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myou5e

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Posts posted by myou5e

  1. @Angen

    The Test mission, where you need to "capture" the ship to complete the mission, kind of reminds me of the stories of Charon. Maybe we could base the storyline along Greek Mythology. Perhaps we could require the player to pickup a coin from one of the fallen persians he has just slaughtered. Maybe our hero gets to the ferry, and presumptuosly hops in the boat without looking at Charon, Charon asks him for his payment, and our hero, sardonically chuckles and flips him a coin from one of the Persians.

    The mission after this could be in Hades, perhaps, or maybe the river journey.

    I think this would be a great setting for the MMO as it has the mythological focus of traditional MMOs but roughly the same setting as 0ad.


    https://folklorethursday.com/myths/a-coin-for-the-ferryman-charon-and-the-journey-to-hades/

     

     

    Screenshot_2020-08-29_23-15-45.png

  2. I copied over the public folder to my snap folder and it seemed to work, i'm working with the latest javascript but not the latest compiled code. My tests wont necessarily be accurate.

    Removing these two worked(there was no template_gaia_fauna) for resource collection:

    template_gaia_flora.xml
    template_gaia_geo.xml

    Building is not functional. I still get the same error in the selection buildings. I would think it's easier to copy over the pieces you know are needed to the newest version of the javascript components rather than continue to patch things up?

    On the MMO_test map  I don't lose any hitpoints. But this is most likely to do with the new Resistance patch and I dont have the most recent compiled code.

  3. 2 hours ago, Freagarach said:

    This has been implemented differently in rP24001. Be aware that this breaks many previous templates.

    Old template code:

      Reveal hidden contents
    
    
      <Armour>
        <Hack>1</Hack>
        <Pierce>1</Pierce>
        <Crush>15</Crush>
      </Armour>

     

    New template code:

      Reveal hidden contents
    
    
      <Resistance>
        <Entity>
          <Damage>
            <Hack>1</Hack>
            <Pierce>1</Pierce>
            <Crush>15</Crush>
          </Damage>
        </Entity>
      </Resistance>

    Where <Entity> can be either <Entity> or <Foundation>, where the latter describes the resistances of the foundation of a structure.

    This new schema allows for e.g.

      Hide contents
    
    
      <Resistance>
        <Entity>
          <Damage>
            <Hack>1</Hack>
            <Pierce>1</Pierce>
            <Crush>15</Crush>
          </Damage>
          <Capture>5</Capture>
        </Entity>
      </Resistance>

    Which means the entity has the well known resistance against damage to their health. But moreover has resistance to capture attacks now. The way capture resistance is processed is similar to that of damage types.

    It is good to note that, after thorough discussion, it has been decided to NOT include directionality (yet). (But that is certainly on my ToDo-list ;) )

    This sets things up for resistances against Status Effects.

    So how do you use Status Resistance here? Or is that separate? 

  4. 1 minute ago, Angen said:

    Yes, I removed selectable component from resources and I believe ability to be gathered from too.

    Ok. Well presently nothing works for me because I DON'T have the latest SVN. I will probably not continue to test this until the next snap release because compiling is too hard to do on this machine. For now I think I'll work on seasons. Perhaps the resource fix was easier than I thought. I copied over the pieces of code that give the mmo functionality from your components to the latest component files, and it seemed to work with your mmo map, but not the resources, so maybe all i had to do is change your resource template :-p

    Do you know when the Snap packages get updated?

  5. 47 minutes ago, Angen said:

    @myou5e

    I was thinking about particles, but that would be no help for people playing without particles. Maybe some mark hovering above item could help. 

    I know, currently I use the same actor for equiped item and item on the ground. I plan to make another one for items on the ground. I just make functionality first then art :)

    Fixed.

    I rather create custom templates when I end up overwriting everything. It is easier than to keep all svn templates in check.
    Entities with inventory drops their equipment already. I am planning to implement loot that will drop from other entities.

    I had not updated svn version. Fixed.

    The issue isn't about integrating with the latest svn code. The issue is that the UnitAI and other components that overwrite the other files have drifted apart. I think  this is why I get errors such as not being able to collect resources when I play with your mod enabled on a standard map.

