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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. That'll be D1971 :) Often loading the "Units_demo"-map also shows errors, but I do not know whether that map is updated automatically? B.t.w. this looks awesome
  2. I vaguely recall that those wolves have the "domestic" class to make them taskable by triggers. (D1960 would be a solution.)
  3. The way I implemented it was that at a certain (template-based) range from their targets, the units started running instead of walking. No user input required.
  4. I guess the error does not occur when you lower the weight of the territory influence by 2?
  5. D781 I plan on revising that next month. (To also include melee attacks.)
  6. No problem at all! Glad to be of service :) Aye, I indeed meant that line. I meant the following: You want the AI to build its houses close to the CC, that means you want to add a addInfluence so that it actually tries to do that. But if the area is already full of houses, you need a bigger range to allow more houses. When you start with the bigger range however, the AI might try to build the houses already at the edge of that range, which is not exactly like you want, I guess. placement.addInfluence(x, z, 60/cellSize, +XX) Means the AI will try to place the building within XX meter(s) from "ent". placement.addInfluence(x, z, 60/cellSize, -XX) Means the AI will try to place the building at least XX meter(s) away from "ent". Oh, you might be able to remove that previous block now since in your mod houses are less (or more) special. Hehe, I make it myself unnecessary hard: I use a plain text editor, to force myself to write properly since I've just started coding. But I would advice an IDE.
  7. You can check with a warn("Hello world"); if the code is called at all, I suspect it not to because of line 213. You can try and remove that condition (I am by no means an expert on the AI and do not know what side effects this could have!). If you try that it may be wise to increase the radius a bit with every house built, otherwise it either might get very full around the CC quickly or the AI builds the first houses too far away for your liking ;)
  8. Hmm, this should already have been fixed in rP22611. Does this happen with every civ? For I could not reproduce this. Edit: How often is "some" btw?
  9. Hi, just a few lines earlier (~ line 200) you can see several "placement.addInfluence(...)"-functions that might be of interest to you. Especially the lines around 230 are interesting for your question. I hope this helps! Otherwise just ask again :)
  10. You can ask of course But wouldn't that be very annoying? For it would probably mean to have all different voices of a large selection group to be played simultaneously, which would mean you only hear rumour? The phenotypes itself are used (were previously genders), but the new feature to use random phenotypes is not used in the base game.
  11. Thanks for the reaction @Stan`! And glad it worked out for you @wowgetoffyourcellphone, sorry for the delayed reaction, I was AFK for the weekend In the first template in the inheritance one should use (something like): <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit"> <Identity> <Phenotype datatype="tokens">Child</Phenotype> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity> This will replace all {phenotype} occurrences in the visual actor (as well as in sounds) with "child". <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support"> <Identity> <Phenotype>Male Female</Phenotype> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity> This will randomly choose between the two given phenotypes. You have to make sure the Actor for all these entities (units/athenians/male_citizen.xml and units/athenians/female_citizen.xml) exist. Using: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support_citizen"> <Identity> <Phenotype datatype="tokens">Child</Phenotype> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity> will add the "Child" to the list of possible phenotypes. (So that will become "Male Female Child".) A notion to all (template) modders: <Gender> is to be replaced with <Phenotype>! @Exodarion @darkinterloper @borg- @Nescio @Angen @(-_-) @Trinketos (And everyone else I did not mention.) Any questions? Please ask!
  12. @roadtripping.ph, you can try moving your mod (the link does not work for me) one level up and unzip it there. So that it would read "~/.local/share/0ad/mods/sophia/simulation/" etc. Then you could open 0A.D. normally and go to "Settings", then "Mod Selection", where you should see your mod in the list (if you have a proper mod.json).
  13. If D2140 is thoroughly tested and icons are made for it (anyone?) it can be implemented in the game and one can choose a preferred attack type for their units.
  14. I would advise looking into the modding guide to see how to create your own mod. There you need to add your new AI (under the same path as in vanilla (i.e. the "public" mod), i.e. "<NAMEOFYOURMOD>/simulation/ai/<NAMEOFYOURAI>"). I would suggest copying the PetraAI (changing its name, also in "data.json") and tinkering with code as you go, watching the effects of your changes. In the "config.js" you can find a variable "this.debug" which can greatly aid you in what is going on during a game. I hope this helps. If you need more information, please ask.
  15. One could combine that? E.g. capturing a sheep gives a player two options: garrison it inside the corral for a small trickle of food, or slaughter it immediately as a quick food source. Same with the horses/camel: garrison for a horse/camel production boost or slaughter for food.
  16. The followup (rP22527/D1938) has also been committed. This change means that not every damage type needs to be stated in all the templates (an armour of "0" is assumed against a non-declared damage type). No extra template changes are needed following this change. Questions? Please ask
  17. How does your "config.js" of PetraAI looks like?
  18. (D2126) For switching between specific and generic names as primary. Can easily be extended to actually not displaying the secondary. Edit: extended.
  19. Moddability; there are so many awesome mods (as you said) but it is also suprisingly easy to make adjustments yourself. - You like the slaves from DE but don't like that they don't turn to GAIA when too far away from your own units? Easy to change. - Strange to see units walking casually towards their target in the midst of battle? No problem, quick change and they charge. - Want elephants to run amok instead of fighting to the death? Lets do it! I could go on but I think you get the point
  20. Propably, but there is no point when a review is not close yet. Thanks for the pointing! I should be back on track after the weekend.
  21. Oh yeah, you're right! I even have that implemented already. Oh ignorant me again.
  22. It will be with D1838 and D2092. Looks like a morale thing. Which would be nice to have as well
  23. Well, my solution was neither regarding the pathfinder nor UnitMotion, it was regarding a function in Formation.js.
  24. Would perhaps be best indeed but CanAttack is called in UnitAI before PerformAttack, so I don't think it is really needed. (Same as the ToDo to handle target death immediately istead of after the timer has run again.)
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