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Nescio

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Everything posted by Nescio

  1. Yes, I fully agree that changing vision range without considering attack range and unit walk speed is a bad idea. As for the templates, I noticed they are currently rather arbitrary. Therefore I've applied a more systematic approach in my mod (0abc) and reorganized the template tree; feel free to have a look at it and include parts or all of it in any other mods, patches, distributions, etc.
  2. stanislas69 mentioned me earlier, so here are some of my personal thoughts and opinions: Personally I'd rather work on improving the main distribution than on yet another mod, no matter how ambitious its name In my experience, the time spent on actual modifying and adding files is just a minor fraction of the time spent on documentation etc.; thinking beforehand, doing some research, and checking, double checking, and cross checking afterwards is essential. Vision: I've repeatedly toyed with the idea of drastically decreasing unit vision range, but have not implemented it in my mod (0abc); here is my reasoning: - vision range is intertwined with attack range; because an attack range greater than their vision range is practically undesireable, vision range always ought to be greater than attack range - there is no reason why melee units would have a lower vision range than their ranged counterparts; just dropping a bow does not lower vision; besides, they have a right to know by whom or at least from where they're attacked - there is no reason why champion units (or heroes) would have a higher vision range than their citizen counterparts; just having better armour does not increase vision - there is no reason why age advances or similar technologies would improve vision - ergo: the possibilities of limiting vision range are rather limited - what I did was decreasing ranged siege weapon vision range to 100 and increasing the vision range of civic centres, fortresses, outposts, sentry towers, and defensive stone towers to 100 In your mod, infantry archers currently have a vision range of 50 and an attack range of 68 (champion: 55 and 76, respectively), cavalry archers 60 and 68, respectively (champion: 65 and 72, respectively). Trade income: just halving trade gain, as you did, might be a quick and easy fix, but it isn't perfect. While I agree that long-distance trade is far too profitable, I think trade gain is acceptable for medium distances and too low for short distances. So I edited the file: /simulation/helpers/TraderGain.js and replaced lines 40 and 43: let distanceSq = firstMarketPosition.distanceToSquared(secondMarketPosition); gain.traderGain = gainMultiplier * distanceSq / 10000; with: let Ndistance = firstMarketPosition.distanceTo(secondMarketPosition)/100; let NdistanceP = Math.pow(Ndistance, 1.5); gain.traderGain = gainMultiplier * (Ndistance + NdistanceP); Effectively this significantly reduces long distance trade income, keeps medium distance trade income similar, and improves short distance trade income, to allow players squeezed in a tiny corner to gain at least a few resources; however, to maximize gain you still have to maximize the distance. Cavalry: requiring a corral and one or two technologies to enable cavalry seems a bit too much; just disabling training them from the civic centre (thus requiring a barracks or stables) would achieve the same objective (delaying early cavalry rushes) Spartan city walls: - Yes, Sparta itself did not have city walls for centuries; however, the same applies to Rome, which was mostly outside its ceremonial city walls until the construction of the Aurelian walls in the third century AD. - Spartan colonies (e.g. Taras/Taranto) did have impressive city walls - The Spartans themselves frequently constructed stone walls at the Corinthian Isthmus, Thermopylae, and other locations during their campaigns Therefore I think it's justified to allow the Spartans to construct stone walls Animals: just stick to the traditional four: goats, sheep, pigs, cattle. Yes, nowadays we eat rabbits, but this certainly was not always the case. Rabbits did not exist outside the Iberian peninsula until late Antiquity, and when they emerged beyond the Pyrenees, they were considered pests (as are mice and rats), not food. (In the European Middle Ages hunting (e.g. deer) and poaching (e.g. hares) was forbidden for all except the priviliged, however, killing rabbits (i.e. pest control) was actively encouraged.) To summarize, please take your time to think carefully before implementing any changes. PS Personally I greatly benefitted from the help and advice of fatherbushido and others.