  6. 12 minutes ago, simernes said:

    I've drawn up the map in the editor now. It includes:

    • 3 Lanes (like the commonly seen 5v5 maps in DoTA and LoL)
    • A base for each team in opposite corners of the map
    • Defense towers around the bases, and along the lanes
    • Shop keepers (not programmed)
    • Secret shop
    • A river running across the map, perpendicular to the middle lane
    • A few trees indicating where the should be forest

    Please find the attached screenshot.

    When it comes to scripting and game functions, I've started drawing up a bunch of issues on GitHub outlining what needs to be done. They should be considered as discussions for each individual topic and is a good place to define details on how to make the different parts of the game work.

    Regarding game mechanics and scripting and other complicated things, we will have to see how things can evolve as not everything is yet possible. As pointed out here in previous comments there has been done some work on a MMO game where items can be picked up and carried by units, and some discussions on how to select heroes at the beginning of the game has taken place in the GitHub issues.

    dott-map.png

    That's a good start! Maybe you could do the Dire/Radiant theme. Take a look at the Pompeii map in 0ad. It's what the Angen's first MMO map is based on. You can give the Dire lots of dead trees :-)

  7. On 8/24/2020 at 5:05 AM, simernes said:

    Hi all

    I've been interested in the possibility for a MOBA style mod/map (like DoTA from Warcraft 3), and since I haven't been able to find anyone working on something yet (there was some talk 7-8 years ago in this thread but that's pretty much it), I've created a git repository on GitHub with a very basic outline: https://github.com/0ad-moba/dott.

    So far it's just a map, but probably it should be turned into a mod? I don't have any experience making mods or maps in 0 A.D. and I don't know how much time I will have to develop it, but if anyone's interested as well and wants to contribute please reach out and I will give access to the repository.

    At the moment I'm not even sure if it's feasible or even possible to make this map, as heroes would need to be able to carry items (like weapons etc.), and I haven't seen it in the game yet at least.

    Anyways, hope this is interesting to someone and any feedback is welcomed!

    You could make an attempt at recreating the Dota or LOL map? Maybe? Angen is doing a great job with the mechanics. I will try to integrate it into the main game and could maybe help you with map triggers later.

  8. I downloaded your latest commit to Github, overwrote your UnitAI with the latest Github Dev UnitAI(Should be the same as SVN), and added just a few lines to UnitAI and it seems to have the same functionality. Haven't thouroughly tested though. This is good news. It actually changes a lot about how I was going to make my own mod. I was planning on creating separate entities for everything, because I didn't properly understand the variant system(:LOL:) .

    Some improvements I could suggest to make it more usable.

