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Emacz

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Everything posted by Emacz

  1. historical mod, i dont think geratrix is there yet its mostly only played by small group of known players.. I have more thoughts on this topic in general and will add later if i remember.
  2. Yeah i actually like this more, but im not srue how to implement it. Palisades have resistance, but not "extra" for cavalry.
  3. Arnt you the one who said that too many aura's slow down the game though? But yes, quick simple fix! Thanks
  4. Im still somewhat new to the modding, but wondering if palisade could do 1 damage every3-5 seconds with same change as spear cav, then apply a huge bonus against cav, so if cav get too close to the palisades they get seriously injured, but infantry (since they take up less space and are a little more maneuverable would only take a very small amount of dmg and could destroy the palisades. It's something I would like to maybe play around with in the historical patch if people have ideas on how it could be implemented and work as intended
  5. maybe we should try and combine some of the best features from a couple mods
  6. thanks, yes always looking for new players and ideas! and new link is: Emacz2/Historical-rebalance-patch: Mod for 0AD
  7. Defintiely agree with smarter AI for SP. And again I still like more of a "starcraft" approach to MP. right now there are too many unknowns, smurfs, multis ect... this wont be completely fixed with a new model, but if somehow your rating/ability can be calculated better regardless if you dont play rated games and you can be put against players around your ability it would me more attractive and fun. I remember one of my first games against borg 6+ yaers ago, I lasted less than 3 minutes and was so annoyed at his cav rush and thought it was so OP, but mostly cause i didnt realy know how to play the game yet and playing him was one of my first MP experiences
  8. I think walls/forts and maybe ccs would be good. But yeah they were mostly used for gettting over walls into cities/castles.
  9. ah ok, maybe... but maybe this is OK and a little less turtling?
  10. Siege towers? Again I think if we changed the purpose of them a little, maybe make them harder to kill, but do less dmg lower range but somehow help them capture forts and ccs.... and they could get a slight speed boost.
  11. I like the ideas and am going to try and incorporate them into the historical patch Im working on. I defintely could do somethign where certian buildings have an movement aura around them. Not sure I could create "roads" per say. Also don't know if i can get it to effect own and allied units. Something to think about and work on!
  12. Is the battering ram aura something that is coming out in a27? The increased speed based on garrisoned units!?! That's something i suggested a while back. I dont know how to work that in yet though. Still too nub at this coding thing.
  13. I like the roman roads tech. I'm wondering if there is a way to do somethign similar as a teambonus but only in allied territory. For example maybe a secondary team bonus for rome and allies is all units 2% faster movement within allied territories. Any idea on what that might look like in a script?
  14. Taking away Building AI seems pretty easy Although will they no longer add arrows for garrisoned soliders? that's where that info is. Unit attacking, im trying to find an example but i havent yet
  15. So trying to get siege towers to be a little more historically accurate. While yes they were garrisoned with troops to fire down at the enemy below they were also mostly used to breach the walls of castles and foritications so the troops inside could fight. I have reduced arrow range of siege towers, but I tried to give them capture attack and also Alexander's aura but neither really seem to have an effect on ccs or any buidling for that matter. Is there something I am missing here? Are Siege Class unable to capture? I don't see anywhere in the siege template that would make that the case... but maybe its somewhere else? IS there a way to make them more of a support unit for capturing ccs/forts than a shoot and retreat style siege? Any help would be greatly appreciated as always! And feel free to check out the new historical patch! https://github.com/Emacz2/Historical-rebalance-patch https://github.com/Emacz2/Historical-rebalance-patch/releases
  16. can get the latest release here! https://github.com/Emacz2/Historical-rebalance-patch/releases im constantly tweaking it as i gather more feedback. Eventually i'd like it to remain somewhat static with only changes happening when voted on by the community.
  17. done! thanks Im pretty sure you said you can only play off line due to poor connection? Have you had a chance to look at the historical patch yet? I'd appreciate other ideas/suggestions like this one. You seem to be one of the most active people on forum, or at least on my posts
  18. Yeah i gues i've never thought of that just kept them 0.1/0.2..... 1.0. and CCs? i feel like they should burn a little bit more than forts, defintiely more wood in a cc
  19. I have, but for now its just kinda hit and miss, its hard by myself, and would like more help/opinions. But for example small houses, farmsteads, storehouses have only 10% chance to block fire and the duration is 50% longer than normal. Where as fortress is 100% block so it cant get burned at all, maybe I should make it 90 though? <Resistance> <Entity> <ApplyStatus> <Burning> <Duration>1.5</Duration> <BlockChance>0.1</BlockChance> </Burning> </ApplyStatus> </Entity> </Resistance>
  20. thanks and as far as this one: Building damage/fire is that mean how much fire buildings take? cause ive implemented that
  21. Been putting together a historical patch with input from active players (anyway who plays is welcome to give feedback and suggestion and most of the time it will work into a new update.) I wanted to come up with an "ambush" type unit that is hard to be seen... I know vision ranges, but is there a way to set a unit to not be seen until its within x distance of an enemy unit or building?
  22. I got an icon for it now i just need a better actor
  23. wait, is that the only issue, the helmet error etc will be found if the art is 256 by 256?
  24. Well hopefully you aren't the only one capable of helping I tried using another tutorial, but it was old. I got a bunch of errors, see below. I dont know if me doing this on "com mod" has anything to do with it? <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.26) Main log (warnings and errors only)</h2> <p class="error">ERROR: Texture to convert "art/textures/ui/session/portraits/units/celt/celtic_axeman.png" should have width and height be power of two: 207x311</p> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/heads/celt_helmet_b.xml"</p> <p class="error">ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/units/heads/celt_helmet_b.xml'</p> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/shields/celt_round_b.xml"</p> <p class="error">ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/units/shields/celt_round_b.xml'</p> <p class="error">ERROR: Could not load mesh 'art/meshes/skeletal/m_pants_tunic.dae'</p> <p class="error">ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/m_pants_tunic.dae failed to load</p> <p class="error">ERROR: Error loading object variation (actor: art/actors/units/celtic/infantry_axeman.xml)</p>
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