  3. Actually I am unfamiliar with DE; from what I've seen and read on the forums I believe it adds new factions, units, graphics, etc. 0abc is a modification of the standard alpha 22 distribution, developed indepently of any other mod. If it implements things similar to other mods, it's because apparently each of us perceives certain features in the default distribution as in need of improvement. As for your errors, I can not reproduce them, unfortunately; I guess it has to do with your local distribution. Make sure you're using alpha 22, disable any other mods, load 0abc, and don't forget to click “Save Configuration” and “Start Mods”. And yes, all soldiers require food, wood, *and* metal. If 0abc is loaded, this ought to be displayed correctly in the tech trees etc.
  4. Update: Everything unified in a single mod: https://github.com/0abc/0abc-unified/archive/master.zip (less than 2 MB in total; contains over 2500 text files) Trade gain now depends on x+x^1.5 (instead of x^2), with x the distance between markets Bribable (espionage: reveal their vision range for 10 seconds) are: all ships and traders heroes civic centres, colonies, crannogs, docks, embassies, halls, libraries, markets, naval shipyards, palaces, temples, theatres, and wonders Walls, storehouses, markets, fields, farmsteads, and corrals can be constructed in neutral territory (new), as can civic centres, colonies, crannogs, docks, naval shipyards, and outposts (unchanged) Many more different unit types and wider selections of units in faction unit rosters More civilization bonuses All soldiers (citizen, mercenary, and champion) can advance in rank: instead of basic/advanced/elite, units start at rank 0 and can promote a dozen times, up to rank 12; each rank grants +5% health, attack damage, and capture strength Dozens of hours of work, thousands of new files, countless tweaks, and numerous minor changes, most of which will probably go unnoticed Have a look at 0abc-readme.pdf (included in repository and in first post of this forum topic) for more detailed information Feel free to try this modification out yourself
  5. 19. Once again, many thanks, I greatly appreciate your help! I didn't know of the existence of Identity.js, but I believe that is the file which can solve my problems. Actually I intend to completely side step the standard naming scheme, so instead of: athen_cavalry_javelinist_a.xml athen_cavalry_javelinist_b.xml athen_cavalry_javelinist_e.xml I intend to use: athen_citizen_javelin_cavalry.xml athen/citizen_javelin_cavalry_1.xml athen/citizen_javelin_cavalry_2.xml etc. 21. TraderGain.js was what I was looking for, thanks for pointing it out. And no, I didn't simply want to multiply the gain multiplier. Trade works fine for medium distances, but is too low for short distances and too high for long distances. The problem is the distance squared; powers are simply too steep. So I've replaced lines 40 and 43: // Calculate ordinary Euclidean distance between markets, normalized to 100 m. // We don't use pathfinder, because ordinary distance looks more fair. let Ndistance = firstMarketPosition.distanceTo(secondMarketPosition)/100; // Also calculate the square root of its cube let NdistanceP = math.pow(Ndistance, 3/2); // We calculate trade gain factor as a sum of these two values; // this will encourage long distance trade with remote markets // and simultaneously keep short distance trade a reliable form of income gain.traderGain = gainMultiplier * (Ndistance + NdistanceP); // Comparison of the above vs previous (distanceSquare/10000): // distance : trade gain factor | trade income factor (i.e. gain/distance) // 10 m : 0.13 vs 0.01 | 0.013 vs 0.001 // 30 m : 0.46 vs 0.09 | 0.015 vs 0.003 // 100 m : 2.0 vs 1 | 0.020 vs 0.01 // 300 m : 8.2 vs 9 | 0.027 vs 0.03 // 1000 m : 42 vs 100 | 0.042 vs 0.1 // 3000 m : 194 vs 900 | 0.065 vs 0.3 // 10000 m : 1100 vs 10000 | 0.11 vs 1 22. DE is frequently mentioned on the forums. Do you have a full changelog or complete overview which lists everything DE does? (A pdf would be nice.) I'm not really interested in downloading a 600 MB zip when I just want a few kB of text By the way, how does the default AI perform in DE? 23. So if a hundred opponents would fit in a splash area, each of them would receive the full damage/x^2 (with x the distance from the centre)? And is the distance factor continuous or discrete (e.g. would a unit at 2.5m receive 1/2.5^2 damage or do all units between 2m and 3m receive 1/3^2)? The more explicit explanation is actually less helpful than the confirmation that “spread is the standard deviation”. However, is spread simply a probability (chance to inflict 0 damage) or a displacement (it could hit foes other than the target if they happen to be at the inaccurate landing point)? 24. According to simulation/data/settings/map_sizes.json the tiny map is 128 tiles, medium is 256 tiles, and giant 512 tiles. However, how large is a “tile”? 25. Is it possible to have different flavours of one and the same technology? E.g. in order to advance to the next phase, you have to choose between mutually exlusive technologies 2A, 2B, and 2C; each of them grants the (otherwise unavailable) phase 2, but each one would also give a unique benefit.