    • I COULD NOT find the bow on the map, even with revealed vision and even looking at the location in the map file(and estimating its position relative to the other entities). I think probably it might be that the  equipment seems to have a very small footprint. Perhaps increase the footprint size and maybe highlight pickable items? I don't know how easy it would be to outline equipment without the cursor over it. I ended up finding it by putting a box of apples over top of the bow, which is visible.
    • Another issue is that the items are half embedded in the ground.
    • For my mod, I want to integrate with the generic RTS play and I want units to be able to equip and purchase items at scale, treating them possibly as resources, and equip them at a blacksmith. I guess it should be quite easy to do this, but I'm not exactly sure the best way to go about it. I want to walk a bunch of troops near a blacksmith, and then get an option to upgrade their armor across the whole group. At that point, all the stats and variant changes are applied to them just as it does when you  "pick up" an item.
    • You treat the mmo player as special, instead of modifying template_unit, you create template_unit_mmo. Maybe this was intented to be a temporary thing, i'm not sure. However, for my mod I want the inventory to apply to all units. A man is not a "spearman", just a man who also happens to be holding a spear. This would be a good idea, I think, even for an MMO only game, as it would be simple to make the killed units droup their equipment for the player to pick up. Would you modifiy the SpawnEntityOnDeath code to make this work? Perhaps, in a multiplayer game, this could create too many entities and then lag, but this could be counteracted by only sometimes dropping the gear, and having a limited lifespan after it is dropped.
    • Also, atlas wont start with your mod enabled.
    ERROR: Failed to load map maps/scenarios/_default.pmp: File_OpenFailed
    terminate called after throwing an instance of 'PSERROR_Game_World_MapLoadFailed'
      what():  Failed to load map.
    Check application log for details.
    Aborted
    • The main problem with integration seems to be the panels right now. This error comes up when I select a Spartan citizen. I understand "spart_house" is there because it is the first item in the list of construction options.
    GAME STARTED, ALL INIT COMPLETE
    ERROR: RelaxNGValidator: Validation error: structures/spart_house:1: Expecting an element BatchTimeModifier, got nothing
    ERROR: RelaxNGValidator: Validation error: structures/spart_house:1: Invalid sequence in interleave
    ERROR: RelaxNGValidator: Validation error: structures/spart_house:1: Element ProductionQueue failed to validate content
    ERROR: RelaxNGValidator: Validation failed for '(null)'
    ERROR: Failed to validate entity template 'structures/spart_house'
    ERROR: JavaScript error: gui/session/session.js line 223
    Error: deepfreeze requires exactly one object as an argument.
      GetTemplateData@gui/session/session.js:223:1
      g_SelectionPanels.Construction.setupButton@gui/session/selection_panels.js:299:18
      setupUnitPanel@gui/session/unit_commands.js:97:8
      updateUnitCommands@gui/session/unit_commands.js:149:4
      updateSelectionDetails@gui/session/selection_details.js:499:2
      updateGUIObjects@gui/session/session.js:671:2
      onTick@gui/session/session.js:599:3
      __eventhandler54 (Tick)@session Tick:0:1
    ERROR: Errors executing script event "Tick"
    ERROR: JavaScript error: gui/session/session.js line 223
    Error: deepfreeze requires exactly one object as an argument.
      GetTemplateData@gui/session/session.js:223:1
      g_SelectionPanels.Construction.setupButton@gui/session/selection_panels.js:299:18
      setupUnitPanel@gui/session/unit_commands.js:97:8
      updateUnitCommands@gui/session/unit_commands.js:149:4
      updateSelectionDetails@gui/session/selection_details.js:499:2
      updateGUIObjects@gui/session/session.js:671:2
      onSimulationUpdate@gui/session/session.js:642:2
      __eventhandler56 (SimulationUpdate)@session SimulationUpdate:0:1

     

    1 hour ago, Angen said:

    thnx next step dungeon map or ui don't know yet. 

    hmm. except inventory, equipment and item component + using them in relevant templates for merging with a23b/a24

    you need 

    "pick": function(player, cmd, data)

     {

      GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {

       cmpUnitAI.Pick(cmd.target);

      });

     },

     

     "pick-use": function(player, cmd, data)

     {

      GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => {

       cmpUnitAI.PickAndUse(cmd.target);

      });

     }, in https://github.com/SlavomirSlovenkai/MMO/blob/master/simulation/helpers/Commands.js

    from https://github.com/SlavomirSlovenkai/MMO/blob/master/gui/session/unit_actions.js

    "pick": {
      "execute": function(target, action, selection, queued) {
       
      Engine.PostNetworkCommand({
      "type": "pick",
      "entities": selection,
      "target": action.target,
      "queued": queued
      });
       
      Engine.GuiInterfaceCall("PlaySound", {
      "name": "order_gather",
      "entity": selection[0]
      });
       
      return true;
      },
      "getActionInfo": function(entState, targetState) {
      if (!targetState || !targetState.equipment)
      return false;
       
      return {
      "possible": true,
      "cursor": "action-gather-treasure"
      };
      },
      "actionCheck": function(target, selection) {
      const actionInfo = getActionInfo("pick", target, selection);
       
      if (!actionInfo.possible)
      return false;
       
      return {
      "type": "pick",
      "cursor": actionInfo.cursor,
      "target": target
      };
      },
      "specificness": 1,
      },
       
