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Freagarach

WFG Programming Team
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Posts posted by Freagarach

  1. Thank you for the history @Nescio!

    On 8/7/2020 at 11:03 AM, wowgetoffyourcellphone said:

    As I have 2000 files to edit I'll need to know. lol

    I can try a PR again, like with the javelin*.

    On 8/7/2020 at 3:25 PM, Nescio said:

    if you're up to it, I suppose I could write a few more patches. :)

    I'll kick off with the, IMHO, least controversial of changes:

    {civ}_*.xml → {civ}/*.xml

    since I wrote a script for that while practicing my bash ^^ Then we can also gather more feedback in the diff (D2952).

    I agree about the "other"-folder, but am not sure about "campaign" and "skirmish".

    The Gaia-folder may also be controversial, perhaps we should wait with that one for another team members opinion (a few are on vacation now ^^).

    • Thanks 1
  2. LS (@Nescio, @wowgetoffyourcellphone, @bb_, @wraitii),

    in light of D2774 and D2254 I've had some thoughts regarding the folder structure of the templates.

    • Currently all "basic" templates are in the "template" folder, which ought to stay that way. But all templates for the factions are in the "templates/units" folder which can get quite cludged. It seems nice to put those in a folder for each civ like is already done in @Nescio's 0abc mod. Idem for structures.
    • The "other" folder, which only contains templates inherited from structures may be moved to the "templates/structures" folder.
    • The "gaia" folder also is quite packed. May it be an idea to move fauna under "templates/gaia/fauna", flora under "templates/gaia/flora" and geology under "templates/gaia/geology"? One could, however, also argue that fauna are just units and should be under "templates/units/gaia". (Perhaps the whole "gaia" folder is redundant?)

    There may be more ways to improve but this is what I could come up with now ^^ Please add stuff as appropriate :)

  3. Just to add an interesting read, not really about tiers.

    One mod I particularly like is AOE III's Wars Of Liberty (http://aoe3wol.com/civilizations) in which the civilisations are split by "culture" where each culture differs greatly from another but the civilisations differ slightly within one culture. I don't think each civilisation is perfectly balanced against all other civilisations, but there are no tiers either. Each civilisation just has its pro's and cons. Perhaps it would be interesting to find out how they balance stuff.

  4. On 7/27/2020 at 1:23 AM, wowgetoffyourcellphone said:

    I often wonder why I bother to mod

    You mod because it's awesome and people love your mod ;)

    On 7/27/2020 at 1:23 AM, wowgetoffyourcellphone said:

    That's the relevant line.

    Meaning you've fixed it?

     

    @gameboy Do you still experience the error? (For I can't reproduce it.)

    • Thanks 1
  5. Hi all :)

    In https://code.wildfiregames.com/rP23856 the visible garrison points (e.g. positions where archers reside on a wall) are moved from GarrisonHolder to a separate file (TurretHolder.js) and the VisibleGarrisonPoints are named TurretPoints now.

    This was necessary because occupying a turret is inherently different from being garrisoned inside a building. For now the two are still tied together (garrisoning a building which has turret points will occupy such a turret point if allowed) but in the future we plan to make the split compleat.

    With this change we can finally allow (without hacks) turret points to be occupied forced, bringing https://code.wildfiregames.com/D1958 (subunits on e.g. elephants and chariots) a step closer.

     

    Feel free to ask questions if there are things unclear!

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    • Thanks 1
  6. Hi @audrey and welcome to the forums :)

    Traders in 0 A.D. need two markets to trade between. So first you right-click the market of you ally and then you right-click a market of you own. The reason for this is that one can trade between two arbitrary markets, instead of just between one of your allies' and your closest market (as is the case in AoE2).

    • Like 3
  7. On 10/11/2017 at 2:39 PM, Nescio said:

    40. If you use an ally's dropsite, you tribute 10% of the resources (and obtain the remaing 90%), and if an ally uses yours, you receive 10% of the resources.

    In SVN now, you can use the following snippet in "CommitResources" in ResourceGatherer.js. I know you use A23b, but you can look at the changes from rP23733 to try and adapt it to your mod.

    	let cmpPlayerTarget = QueryOwnerInterface(target);
    	let changed = false;
    	for (let type in this.carrying)
    		if (cmpResourceDropsite.AcceptsType(type))
    		{
    			if (cmpPlayerTarget && cmpPlayerTarget != cmpPlayer)
    			{
    				cmpPlayer.AddResource(type, this.carrying[type] * 0.9);
    				cmpPlayerTarget.AddResource(type, this.carrying[type] * 0.1);
    			}
    			else
    				cmpPlayer.AddResource(type, this.carrying[type]);
    			delete this.carrying[type];
    			changed = true;
    		}

    You can make the 0.9/0.1 a template value of some kind.

  8. 9 hours ago, bb_ said:

    How hard would it be to generalise the capture mechanism to allow an attack to give the cp to any player? Sounds like a nice generalisation

    Would be not that hard :) But my main problem was that such a unit would also be capturable by other means, like soldiers waving their weapons whilst standing next to it, which sounds pretty weird.

    Also the generalisation does seem to support only this use case, which would someday be superseded by morale? If there are more, I can obviously be convinced ^^

    5 hours ago, wowgetoffyourcellphone said:

    I was thinking of trying to simulate a frenzy. So, as the javelins impact the elephant, not only do they drive down the health and loyalty of the animal, slowly piss it off too (make it angry). The animal's speed and attack go up in response, and when it reaches 0 loyalty it goes to Gaia and attacks any player within range (now in this frenzied state) until killed.

    This (the increased attack and speed) can be achieved by using a status effect. You can look at the test template at the bottom of one of the status effects diffs to get an idea of what is possible. If you have further questions, please ask!

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