  6. 19. Are ranks hard coded somewhere? Whenever I attempt to replace <Rank>Basic</Rank> with <Rank>0</Rank> I do get error messages, so I stopped trying that. Yes, I do. However, I do have difficulty implementing it. So I have a file simulation/data/technologies/rank_1.json: { "autoResearch": true, "icon": "upgrade_advanced.png", "tooltip": "Units promoted to the first rank gain 5% health, 5% attack damage, and 5% capture attack, but also -10% resource gather speed; melee units also have +1% movement walk speed and ranged units -1% spread. Healers heal +1 HP and have +1 m range.", "modifications": [ {"value": "ResourceGatherer/BaseSpeed", "multiply": 0.9 }, {"value": "Health/Max", "multiply": 1.05 }, {"value": "Attack/Capture/Value", "multiply": 1.05 }, {"value": "Attack/Melee/Crush", "multiply": 1.05, "affects": "Melee" }, {"value": "Attack/Melee/Hack", "multiply": 1.05, "affects": "Melee" }, {"value": "Attack/Melee/Pierce", "multiply": 1.05, "affects": "Melee" }, {"value": "UnitMotion/WalkSpeed", "multiply": 1.01, "affects": "Melee" }, {"value": "Attack/Ranged/Crush", "multiply": 1.05, "affects": "Ranged" }, {"value": "Attack/Ranged/Hack", "multiply": 1.05, "affects": "Ranged" }, {"value": "Attack/Ranged/Pierce", "multiply": 1.05, "affects": "Ranged" }, {"value": "Attack/Ranged/Spread", "multiply": 0.99, "affects": "Ranged" }, {"value": "Heal/HP", "add": 1, "affects": "Healer" }, {"value": "Heal/Range", "add": 1, "affects": "Healer" } ], "affects": ["1", "2", "3", "4", "5", "6","7", "8", "9","10", "11", "12"] } And similar files for subsequent ranks (up to 12). Then I also have several promotion technologies, e.g. simulation/data/technologies/drill_cavalry_1.json: { "genericName": "Basic Cavalry Training", "description": "Give a basic training to all new cavalry soldiers.", "cost": {"food": 400, "wood": 0, "stone": 0, "metal": 200}, "requirements": {"tech": "phase_village"}, "requirementsTooltip": "Unlocked in Village Phase.", "icon": "nisean_war_horses.png", "researchTime": 30, "tooltip": "New cavalry starts at rank 1/12: additional -10% resource gather rate, +5% health, capture attack, and attack damage; melee also +1% walk speed and ranged -1% spread.", "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], "affects": ["Cavalry Basic"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Furthermore, I've edited all unit templates, e.g. simulation/templates/units/athen_cavalry_javelinist_b.xml: <Promotion> <Entity>units/athen/citizen_javelin_cavalry_1</Entity> </Promotion> And created new files for the higher ranks, e.g. simulation/templates/units/athen/citizen_javelin_cavalry_1.xml: <?xml version="1.0" encoding="utf-8"?> <Entity parent="units/athen_cavalry_javelinist_b"> <Identity> <Rank>1</Rank> </Identity> <Promotion> <Entity>units/athen/citizen_javelin_cavalry_2</Entity> </Promotion> </Entity> Unfortunately, it doesn't seem to work. Have I overlooked something? What else do I have to do? 21. How is the long distance trade gain calculated and which files do I need to edit to lower it? 22. Suppose I would want to add a new resource, favour, which starts at 0 and has a maximum of 100. (It could be acquired by killing enemies or praying at a temple, and used for speeding up construction or acquiring special units and technologies.) Where to start to implement it? 23. How does “circular splash” work exactly? Is it divided amongst all units in a certain area, or does each unit receive the full splash damage? And linear splash? By the way, higher “spread” values mean a lower accuracy, right? But how does it work exactly?