      "pick-use": {
      "execute": function(target, action, selection, queued) {
      Engine.PostNetworkCommand({
      "type": "pick-use",
      "entities": selection,
      "target": action.target,
      "queued": queued
      });
       
      Engine.GuiInterfaceCall("PlaySound", {
      "name": "order_gather",
      "entity": selection[0]
      });
       
      return true;
      },
      "getActionInfo": function(entState, targetState) {
      if (!targetState || !targetState.item)
      return false;
       
      return {
      "possible": true,
      "cursor": "action-gather-treasure"
      };
      },
      "actionCheck": function(target, selection) {
      const actionInfo = getActionInfo("pick-use", target, selection);
       
      if (!actionInfo.possible)
      return false;
       
      return {
      "type": "pick-use",
      "cursor": actionInfo.cursor,
      "target": target
      };
      },
      "specificness": 1,

     

    },

     


    And from https://github.com/SlavomirSlovenkai/MMO/blob/master/simulation/components/GuiInterface.js

    const cmpEquipment = Engine.QueryInterface(ent, IID_Equipment);
      if (cmpEquipment)
      ret.equipment = {
      "type": cmpEquipment.GetType(),
      "specific": cmpEquipment.GetTypeSpecific()
      };
       
      const cmpItem = Engine.QueryInterface(ent, IID_Item);
      if (cmpItem)
      ret.item = {
      "type": cmpItem.GetType()
     

    }

     

     

     

  9. 23 minutes ago, Lopess said:

    Very violent, I am in favor of Polynesians having their own huts! :LOL:
    (if you have any ideas formed for a mod, I can help you with 3D).

    That could be extremely helpful! Thanks for the offer! I've written a little bit about this on Github.

    Here is the description for the features mod that will be used for the other mods I make:

    Ars Bellica (features mod)

    Here is a list of some regional ideas I had.
    Civ Ideas

    I will summarize some things here, especially since you offered to help with the art :-). The idea with these is that they will most likely BLOCK the other civs, and just have them play with each other, they can be more  balanced this way and the game will have a more focused atmosphere and time setting.

    • Baltic Tribes(Thracians, Dacians, Scordisci, and their fights with Romans etc)
    • Eastern Tribes. Most likely Pre-Qin period, before the unification of China(around 250BC). Will include various tribes from around China and a few Chinese states as well. Donghu, Yuezhi, Xiongnu, Rong, Di, etc.
    • Germania. Named after Tacitus' Germania. Various Germanic tribes.
    • Steppe Wars. Various Steppe peoples. Lots of Horse Archers fighting against established empires.
    • Bactria. Indo Greek and Steppe people fighting against the Indians(Shunga)
    • Pacific Islanders. They didn't have huge empires, but they would still be fun and the scenery could look amazing. I am from New Zealand and this is partly why I want to see this :-)

    Also, some animations, since you said you can do 3D:

    • Push back animations. For when a unit get's hit by a catapult :-)
    • Surrender animations. For when a unit is captured. They should raise their hands above their head.
    • Crouch animations, for hiding behind the battlements and peaking out to shoot their bows.
    • Wounded animations. When a unit goes below 10% health, they start writhing on the ground in pain or get knocked out. They can't fight but they can be revived :-)
    • Impact or dodge animations. For when a unit gets hit by a weapon, you can see it visually affect them.
    • Like 1
  10. 5 hours ago, Servo said:

    @myou5e will you please include the other factions from Terra Magna (Zapotecs, very gorgeous)  and Mil AD (Norse, Anglo Saxons and Byzantine)? You can put any done Hero if they are missing though. Balancing in SP games doesn’t tbh as CS are enough to get through and beat 2 toughest AIs. Whether theses factions aren’t complete with no naval units don’t matter at all. The most important thing is you can show these well done factions. 
     

    I hope at least some modders can make a mod with all these not included (in main game) factions together. 

    @ServoPresently I'm working on the base game needed for all Civs. But would you prefer several mods that are balanced with different factions and restricted to a particular region and time period, or would you prefer ONE mod that includes all? I was actually planning on doing several smaller mods. The reason is that I think the game will feel much more submersive.

