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Everything posted by myou5e
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It would only result in Micro if the unit AI didn't know how to handle the behavior as Alexander pointed out. If we implemented ammo for javelins now, without automatic weapon switching or some kind of resupply mechanic, then the AI wouldn't know what to do. I've thought this through a lot, and there are three ways to solve the problem of running out of ammo, which should be handled by the AI somehow to reduce micro: Resupply, such as repurposing trade cart models to carry ammo Auto refilling, javelins automatically refill, perhaps a retreat mechanic would be needed by the AI in the mean time Weapon switching
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Last time I played this you had the ChiRo emblem for the Umayyads. It looks like you still do? https://github.com/0ADMods/millenniumad/blob/master/art/textures/ui/session/portraits/emblems/emblem_umayyads.png I guess it was a placefiller that you haven't changed. According to Wiki the Umayyad Caliphate just had a plain white flag. Would that be impractical to use instead ? https://en.wikipedia.org/wiki/Umayyad_Caliphate
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I just tried to use it and there seems to be some pretty major errors that stop it working. I don't know what the problem is. Seems to be something to do with gui and panels
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Hi Asterix! You guys still interested in this ?
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I actually want to do this, as well as create some randomness for each unit in Stats. Let's say when "Brutus" is spawned on the map, he gets +10HP, when "Lyle" is spawned he gets "-10HP" . They are separate things, I don't mean to paint everyone called "Brutus" or "Lyle" with the same brush, I'm just saying I would like to give name randomness AND some stat randomness, but generally they would be independently randomized
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Yes I am looking forward to those additions. Are you one of the people behind Millenium AD ? I really like the Norse faction. They have nice houses :-) It works really well with the way Viking raiders would "winter" over in England and France.
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I don't think so. I'm open to trying though :-)
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Just a demonstration of my attempt to make (un)mountable horses. It was quite easy to make mountable horses. Here is what I did: Steps Add one Visible Garrisoning point to horses, this works for both melee and ranged units. In one image you can see the melee spearman attacking from on top of the horse. Add an Aura to the horse which affects the "garrisoned" unit(the rider), changing the entity to use a visual actor of a mounted unit. This keeps the attack animation in sync This is not perfect, for these reasons i can see: Disadvantages The sitting looks very unnatural, they will often sit to the side or backwards on the horse when they first garrison The horse formations are blocked because the garrison panel has priority The VisualActor change in the horse Aura I mentioned in part 2 of Steps was hard coded, which means that right now I would need to create a different aura file for every Entity that can ride a horse. This is possible to do with a script, but messy in terms of having a lot of game files. I might do this anyway for my own mod until the game has a feature or I create it myself. Mounting/Unmounting is presently tedious, it has to be one by one. There is an easy way to solve this using the "alarm" system which is used for Civil Centers. I haven't implemented this yet. Advantages It really does look quite fun to see them shooting from the top of horseback on the move :-) This is going to be great gameplay wise for newer Steppe civilizations like the Scythians which are included in Delenda Est. Shooting while backwards seem to be described as Parthian Shot. Wikipedia: Horse archer tactics are fundamental tactic of these civilizations and will make the gameplay more fun, as well as being historically authentic. The Vikings apparently never fought on horseback, but they did steal them for riding and crossing terrain. This will create the potential to mount and dismount an army. Perhaps the horse aura will create an accuracy or attack debuff that will make riding horses impractical to use in warfare for such civilizations, while still being useful for movements and scouting. Mountable Elephants will be great too!!!! Mount 3 archers on top of an elephant! That will be fun! Or mix and match, add one spearman and two archers! Horses and Riders die separately. When a horse is on low HP, it "ejects" the rider. Fun mechanic and requires less suspension of belief!
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Ultimately it would be really good to see AI in enough abstraction that we can share it between 0AD mods including HC
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Do you know much about the Unit AI ? Who is the guy to talk to about that? I would think that to make units fight in formations, you just have to modify the "sloppiness" code in the formations. Units should be set to "not move" relative to their position in the formation. Certain formations might move more. The Greek Phalanxes should generally move very little. Germanics would probably barely keep to any formation at all. But one necessary addition for the unit AI, including Germanics, is that targeting a group, rather than specific units in that group. I would actually love to work on this problem myself, after I release my first mod. I need to get a better understanding of custom resources and gui screens first to finish my mod.
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Perhaps there could be a game trigger where the game slows to half or quarter speed around a certain time, for 1-10 seconds. Everyone would notice this and they would see the changes, similar to how meaningful moments on a film might be played with a cinematic slow ?
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There are some really cool things in here. I tried to play this mod, but unfortunately it had too many errors, I am playing with a version of XXIII that was compiled in Jan 9, 2019.(21946P~release) Well, I know "armour" is spelt with a "u" in the "Armour.js" component file.