  7. Update (0abc/technologies): new civilization bonuses are added for all factions, team bonuses are overhauled Reason: all factions had (greatly varying) team bonuses, most had at least one unique technology, few had actually free civilization bonuses. To make them more than just unit rosters with a fancy name and different graphics, new civilization bonuses are added (see pdf in first post, overview in third post, or github repository readme for more details)
  8. Thanks again for your quick and helpful replies! 17. So (given that “Glorious Expansion” is an aura enabled by a technology) in my example it would be (100*1.1)*1.1+10=121; and if there was also a +10 technology involved, it would be (100*1.1+10)*1.1+10=142, right? Now if there were two wonders involved, would their aura multipliers compound (100*1.1*1.1+10+10) or just add up (100*1.2+20)? 18. That was easier than expected, and it does work indeed. (Interestingly, it didn't work earlier when I tested it out with a mercenary camel archer, so now I have to figure out what's wrong with the camel ) I've also added a cross-shaped selection marker for the healers: /art/textures/selection/plus/128x128.png /art/textures/selection/plus/128x128_mask.png /art/textures/selection/plus/256x256.png /art/textures/selection/plus/256x256_mask.png 19. In other words, “rank” is a character string and can not be a number, correct? So <Rank op="add">1</Rank> is not straightforward to implement. Personally I don't like the Macedonian work-around, nor a tech-requirement for promotion. I guess I'll leave it for now and try to think of an easier and cleaner solution later. And a new question: 20. Do multiple identical auras combine? E.g. would a citizen within range of five females receive a worker bonus only once (I assume so) or five times (which would be weird)? I'm asking because I would like to give healers a 15m aura which improves melee infantry attack by 5%.
  9. Further questions: 17. By the way, how do operators combine? For instance, I've changed “Glorious Expansion” to increase maximum population by +10% (instead of flat +40); wonders still give flat +10 each; mauryans also have +10% maximum population; assume default maximum population of 100; how would this work out? a. Addition takes precedence: (100+10)*1.1*1.1=133 b. Order matters: (((100*1.1)+10)*1.1)=132 c. Multiplication takes precedence: 100*1.1*1.1+10=131 d. Multipliers add up, but do not stack: 100*1.2+10=130 e. Something else I'm assuming (b), but I'd appreciate a confirmation. 18. A feature I really like is the different selection markers for heroes (star), champions (arrow), and other units (circle). Now I also want to distinguish mercenaries from citizens, so I created four rhombus (diamond, lozenge) files (attached): /art/textures/selection/rhombus/128x128.png /art/textures/selection/rhombus/128x128_mask.png /art/textures/selection/rhombus/256x256.png /art/textures/selection/rhombus/256x256_mask.png And I added a few lines (e.g. for a mercenary infantry spearman): <Selectable> <Overlay> <Texture> <MainTexture>rhombus/128x128.png</MainTexture> <MainTextureMask>rhombus/128x128_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable> Now, what else do I have to do to make it work? 19. Something else I'd like to do is replacing the basic/advanced/elite ranks with a smoother promotion system: all soldiers start at rank 0, and can promote up to twelve times to rank 12; each rank grants +5% health, attack damage, and capture strength, but also -10% resource gather rate. Therefore I have to create new files for each rank (e.g. gaul_infantry_swordsman_7) and replace <Rank>Basic</Rank> with <Rank>0</Rank> under <Identity> in the general template file. Now I also want technologies which increase the base rank of units; is the following piece of code allowed? <Identity> <Rank op="add">1</Rank> <Identity> Then I need unit bonus technologies files for each rank (similar to /simulation/data/technologies/advanced_unit_bonus.json ); however, instead of: "affects": ["Advanced Unit", "Elite Unit"] I'd prefer rank is greater than or equal to 1 or something similar. How to achieve this?
