfare, not in pitched battles

    Currently in 0 A.D.:

    • War elephants can destroy most if not all buildings 1:1
    • Battering rams can crush many if not most human soldiers 1:1

    Personally I have no problems with compromising realism to some degree, but I feel occassionally obliged to point out when the game flatly contradicts reality.

    Yes, complete realism is impossible and unwanted. If you leave out everything unrealistic, you'll be left with nothing left. And having fun is certainly more important. I'm the first to admit all this.

    However, as wowgetoffyourcellphone wrote earlier, using history to bring in authencity to the game is important as well, otherwise we could just make it a fantasy game. (Introduce flying purple hippos!)

    • Like 2
    • Thanks 1
  9. Simple structures, yes. But serious fortications?Screenshot_from_2017-09-17_12-39-12.thumb.png.dcbd868f6017e0a7280476d282c15ef5.pngScreenshot_from_2017-09-17_12-58-56.thumb.png.258cbf16bca8b49f4c5edc1b8accf299.png59be526359826_Screenshotfrom2017-09-1712-45-24.thumb.png.8d796e5940d862388ac4a4eb0a58c3ec.png

    By the way, war elephants were used completely different from worker elephants.

     

    EDIT: And something else, am I the only one who thinks there is currently something wrong with health and capture points? (Especially the sentry tower.)

    • storehouse: 800/300
    • outpost: 800/500
    • sentry tower: 250/800
    • stone tower: 1000/500
    • fortress: 4200/4000
  10. Since this thread has gone off-topic, I might as well use the opportunity to complain about two other things:

    • War elephants were *not* living siege weapons. (Have you have ever seen an elephant charging head on at a large stone wall? Exactly!) Elephantry had many functions: prestige, intimidation, high and relatively safe look-out posts for generals, platforms for archers to shoot arrows from (walking towers), and protecting vulnerable infantry against cavalry charges and horse archers (horses won't charge directly at elephants and arrows had little to none effect against war elephants); direct elephant charges at infantry formations were risky and rare. (Elephants were extremely expensive and hard to replace, so generals were reluctant to waste them in the melee.)
    • The thing which bothers me most are those free bonuses heaped upon the phase advances (e.g. +10% health for citizen soldiers per age). If anything, they should be the other way around. Hunters, herders, farmers, peasents, and other villagers were valued as troops; they were used to enduring hardships, working in the heat and sun, shortages of food and water, and last but not least, they were eager to defend the countryside, upon which their livelihoods depend. Artisans, craftsmen, merchants, and other city-dwellers, on the other hand, were not interested in fighting for what was beyond the city walls; moreover, all sources agree they were unfit and poor fighters. Furthermore, cities are a notoriously unhealthy place to live, with a significant lower life expectancy, and up until c. 1900 AD, cities required a constant influx of people because mortality always exceeded birth rates.

    0 A.D. flatly contradicts reality here, so this was one of the first things I changed in my mod (0abc).

    • Like 2
  11. Well, I don't disagree with you. Personally I think removing cavalry from civil centres is a good idea (as is increasing their population requirement to two slots). However, I don't really care whether or not this is changed in the main distribution, because it's very easy to modify the game to suit my own tastes (and significantly less time consuming than participating in these balance discussions. Oops!)

    • Like 1
  12. Historically:

    • Cavalry archers and javelinists were used for harrassing the enemy with their projectiles in hit-and-run attacks (skirmishing)
      (Alexander's cavalry javelinists and archers repeatedly massacred the Indian chariots and cavalry swordsmen; not the other way around)
      (As a counter to cavalry archers the Iranian peoples (Scythians etc) developed cataphracts; however, infantry archers proved time and again to be the most effective counter vs horse archers.)
    • Cavalry javelin-, spear-, and swordsmen were (light cavalry) used for scouting, raiding, foraging, as messengers, for chasing away enemy skirmishers on flat terrain, and for hunting down and killing fleeing opponents
    • Lancers and cataphracts were shock troops (heavy cavalry): they acted as the hammer which crushed the enemy on the anvil (the heavy infantry phalanx); however, no suicidal frontal charges, of course
    • There is evidence that mounted infantry (soldiers who rode on horseback to the battle but dismounted before actually starting to fight) predates and coexisted for centuries with true cavalry in Greece (mounted hoplites) and Italy (Roman cavalry swordsmen often fought on foot, possibly always)
    • In the Greek, Hellenistic, and Roman worlds, horses were kept at manors and villas outside the cities, because horses were difficult and expensive to keep and required pastures. In Imperial Rome (AD, beyond the scope of this game) some cavalry was part of the Praetorians, but they were quartered in barracks and forts just beyond the city limits.
    • Horses were really expensive; in the Roman Republic horsemen had to provide their own mount but citizens were refunded by the state if their horse was killed in action. In Classical Greece, where amateur hoplites were the most prestigious, the rich fought on foot and paid poorer classes to ride on the horses owned by them (the elite) and serve as cavalry.
    • Armies with more than 10% cavalry were really exceptional
    • The bulk of the massive Persian armies consisted of mere infantry as well

    For tribal peoples (e.g. Celts, Illyrians, Thracians, Scythians, Lybians/Numidians, etc) who didn't live in cities nor were organized in states, the situation was different; warbands could consist entirely of cavalry, and horse ownership was more prevalent.

