-
Posts
1.126 -
Joined
-
Last visited
-
Days Won
18
Posts posted by Freagarach
-
-
Currently? I don't think so. Previously? Definitively #3997 :)
-
1
-
-
@myou5e For your information, there is a lot of useful modding information in https://wildfiregames.com/forum/index.php?/topic/21083-how-to-modify-0-ad/
(Also about resources not getting exhausted IIRC.)
-
1
-
-
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
-
The barracks has indeed an XP-trickle for garrisoned units, since rP23541.
-
1
-
-
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.
-
Could you perhaps use the development panel to display the selection state and see what the health of such a unit is?
-
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.)
-
1
-
-
22 hours ago, Arch Bot said:
If you give file read/write ability to the AI like readJSON/writeJSON access from the Engine, I can develop a learning AI.
You may like D2199. You can take a look and perhaps even test and give feedback there.
-
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!
-
1
-
1
-
-
(See also D2540: Make rallypoints moddable. by @Stan`.)
-
1
-
-
Or you could try using the "patch" utility:
patch -p0 < patch.diff
in your 0ad folder.
-
You mean the panel entities I guess: session/PanelEntities.xml and then the size of panelEntityButton.
-
1
-
1
-
-
I guess you can use the code behind the "create unit" cheat to spawn the entity at the CC, not sure how that goes with Nomad though.
-
Hi!
There is a ticket and a proposed fix. It would be nice if you could report back whether the fix worked for you or not
-
You could instead make another wall tower template that does not have the garrison tag. That way you can still have them in your campaign (ungarrisonable) and vanilla is not affected.
-
SpoilerOn 6/7/2020 at 12:19 AM, Lion.Kanzen said:
bug. Poison affect buildings.
On 6/7/2020 at 1:40 AM, Lion.Kanzen said:@Stan` poison affecs the buildings.
On 6/7/2020 at 10:17 AM, Stan` said:6 hours ago, Lion.Kanzen said:@Freagarach disable damage poison for inorganic entities.
2 hours ago, Lion.Kanzen said:Yes, please.
-
3 hours ago, Lion.Kanzen said:
@Freagarach disable damage poison for inorganic entities.
Please? ;)
-
1
-
-
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).
-
3
-
-
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.
-
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!
-
I guess not, because the capture points will go the attacking player and if they have capture points they are capturable also by different means. So I guess you want something like morale? And an amok state when the morale is too low?
-
1
-
-
Hi, could you please
1 hour ago, bbgotbanned said:attach the crashlog.txt and crashlog.dmp files.
to be found in https://trac.wildfiregames.com/wiki/GameDataPaths?
-
9 hours ago, Stan` said:
@Freagarach, @wraitii is that intended ?
Not entirely intended, but due to the status effects being handled the same as genuine attacks. So even though the unit inflicting poison is dead you units still receive damage, which you probably want to know?
-
As far as I am currently aware we cannot add such effects genuinly using technologies. But yes, a technology could be made that allows upgrading regular units into poisoning units, like done in DE.
Template folder structure.
in Game Development & Technical Discussion
Posted · Edited by Freagarach
Typo, add diff.
Thank you for the history @Nescio!
I can try a PR again, like with the javelin*.
I'll kick off with the, IMHO, least controversial of changes:
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 ^^).