  10. Yes, amongst many other things, it implements a counter system. Please have a look at the pdf included in the first post for more detailed information.
  11. No, I've never tried it out on multiplayer; the first version was only published recently. And no, you don't have to sign up at github. Just click the green “clone or download”: Or access the url ( https://github.com/0abc/0abc-unified/archive/master.zip ) directly by typing or pasting it in your browser and hitting enter. (Personally I think typing: git clone https://github.com/0abc/0abc-unified.git in a terminal command line is the easiest way, but I can imagine others disagree.) Further instructions are included in the repository readme file, the 0abc-readme.pdf, and in the first post of this forum topic. Keep in mind you probably have to deactivate other mods before you select and launch this one.
  12. The source quoted clearly states “62 BC” (by which time the Seleucid empire no longer existed) and king “of Commagene” (a minor Armenian kingdom on the Euphrates). And again, I'd like to emphasize there was a continuum of cults without distinct religions. Besides, “Hellinized” does not mean “Greek”; local gods were equated with Greek equivalents, and vice versa; non-Greek gods assumed some Greek elements, iconography, names, etc and Greek cults incorporated foreign elements. This is nothing special and happens all the time, everywhere; most “Greek” gods were actually pre-Greek, by the way. EDIT: the deities named in that source actually support Hellenization: Zeus-Aramazd, Hercules-Vahagn, Tyche-Bakht, Apollo-Mihr-Mithras. In literary sources (e.g. Ovid), yes. However, in Lakedaimon (Sparta) he was an old (predating Apollo) and very important fertility god and associated with youth and the Spring; as for the benefit, maybe a movement speed bonus. Again, keep in mind religion was local (every city/town/village/community had its own pantheon, cults, mythology), individual (every person had his own beliefs and could decide for his own which gods to worship and in which rituals to participate), and inclusive (worshipping specific gods does not exclude others; existence of other deities was never denied; mutually contradicting versions of myths could be and were held simultaneously without anyone objecting). Yes, I never denied this, in fact I stated that myself as well (“he was respected as a decent warrior”). However, being respected and revered is something different than being worshipped with his own cult and sanctuary. Show me evidence of just one Ares temple or festival in Sparta and I'm convinced. Keep in mind Wikipedia c.s. are not reliable sources. In case you're interested in religion in Antiquity, Religions of the Ancient World : a guide (Belknap/HUP: Cambridge, MA 2004) is a decent starting point.
  13. Interesting; I stand corrected; so “-targetState.change” is the damage inflicted? From which file is this piece of code, by the way?
  14. Things I would like to see are probably a bit ambitious: Units can have a garrisoned size greater than one; e.g. infantry could occupy 1 garrison slot, cavalry 2, elephants 6 Warships can ram other ships as their primary attack; shooting arrows, darts, stones, etc. depends on units garrisoned inside Ability to board and capture enemy ships with melee infantry units Camel, chariot, elephant, and horse archers can shoot inaccurately while moving Similar to aura circles, all ranged units have circles to indicate their maximum and minimum range When constructing specific structures, show building exclusion circles (e.g. 60m around towers when ordering a tower) Customizable text colours in the “Mod Selection” screen Experience does not depend on armour, attack damage, or unit strength, nor do skirmishers require less experience to promote. Looking at the templates, it seems currently all citizen and mercenary infantry units grant 100 experience as loot, and require 100 experience to promote; all citizen and mercenary cavalry units grant 130 experience and require 150 experience to promote; healers grant 10 experience and require 200 experience to promote; all champions grant 150 experience and can not promote. You might want to try out my 0abc mod: https://wildfiregames.com/forum/index.php?/topic/22779-0abc-mod/ It addresses most of your points, Grugnas, and tweaks many other things.
