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Langbart

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Posts posted by Langbart

  1. 6 hours ago, Hoze said:

    Is there any mods playing around with the quick group feature?

    Old patches code.wildfiregames.com/

    D4289 - [WIP] - Adding a health bar for group icons.

    image.thumb.jpeg.fa419accc344ab3619249c2f3a8754cf.jpeg

     

    -----

     

    6 hours ago, Hoze said:

    overlay for managing building productions

    Fieldmanger by @Mentula (more recent)

    https://gitlab.com/mentula0ad/FieldManager

    image.thumb.png.d7fe67362e911535ad4a678aac1d6145.png

     

    Economy Simulation Mod by @Monder87 (much older)

     

    image.png.b6255ea2ae86929877992ea326eb14d6.png

     

     

     

    • Like 3
    • Thanks 2
  2. @Nobbi Thanks for finding this bug, its fixed in the GIT version and some other smōl issues I encountered.

    Will release 2.6.3 later today and also include a feature to give more control over idle units.

    image.thumb.png.e2cba23eb3159251b7461035a9e31d16.png

    image.gif.ec2cb0bcdc848ae4e58e631e2402772a.gif

    • Like 3
  3. 7 hours ago, Pemulis said:

    Will we have an update for the current alpha?

    ok, made it workable for A26.

    Two issues though.

    - Production queue for units does not show the time indicator

    image.png.96f44e8dfa43adb3748a04e67878a17d.png

    - Production queue for techs does not show at all, but ones fully researched they are displayed

    image.thumb.jpeg.6b5372857a59c70ded533b7be9003f54.jpeg

     

    @ISlan

    • Like 3
    • Thanks 2
  4. 4 hours ago, Stan` said:
    7 hours ago, Charah said:

    Ram and other workshop units suffer from poison. It seems illogical to me.

    @Langbart did we fix it ?

    Wait for Alpha XXVI - Zhuangzi

    Ref: rP26892 - Make ship and siege immune to poison (20/May/22)

    7 hours ago, Charah said:

    8. Arson from elite Iberian spear throwers makes this unit the most effective.

    Wait for Alpha XXVI - Zhuangzi

    Ref: rP26667 - Nerf fire cav (differently). (18/Mar/22)

    7 hours ago, Charah said:

    9. The Kushite team bonus for a discount for elephants does not work for elite elephants (for AI Mauri for sure).

    Can't reproduce the issue!

    Start cost: 300Food/200Metal ; 36seconds build time

    auras/teambonuses/kush_player_teambonus.json

    • 20% reduction

    technologies/unit_elephant_african.json

    • 10% reduction

    End cost: 216F/144M; ~26s

     

    8 hours ago, Charah said:

    Why would the Kushites need a bonus on rams if there are elephants that are, in general, more useful?

    Ref: rP24606 - [Gameplay A24] - Adjust some siege engine stats. (14/Jan/21)

    "Give Kush ram +2 garrison capacity and +20 attack damage since it is the same actor as the Persian ram."

    8 hours ago, Charah said:

    10. Improvements in the forge are often not made or are made late (especially if there is not enough iron that went to mercenaries)

    Know your enemy and choose wisely. 

    Slightly outdated, related forum thread: My idea for counter system. (10/Aug/17)

    image.png.833465191c17ee39173b9fdc8033b04f.png

    Also a bit outdated, related forum thread I made a thing : Unit counter relationship network viz (9/Jan/19)

    image.png.b34537feece0cc06fd2e046426a0c75e.png

    8 hours ago, Charah said:

    P.S.q Incorrect translation of the hero of the Kushites And the river (on the elephant) - the price of the temple and the temple guard of Apedemak decreases (you have indicated that it increases)

    Да

    image.jpeg.51f8839b66a676dca899979765135af3.jpeg

    Help with the translation at https://www.transifex.com/wildfire-games/0ad/!

    • Thanks 1
  5. 1. Foul solution

    Create the map normally with 4 civs (2 teams), disable the AI for your civs, start the game and then switch between your civs by opening the developer overlay (see wiki/HotKeys) and selecting Change perspective, after that you can change the civ via the dropdown menu.

    image.jpeg.c9afa0cebe634f1f49bd5d2366b0a740.jpeg

    2. Mod solution

    Create a map where all 3 civilisations belong to the same player and change the template files. Usually the civ that you pick determines what kind of buildings and units you can make, you would need to change the {civ} string to {native} in some template files (e.g. templates/mixins/builder.xml or templates/template_structure_military_stable.xml. This ensures that a unit builds its native civilisation-specific structure and produces native civilisation-specific units from that structure.

    Ref: docs.wildfiregames.com/entity-docs/trunk.html#component.Builder

    image.thumb.jpeg.f3e50af347f9ac2a4d24ba89ed536b73.jpeg

    3. Advanced solution - Triggers

    Similar question came up via IRC 0ad-dev 8/Mar/16 @18:19

    Ref: wiki/Triggers

    • Like 2
  6. On 24/03/2022 at 12:26 AM, Player of 0AD said:

    Yes. Additionally there are error messages at the start. Reason might be that I also play A26 which changes things in my A25.

    I have found the reason.