    These folders show the separate mods that I plan to make available. Basically Ars Bellica will be the base mod, the others will be cultural add-ons. Some of the smaller factions that are listed in those folders will likely not be added or they will be very close to the other factions, use the same artset and just have a slightly different civ bonus.

     

    9 hours ago, asterix said:

    Very nice about roads and city building you can use 

     

     

    @asterix Yes I know of the city building mod and I will be using some of its ideas. The pony mod? What about it? Does it have city building features too?

  11. OK So I got it working @Angen ! Still some errors, and I'm not really sure how the code works! I just managed to problem solve, change a few parameters, and add in a few missing lines from the newer codebase! It looks pretty good! I showed at the bottom of the screen the stats as I put on new gear!

    moba6.png

    moba5.png

    moba4.png

    moba3.png

    moba2.png

    moba1.png

    • Thanks 1
  12. 2 hours ago, Rolf Dew said:

    @myou5e Right being open source and very mod friendly, allows all kinds of different gameplay mods to be made. 

    Here is a Readme from my Github with a description of the Mod that I have planned. The Readme is in a sub directory because it's part of a larger project. I have actually implemented about 50% or 60% probably in small test cases but not over the whole project.

    Ars Bellica

    • Thanks 1
  13. 1 hour ago, Angen said:

    1st, you need to define action in https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/gui/session/unit_actions.js
    2nd, you need new command for that which will be called from ^ in https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js
    3rd, create function in UnitAI that will be called by your new command from ^
    4th, you would need new Fsm order and state inside UnitAi, something similar to Gathering
    5th, ideally you should create custom component like inventory or something which you would call from unitAi when item should be picked

    Note: Also pickable entity should have some custom component so you can tell in unit_action that the entity can be picked or not.

    Picking itself is not so hard, just get the entity which should be picked, get cmpPosition and call moveOutOfWorld. Also you need to store id of that entity in inventory component so you can create ui for it later and player can throw it away from inventory or interact with it somehow. You can use auras and apply them on entity doing picking the item so you change entity stats if you want to.
    For throwing items away, just get cmpPosition of the item and call jumpTo (or something similar, cant recall right now).

    Hovewer you would need to edit the entity which should be pickable so it can be useful when picked up or used.

    I just had a go. I tried it on A24, the unit was not selectable, but the graphics at least loaded properly. I tried it on A23 and the graphics didn't finish loading.

    On A23 First error I got was

    ERROR: JavaScript error: simulation/components/UnitAI.js line 6138
    Error: Registered component has unrecognised &apos;OnMotionUpdate&apos; message handler method
      @simulation/components/UnitAI.js:6138:1
      launchGame@gui/gamesetup/gamesetup.js:2285:3
      g_MiscControls.startGame.onPress/&lt;@gui/gamesetup/gamesetup.js:1016:5

    On A24

    ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/props/shield/aspis_01_spec.png"
    TIMER| common/modern/setup.xml: 177.815 us
    TIMER| common/modern/styles.xml: 152.082 us
    TIMER| common/modern/sprites.xml: 1.60963 ms
    TIMER| common/setup.xml: 362.699 us
    TIMER| common/setup_resources.xml: 52.449 us
    TIMER| common/sprites.xml: 562.493 us
    TIMER| common/styles.xml: 70.799 us
    TIMER| session/sprites.xml: 1.82045 ms
    TIMER| session/styles.xml: 137.566 us
    TIMER| session/session.xml: 143.162 ms
    TIMER| common/global.xml: 668.523 us
    ERROR: JavaScript error: simulation/components/GuiInterface.js line 2011
    Error: Invalid GuiInterface Call name "IsSelectionDirty"
      GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2011:8
      onSimulationUpdate@gui/session/session.js:625:6
      resetTemplates@gui/session/session.js:437:2
      onSelectionChange@gui/session/top_panel/PlayerViewControl.js:119:4
      selectViewPlayer@gui/session/top_panel/PlayerViewControl.js:81:3
      onPlayersInit@gui/session/top_panel/PlayerViewControl.js:60:3
      init@gui/session/session.js:308:3
      reallyStartGame@gui/loading/loading.js:22:2
    ERROR: Error calling component script function ScriptCall
    ERROR: JavaScript error: simulation/components/GuiInterface.js line 427
    TypeError: cmpAttack.GetSplashDamage is not a function
      GuiInterface.prototype.GetEntityState@simulation/components/GuiInterface.js:427:30
      GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:2009:1
      GetEntityState@gui/session/session.js:203:21
      insertIfRelevant@gui/session/PanelEntityManager.js:56:21
      update@gui/session/PanelEntityManager.js:47:9
      onSimulationUpdate@gui/session/session.js:637:3
      resetTemplates@gui/session/session.js:437:2
      onSelectionChange@gui/session/top_panel/PlayerViewControl.js:119:4
      selectViewPlayer@gui/session/top_panel/PlayerViewControl.js:81:3
      onPlayersInit@gui/session/top_panel/PlayerViewControl.js:60:3
      init@gui/session/session.js:308:3
      reallyStartGame@gui/loading/loading.js:22:2
    ERROR: Error calling component script function ScriptCall
    ERROR: Errors executing script event "SelectionChange"
    ERROR: JavaScript error: gui/session/PanelEntityManager.js line 59
    TypeError: entityState is undefined