  15. Since you're asking ... Sparta's most important temple was that of Artemis Orthia; its most important festival was dedicated to Hyacinthus; as for the third, Ares was not really worshipped in Sparta (although he was respected as a decent warrior; in Athens he was just despised as a weak troublemaker); maybe include the war goddess Athena, who had an old temple in Sparta The Seleucid Empire was characterized by a high level of Hellinizations, not only because of the influx of Greek colonists, but especially because the locals voluntarily tried to emulate them; Greek-ness was prestigious and modern; millennia old cities started constructing Greek buildings and were proud of them; likewise, they equated their local gods with Greek equivalents (interpretatio graeca); Akkadian cults were already in decline before Alexander's cults and Zoroastrism only became important and widespread under the Sassanids; you'd better stick to Hellenized gods (Zeus, Cybele, Tyche, Apollo, Artemis, etc) Nothing wrong with Thaulos, although he was equated with Ares since Classical times; you could name him “Ares Thaulos” Anubis didn't have a cult of his own in Hellenistic, he was usually part of the cults of other gods (Osiris, Isis, Serapis, etc.). When Alexander invaded Egypt he worshipped Zeus-Ammon (a combination of the supreme gods of the Greek (Zeus) and Egyptian (Amun) pantheons); he even travelled hundreds of miles to visit the oracle of Ammon at Siwa, and afterwards proclaim himself the son of Zeus-Ammon; Ptolemy stole Alexander's corpse, built a magnificent tomb at Alexandria; the Zeus-Ammon cult continued well into Roman times Be careful with imposing our modern day terms upon Antiquity; history, legend, myth and ancestor, hero, god greatly overlapped; many legendary persons had their own temples and local cults; heroes such as Hercules or the Dioscuri (Castor and Pollux) were worshipped everywhere in the Mediterranean and probably had more temples than most gods. You're right to exclude Remus, he was little more than just a name, only required in the myth to be killed; however, Romulus was deified as Quirinus, one of the oldest gods in Rome. Again, be careful; there were no separate religions in Antiquity; it was a continuum of local cults, people could decide themselves which gods were worshipped; foreign gods were continually equated to or absorb into local pantheons; nor was there any difference between religion and politics: cities decided on religious matters, festivals, temples, etc, and priests had political power. Again, please consider my criticisms as encouragement
  16. 16. Thanks; the “TechCostMultiplier” was what I was looking for. There is one unexpected side effect though: I've changed the blacksmith from phase_town to phase_village, which works fine for all factions. But after creating a file: simulation/data/technologies/celts/civbonus_celts_armoury.json { "genericName": "Celtic Blacksmiths", "autoResearch": true, "description": "The Celts were exceptionally skilled blacksmiths. They also invented the chain mail.", "requirements": {"any": [{"civ": "brit"},{"civ": "gaul"}]}, "icon": "metalworker.png", "tooltip": "Celtic Armoury technologies cost -20% resources and time.", "modifications": [ { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.8 }, { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.8 }, { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.8 }, { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.8 }, { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.8 } ], "affects": ["Blacksmith"] } Suddenly the Britons and Gauls can no longer construct the blacksmith in the village phase, but only in the town phase (screenshots attached below), which puzzles me, because I believe it ought not make a difference. What did I do wrong? EDIT: problem solved by re-creating new *_blacksmith.xml templates; maybe it had to do something in which order mods were loaded; still odd, but at least it seems to work now.
  17. 16. Is there a quick and easy way to give the Celts a 20% discount on all armoury technologies costs and time (without creating separate files for each technology, as is done with the Athenian ages)?