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Maybe i need a better PC haha
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I do get a lot of lag, even single player, and it seems to be worse when I play with Delenda Est. Do you know why that would be? Perhaps I should ask @wowgetoffyourcellphone. If it's simple to add Terrain Auras, why hasn't it been done? I realize the pathfinding won't follow it, but the concept of picking a terrain for battle to suit your troops will still be possible.
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Hey, I wanted to try something with building. I want to make a new kind of, lets say, "Large Farmstead", composed of several entities, such as a farmstead, a field, and a corral together, with a wooden fence surrounding the corral, similar to how it is done in some Skirmish maps already. I don't simply want one entity that performs all those roles, but I want to be able to construct it as one entity, where each part plays it's distinct, separate role, so it can be destroyed separately. My reasoning for wanting to do this, is that I am making a mod with a bunch of minor auras, such as corral animals giving a "manure" bonus that helps with farming, but also a "graze" aura, which is shorter, which damages farms. The graze aura is shorter, which means that players will want their animals close to crops, but not immediately on top of crops. This is just to create nice, realistic farming communities. The problem is, it creates a lot of micro to get this optimized if players have to make wooden fence(to keep the animals away from crops), to get the animals close, but not too close. Being able to build all these things at once would decrease required micro.
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==[TASK]== Samnite/Italiote Skins
myou5e replied to wowgetoffyourcellphone's topic in Art Development
Rightie looks like "True Indo-Aryan" TM there. No armor or even trousers ? My understanding of Phalanx fighting is that legs were one of the main targets because their bodies were covered with the shields. If that's what they wore then fighting close with locked shields would most likely be impossible. -
Would it require a lot more code to not allow upgrading when it would result in an overlap?
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You said palisades are much shorter, so the length is important so that it doesn't collide with other wall segments, but will it be possible to upgrade a wall to be WIDER, but not longer(let's assume we get the longer palisade walls in the thread you mentioned).
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What is already done? Please be more precise. And what does this have to do with terrain auras? Please be specific. Also can you describe the architectural problems, what they are, and how this relates to the issue of territory auras.
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Cassius Dio talking about the Britons. Wouldn't it be cool to have Britons have a stealth effect when they are in swampland :-) . Then they come up from the swamp and slaughter Romans :-). https://www.ancienttexts.org/library/celtic/ctexts/classical_cassius_dio.html
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Whether terrain affects unit speed is a separate issue than if units attempt to make use of the speed bonuses with pathfinding. Would there be a way to improve pathfinding performance by using formations? Commands to move and pathfind across a map apply to formations, unit pathfinding would then only be relative to the formation. Terrain auras, better pathfinding, and better formations would be, in my opinion, some of the things which would most improve the game mechanics, as it offers up so much in terms of the strategy of choosing the site of your battle. Choosing the circumstance of a battle, including the time, terrain, weather, and the morale and exhaustion of enemy troops etc of a battle is one of most important things in determining the outcome of a battle. Real battle is not just about numbers and technology. Right now, numbers and technology in the game are really the most important thing. Unit type, weapons is obviously important too in real battles, as it is in the game, justifiably so. But the strategic element could be improved so much with terrain auras.
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Ah, sorry. I was playing around in the editor and couldn't find it. I didn't search forum. Lesson learned. I apologize to all.
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1. The Celts rarely used archers, so I understand the design decision of excluding them from the Civ. One thing I suggested for balancing was to have a "realistic" mode and a "balanced" mode. In the balanced mode, the civs would be very close to equal with only small advantages here and there. In the realistic mode, each civ will have serious advantages and handicaps. 2. I like 2. The idea of getting the tech tree of the captured enemy is a really interesting mechanic, as well as being generally realistic. 3. I would like to see especially Palisades which can accommodate a garrison on top, and possibly shorter stone walls that are cheaper. I think the ABC mod has short stone walls implemented, but they can't be garrisoned. Also, I would like to be able to "Reinforce" one kind of wall to become another. So, a short stone wall could be "reinforced" to become a large stone wall. I'm working on a mod and I want to include this :-). One problem is that I'm not good at art so I can't really make these "short walls" myself. I'll have to use what is existing in the game already for the art. 4. I agree there aren't a lot of water maps
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An idea for a new camel, which could be both wild or domesticated. The Bactrian Camel is a two humped camel which appears to have been used primarily as a beast of burden, and for riding. As far as I know it wasn't used in warfare, but it could be an additional fauna and would probably quite accurately be used for traders/merchants, as they would travel long distances with their wares. https://www.thoughtco.com/origin-histories-dromedary-bactrian-camels-169366
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Looks really great. One minor, so to speak, suggestion, is that the productive "members" appear a little lopsided. Not that it was me that noticed.