     

  14. 3 hours ago, Rolf Dew said:

    I think the thing with added mechanics like ammo, supply wagons, towers that need to be garrisoned to function, is that for the dev's to add things like that, they would need to also know if they want the game to go in that direction or even if majority of the player base would like the game to have increased micro management and complexity, while some of these features might be great for one that likes a more realistic game (like myself and some others), it might put off others that prefer a game similiar to tradional rts games. It's hard to balance the two when it comes to adding game changing features, some in the community prefer the game to be like age of empires, while others want it to have more city simulation aspects, still others want it to have more total war features and so on. 

    The good thing about Open Source, is that with the right mechanics available, modders can turn it into whatever they like. There are ways to have these realistic aspects while keeping the micro down. With the towers, one of the ways would be to have the town bell on autopilot so that the closest military units manned the tower, and the civilians ran into the houses. Actually, this is already quite easily doable in Javascript and is one thing I plan to do for my mod.

    • Like 1
  15. Some of the things you mentioned are actually already available for modders.

    For example

    • Ghost Ships
    • Ghost Towers
    • Ammo Cost(in 0abc mod I think?)

    Ammo cost hasn't been introduced into the main game, because they want to do it properly the first time, same with other features such as secondary attacks.

    Alot of players will probably like the fact that towers fire default arrows without a garrison. I do like the idea of needing them to be manned. The Viking ships(from Millenium AD) would look amazing with a Visible Garrison instead of the ordinary Garrison inside.

    Here are some features I am working on integrating and making into my own mod.

    • Ghost Ships (Visible garrisons)
    • Ghost Towers
    • Integrating ammo cost from 0abc
    • Switchable Weapons
    • Loot will be increased, especially for buildings and farms, and must be collected as a resource and carried back manually, but wagons can also do this job and can pack large amounts of loot on them.
    • Seasons and seasonal food. Food is not gathered at gradual pace but gets ready at seasons. Bushes and farms don't expire, they just have seasonal produce.
    • Citizens automatically spawn from houses and are cheap or free to build, but they have an upkeep cost. You therefore always need a proportion to gather food, otherwise they will starve to death, which is even more of a danger with seasons if your farms get destroyed in a raid before harvest!
    • All Citizens can pick up women from the blacksmith or barracks, including women, who aren't as strong, but would still be a good last line of defense, especially if your men have all died at war!
    • "Phases" are true phases, not "ages". There is no researching of "Town" or "City" phase, but your Civil Center is automatically promoted when you have enough nearby buildings. This means you can have some Villages and some Towns and some Cities, and the Town Phase buildings can only be built in Towns or Cities, not Villages.
    • Citizens are cheap or free, but they are unexperienced. I want a  far more extensive promotion system as follows. Promotion can happen across all of these classes, so that Citizens can become Heroes eventually.
      • Citizen (No experience)
      • Citizen Soldier (Rudimentary training)
      • Professional Soldier (Battle Hardened)
      • Champion (Experts)
      • Hero (Expert Experts :-) )
    • Fauna have a "manure" aura, they help farms to produce more food, BUT they also eat the crops if they are too close!! This should result in nice farming communities that combine animals and crops together, but have little wooden fences to keep the animals away from crops :)
    • Houses can be used defensively and fire arrows, but they are also much easier to destroy with swords, axes, and fire arrows, are also easier to capture, and eject at 50% health, instead of 10%
    • Individual names and Stats
    • Can pick up items