  18. Tanit was the most important everywhere in the Punic and Berber worlds; representations of her: |_o_| / \ /___\ or _o_ /_\ vastly outnumber those of all other deities combined. That she could be equated with Astarte or tied with Ba'al Hammon (or locally with Ba'al Melqart) is irrelevant; she had many temples of her own. Neptune and Vulcan have never been more than just minor gods in Rome. The most important Roman gods in its early history were the archaic triad of Jupiter (the elite (kings, senators, equites)), Mars (citizens, farmers, hastati, principes, triarii), Quirinus (the poor masses); Saturn (agricultural god; the state treasury was also housed in his temple); and Hercules (very popular everywhere in Italy, had many temples). Iuno, Minerva, and Venus were only slightly less important. Likewise I could go on and criticize the poor choice of gods for the other factions. However, I won't do this; your idea is certainly nice (it reminds me of AoM), feel free to develop it further, although I have to agree with fatherbushido that the merits are questionable.
  19. Unit rosters Britons: Carthaginians: Gauls: Greeks: Iberians: Kushites: Macedonians: Mauryas: Persians: Ptolemies: Romans: Seleucids:
  20. Team bonuses — Civilization bonuses All bonuses and penalties from the default distribution have been removed. Carthage: Market technologies −30% resource costs and research time; Markets −50% wood cost; City Walls +25% stone cost, −25% wood cost, +20% build time, +20% health; Traders and Merchant Ships −15% training time. Gauls: House technologies −40% resource costs and research time; Centres 0 stone cost, +150% wood cost, −20% build time, −20% health, −10% territory influence; Economic Structures −15% build time, −15% health; Fortresses −50% stone cost, +100% wood cost; Military Structures −20% build time, −20% health; City Walls −10% build time, −10% health; Temples 0 stone cost, +200% wood cost, −40% build time, −40% health; Healers +2 armour levels; Melee Cavalry −15% training time. Kushites: Temple technologies −10% resource costs and research time; Economic Structures −70% wood cost, +100% build time. Macedon: Forge technologies −10% resource costs and research time; Military Structures −10% build time; Siege Engines −15% construction time. Mauryas: Palace technologies −10% resource costs and research time; Centres 0 stone cost, +200% wood cost, +5 population bonus, +10 garrison capacity; Economic Structures −10% wood cost, −10% build time, −10% health; City Walls 0 stone cost, +200% wood cost, −25% build time, −25% health; Temples 0 stone cost, +300% wood cost, −20% build time, −20% health; Elephants −15% training time; Healers −50% silver cost. Ptolemies: Naval technologies −25% resource costs and research time; Economic Structures −70% wood cost, +100% build time; Healers −20% healing time. Rome: Arsenal technologies −50% resource costs and research time; Wooden Walls −10% build time; City Walls +10% stone cost, +10% wood cost, +10% build time, +10% health. Catapults +25% wood cost, +20% health, +25% ranged attack crush damage. Seleucids: Stable technologies −20% resource costs and research time; Starting Centre +30% resource costs, +30% build time, +5 population bonus, +10 garrison capacity, +30% health, +30% capture points, +11% territory influence. Class bonuses Champion: +200% silver cost, +100% training time, +50% health, +2.0 armour levels, +100% capture attack strength, and +100% melee and ranged attack damage. Veteran: +50% silver cost, +50% training time, +20% health, +1.0 armour levels, +50% capture attack strength, and +50% melee and ranged attack damage. Mercenary: +100% silver cost, 0 other resource costs, −50% training time, +10% health, +25% capture attack strength, and +15% melee and ranged attack damage. Cataphract: +20% silver cost, +2 armour levels, and −5% movement speed. Fanatic: −4 armour levels, +15% melee attack damage, and +30% movement speed. Indian Elephant (Mauryas, Seleucids): +10% food and silver costs, training time, health, and melee attack damage. North African Elephant (Carthaginians, Kushites, Ptolemies): −10% food and silver costs, training time, health, and melee attack damage.