     

     

    However, 0 A.D. is *not* about achieving historic realism :)

    • Like 3
  13. Units typically require 100 experience to promote, which is doable. Those Macedonians require an unrealistic 2000; they'll usually be killed long before that. If you're concerned your unit might accidently promote, you could set the requirement even higher, e.g. 60000. And if you don't want to use experience promotion at all for all units, then you could edit some of the js game files and set experience gain per hit or kill to 0. Or change the loot/xp value of all templates you use to 0.

     

    Alternatively, you could consider the “upgrade” function instead of “promotion”; you can set costs and a technology requirement, as is done with the sentry tower:

    https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_structure_defense_sentry_tower.xml

    The difference is that upgrade is individual and non-automatic. So you'll have to manually click to upgrade your units, even if it's free and instant.

     

    PS Both suggestions are roundabout options which work, although I'm the first to admit that neither is beautiful.

  14. You can use a technology requirement to promote a certain unit into another one, as is done with the Macedonian champion:

    https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json
    https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_a.xml
    https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/mace_champion_infantry_e.xml

    Then in the second template you can redefine the unit's visual actor, stats, etc. It's not a beautiful solution, but it works.

     

    PS Nice selection markers! (a dozen or so posts up) You might want to edit the “footprint” in the templates to ensure the visual actor fits inside. :)

  15. 34. Thanks! So I edited the modmod.xml file, which works for all columns, except for the (folder), which I specified to be in yellow:

    <column id="modFolderName" color="255 255 0" width="13%">
      <translatableAttribute id="heading">(Folder)</translatableAttribute>
    </column>

    Which, however, does not seem to show up:

    Screenshot_from_2017-09-16_00-05-58.png

    Is it because the values of all other columns are defined inside the mod.json files, except for the (folder), which is the location of the file? Then where is this colour specified?

  16. 32. Then I'll leave it untouched for now.

     

    33. Great, many thanks! Now I can finally easily distinguish all other players on the mini map :)

     

    34. And where are the text font colours of the mod selection screen defined? (Dark grey text on a dark grey background is quite difficult to read.)

  17. 1 hour ago, screab said:

    I just managed to make the unit upgradable by investing resources but I can't seem to make the promotions work.

    Just a heads up to clarify: resource upgrade and rank promotion are two distinct options, and you can choose either of them. You don't need to use “upgrade” if you only want “promotion”.

    1 hour ago, screab said:

    What are the rules for an advanced unit xml file ?

    From what I see I need only to make it's parent the unit I want to upgrade, is this true ?

    Promotion is quite simple :) The template or one of its parents (typically the general template) needs to have the experience specified, e.g.:

      <Promotion>
        <RequiredXp>100</RequiredXp>
      </Promotion>

    The promoteable unit needs to have specified into which unit it will promote, e.g.:

      <Promotion>
        <Entity>units/athen_support_healer_e</Entity>
      </Promotion>

    And (only if its parent can promote) the final promotion stage needs:

      <Promotion disable=""/>

    The unit stats are identical to the parent (the entity in line 2), unless otherwise specified. The parent can be any template, not necessarily the previous promotion stage (it's perfectly possible to promote soldiers into towers; the other way around is more complicated). Keep in mind that if you promote a female into a healer, the female will cease to be a female, and starts being a healer. If, however, you would want a female-healer combination, you'll have to create or edit a new template (e.g. add build and resource gatherer options and classes to a healer or healing options to a female).

     

    PS It's also possible to automatically promote units by researching a specific technology, e.g.: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json

    • Like 1
  18. On 11/09/2017 at 11:59 AM, Nescio said:

    31. I'd like to display metal everywhere (costs, loot, market, etc.) consistently before stone; which files do I need to edit?

    Found it: /simulation/data/resources/metal.json ; that was extremely easy!

     

    On 11/09/2017 at 11:59 AM, Nescio said:

    32. Likewise, I'd like to display crush armour and damage everywhere before hack (instead of after pierce).

    Now, which files do I have to edit for this?

     

    On 11/09/2017 at 11:59 AM, Nescio said:

    33. Where are the player colours defined? I would prefer them to be brighter in my mod.

    And I'd appreciate some help to achieve this as well.

  19. There are actually two kinds of upgrades:

    Now, if you want to use the former, you'll have to edit /simulation/templates/template_unit_support_female_citizen.xml only, and if you want the latter, the same file and all /simulation/templates/units/*_female_citizen.xml files.

    You also might want to have a look at (the first page of) https://wildfiregames.com/forum/index.php?/topic/21083-how-to-start-modifying/&page=1

    • Like 1
  20. Just a heads-up: Saka, Sarmatian, Sauromatian, and Scythian, although not exactly the same, are more often than not used interchangeably, and are in practice applicable to any Eastern Iranian (a linguistic term) people, tribe, or other group.

     

    And Herodotus, the most important source on the Scythians c.s., is often unreliable at best.

  21. 18 hours ago, serveurix said:

    1: the falcon is the only bird. We want MOAR birds ! \°□°/

    (of all sizes : big ones, small ones, medium ones, sparrows, doves/pidgins, crows, seagulls...)

    “pidgins” [sic]? I suppose you mean pigeons (columbidae); a pidgin is a language which develops amongst people who share no common language :)

    (PS I fully understand the mistake, though; English orthography is simply horrible ...)

    (PPS And I fully agree more birds would be nice.)

    (PPPS And more other fauna as well.)

     

    EDIT: Apparently (ODE) “pigeon”² could also be an archaic spelling of “pidgin” (but not the other way around). And “one's pigeon” means “a person's particular responsibility or business”. (English ...)

    • Haha 1
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