    ^The only features above which I do not know how to do well, right now, are Seasons, Individual names and Stats, and pick up Items. I will definitely tag you when I have an implementation of my mod out so you can play test for me :). I'm curious what you think of the things I mentioned above. The Upkeep cost replacing Upfront resource cost is a big change that a lot of people won't like, probably. It doesn't have to be that way, it's just something I want to try!

     

    I'm pretty sure there are actually no full time developers. The programmers all commit their free time to the project :). I also understand your frustration because this game is really cool and feels like it has so much potential but mechanics do seem to take a long time to add.

    • Like 3
  16. 15 hours ago, simernes said:

    Hi all

    I've been interested in the possibility for a MOBA style mod/map (like DoTA from Warcraft 3), and since I haven't been able to find anyone working on something yet (there was some talk 7-8 years ago in this thread but that's pretty much it), I've created a git repository on GitHub with a very basic outline: https://github.com/0ad-moba/dott.

    So far it's just a map, but probably it should be turned into a mod? I don't have any experience making mods or maps in 0 A.D. and I don't know how much time I will have to develop it, but if anyone's interested as well and wants to contribute please reach out and I will give access to the repository.

    At the moment I'm not even sure if it's feasible or even possible to make this map, as heroes would need to be able to carry items (like weapons etc.), and I haven't seen it in the game yet at least.

    Anyways, hope this is interesting to someone and any feedback is welcomed!

    A lot of the ideas that I have suggested have been more appropriate for small scale battles, such as weapon switching and ammo. Part of my motivation is to make a MOBA or RPG style of mod possible. I can mod and program Javascript myself, and I have spent some time recently trying to understand the code so I can help out in this area. Status effects have already been added to the development version of the game which enables things like poison arrows. Another important change, which I think is possible to do with Javascript is an "Inventory" system. Currently if you want to change a units stats, you need to change the entity, this makes it difficult to have some unit with an arbitrary number of different items/weapons etc. Each combination would need to have a different entity. I'm not really sure what would need to change to make an inventory system. I have been looking at that a bit in my spare time.

     

    I'm actually really interested in helping you and making contributions to this.

  17. 13 hours ago, wowgetoffyourcellphone said:

    Well, there's also the fact that I'm not really fond of the ammo idea. Lol. Now you don't just need ammo, you need supply trucks or a cool down or to retreat ur units back to the blacksmith or whatever. ;)

    It introduces a game mechanic that some people will not like. True! However, with appropriate Unit AI, this would not be dependent on the players ability to micro, but rather the players ability to protect their supply lines.

    If this ammo concept for Javelins and Archers was introduced, and you are the kind of person that doesn't want to protect his supply lines, you could quite easily get by with weapon switching, and also things like "scavenging" the battlefield.

    I would be in favor of not implementing such things officially until the micro was sufficiently reduced that this mechanic introduces new strategy without increasing the required Actions per minute to be an effective player.

     

    • Like 1
  18. 3 hours ago, Ceniros said:

    Your saying each same type of unit would have different stats. I think there could be a setting that enables a feature that makes one of them have higher stats than the other. There could also be a loyalty system where if his loyalty stats is low he would betray you and convert to gaia.

    Yes, same type of unit could have slightly randomized stats, and an individual name. I would also like to have most units eventually gain Hero status with enough experience. And their  hero auras would be based partially on their randomized statistics. It's a mechanic that suits small scale battle, I think. Loyalty could be one of those stats. Units with high Loyalty will cost more to bribe and maybe will have an encouragement aura.

    • Like 1
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