  21. Since people have been clamouring for the implementation of a counter system, I've decided to update, expand, and publish my private mod. It includes, amongst other things, a moderate counter system. Details can be found at: https://wildfiregames.com/forum/index.php?/topic/22779-0abc-mod/ And now there are at least two
  22. This modification is located at: https://github.com/0abc/0abc-a24.git (version 0.0.24 “Alpha XXIV: Xšayāršā”) https://github.com/0abc/0abc-a23.git (version 0.0.23 “Alpha XXIII: Ken Wood”) https://github.com/0abc/0abc-a22.git (version 0.0.22 “Alpha XXII: Venustas”) 0abc is an acronym for “0 A.D. is Actually Before Christ”. This mod tweaks, rebalances, and improves upon what already exists in the game. It does not include any new factions. Amongst other things, 0abc implements a new unit template structure tree with many more unit types, has new civilization and team bonuses, has a fourth damage type, thrust, uses resource trickles to represent taxation and upkeep, and adds one new resource, silver. Instructions (for A24; replace "a24" with "a23" or "a22" if you want the A23 or A22 version): Download the repository directly: https://github.com/0abc/0abc-a24/archive/master.zip or use: git clone https://github.com/0abc/0abc-a24.git Place it in your /0ad/mods/ folder: GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/ Apple macOS typically: ~/Library/Application\Support/0ad/mods/ Microsoft Windows typically: ~\Documents\My Games\0ad\mods\ Launch 0 A.D., click “Settings” and “Mod Selection”. Select “0abc”, 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. Improvement suggestions are welcome, as are bug reports and other kinds of feedback. If you encounter errors or warnings, please copy them from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ) and post them here.
  23. In the “Mod Selection”, the “(Folder)” and “Mod Label” are impossible to read, being dark grey and dark green on a dark grey background. Could these be changed to brighter colours, e.g. yellow (#FFFF00) or green (#00FF00)?
  24. Thank you for your quick replies, both of you! One more question: 15. How to add multiple tooltips to a unit description? E.g. for the Siege Tower: <Tooltip>Garrison units for transport and to increase firepower.</Tooltip> <Tooltip>Counters: 2.0× vs. Fortresses, Towers.</Tooltip> This results in the second tooltip replacing the first. Of course, both could be merged into one: <Tooltip>Garrison units for transport and to increase firepower. Counters: 2.0× vs. Fortresses, Towers.</Tooltip> But the result looks a bit cluttered and is undesirable in my opinion. Ideally I want to have each tooltip on a seperate line. EDIT: Accidently I discovered the answer myself. Just putting the second tooltip on a new line works: <Tooltip>Garrison units for transport and to increase firepower. Counters: 2.0× vs. Fortresses, Towers.</Tooltip> It's much easier than I had thought; I actually feel a bit ashamed for asking in the first place
  25. That graphical representation looks nice, however, it could probably be achieved without hard bonus attack multipliers, just by carefully assigning and tweaking balanced stats. Given that the game is still in alpha stage, it is a waste of time to do that now, better wait a few years, until gameplay features such as charges, formations, etc are implemented and have proven to work properly. Then there is the question of what is intrinsically important. I fully agree with the statements that the focus should be on a dynamic, flexible, and balanced system. Personally I consider damage counters merely an instrument, which can augment balance when used in moderation (e.g. the proposed "Swordman: 2.5x - All Infantry;" would do more harm than good); sometimes it could helpful to give certain units actually a damage penalty vs others. However, counters are not intrinsic objectives, they're just a tool to assist in achieving balance. Furthermore, having hard counters makes the game more rigid and less versatile, realistic, and historically accurate. Three examples: i. in Antiquity, missiles were highly ineffective vs heavy infantry, merely a nuisance, not really deadly at all; however, when the melee infantry was fleeing from the battlefield, ranged light infantry and cavalry was at the advantage in the pursuit and could kill many by shooting them down ii. a direct frontal cavalry charge at a formation of pikemen would be suicidal if the formation holds, but if the formation breaks, the cavalry can easily massacre the fleeing pikemen with minimal cavalry losses iii. nimble melee cavalry (OAD's cavalry swordsmen) was very often used to chase away and kill ranged light infantry on flat terrain, however, on rugged terrain skirmishers or massed foot archers have often massacred cavalry In my opinion both situations of each example ought to be possible in 0A.D.; assigning a high hard counter of one unit type against another would prevent this and would therefore be highly undesirable.
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