    #5179 - .DELETED folders are not taken into account when mods are packaged (23/May/18)

    @Stan` wrote #5179#comment:7

    Quote

    Packaged mods can only delete files from packaged mods.

    Extracted mods can delete files from packaged and not packaged mods.

    Could it be that you have unzipped the public.zip and boonGUI is still packaged ? 

    Try to unzip boonGUI as well. :) 

    • Like 1
    • Thanks 1
  7. Evolution of the economy score  

    Since its introduction, it has remained largely the same, counting everything that is collected; the only notable change is that trading income is also taken into account.

    function calculateEconomyScore(playerState, index)
    {
    	let total = 0;
    
    	// Notice that this skips the vegetarianFood property of resourcesGathered
    	for (let type of g_ResourceData.GetCodes())
    		total += playerState.sequences.resourcesGathered[type][index];
    
    	total += playerState.sequences.tradeIncome[index];
    	return Math.round(total / 10);
    }

    Evolution of the military score

    1. rP12914 - Add "score" tab in post-game summary (2/Dec/12) by @quantumstate
    2. rP18395 - Capture statistics summary  (17/Jun/16) by @elexis
      • Related tickets:
      • Relevant code:
        • function calculateMilitaryScore(playerState)
          {
          	return Math.round((playerState.statistics.enemyUnitsKilledValue +
          		playerState.statistics.enemyBuildingsDestroyedValue +
          		playerState.statistics.buildingsCapturedValue) / 10);
          }
    3. [Last update] rP19584 - Fix economy and military score (15/May/17) by @Imarok
      • Related discussion:
      • Relevant code:
        • function calculateMilitaryScore(playerState, index)
          {
          	return Math.round((playerState.sequences.enemyUnitsKilledValue[index] +
          		playerState.sequences.unitsCapturedValue[index] +
          		playerState.sequences.enemyBuildingsDestroyedValue[index] +
          		playerState.sequences.buildingsCapturedValue[index]) / 10);
          }

    Explanation

    • calculateMilitaryScore
      • sum of all is values, divided by 10
    • enemyUnitsKilledValue
      • the sum cost of the unit that gets killed
      • e.g. a Ptolemies Pikeman: 50 wood, 50 food = 100 points
        • there is no difference between killing a unit costing 50 food or 50 metal, the points you get are the same
    • unitsCapturedValue
      • Units are uncapturable, this value is always zero
    • enemyBuildingsDestroyedValue
      • similar to enemyUnitsKilledValue 
      • e.g. Ptolemies Barracks: 200 wood, 100 stone = 300 points
    • buildingsCapturedValue
      • each building has a capture value, as soon as you capture a building completely, you receive points for the costs of this building, partial captures are not taken into account
      • e.g. Ptolemies Storehouse: 40 wood = 40 points

    Steps to change any score

    • Thread/ ticket with discussion
      • Propose a formulae, get the consensus of some well respected players
    • Make a patch or ping me to make a patch
    18 hours ago, thephilosopher said:

    I wonder if it might be possible to have a military score that incorporated kill:death ratio into the score.

    Some variables that can easily be used for a new formulae can be found in the StatisticsTracker.js file. If you need a new value it would need to be created e.g. D4224 - Total idle time. It's better to keep it simple, because that increases the likelihood that change will actually happen.

    		"unitsTrained": this.unitsTrained,
    		"unitsLost": this.unitsLost,
    		"unitsLostValue": this.unitsLostValue,
    		"enemyUnitsKilled": this.enemyUnitsKilled,
    		"enemyUnitsKilledValue": this.enemyUnitsKilledValue,
    		"unitsCaptured": this.unitsCaptured,
    		"unitsCapturedValue": this.unitsCapturedValue,
    		"buildingsConstructed": this.buildingsConstructed,
    		"buildingsLost": this.buildingsLost,
    		"buildingsLostValue": this.buildingsLostValue,
    		"enemyBuildingsDestroyed": this.enemyBuildingsDestroyed,
    		"enemyBuildingsDestroyedValue": this.enemyBuildingsDestroyedValue,
    		"buildingsCaptured": this.buildingsCaptured,
    		"buildingsCapturedValue": this.buildingsCapturedValue,
    		"resourcesCount": this.GetResourceCounts(),
    		"resourcesGathered": this.resourcesGathered,
    		"resourcesUsed": this.resourcesUsed,
    		"resourcesSold": this.resourcesSold,
    		"resourcesBought": this.resourcesBought,
    		"tributesSent": this.tributesSent,
    		"tributesReceived": this.tributesReceived,
    		"tradeIncome": this.tradeIncome,
    		"treasuresCollected": this.treasuresCollected,
    		"lootCollected": this.lootCollected,
    		"populationCount": this.GetPopulationCount(),
    		"percentMapExplored": this.GetPercentMapExplored(),
    		"teamPercentMapExplored": this.GetTeamPercentMapExplored(),
    		"percentMapControlled": this.GetPercentMapControlled(),
    		"teamPercentMapControlled": this.GetTeamPercentMapControlled(),
    		"peakPercentMapControlled": this.peakPercentMapControlled,
    		"teamPeakPercentMapControlled": this.teamPeakPercentMapControlled,
    		"successfulBribes": this.successfulBribes,
    		"failedBribes": this.failedBribes

     

    • Like 2
    • Thanks 2
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