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myou5e

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Posts posted by myou5e

  1. 16 hours ago, wowgetoffyourcellphone said:

     

    Ammunition would be a bear to micromanage IMHO. Same with too much weapon switching (unless battalions are implemented).

    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

     

    • Like 1
  2. 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

  3. 8 hours ago, Ceniros said:

    I would love to see a feature that gives each individual unit their own names like the total war series. Like it picks a random name for the unit .Like a roman soldier being named Augustus.

    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 ;)

    • Like 1
  4. 45 minutes ago, asterix said:

    Very nice and detailed described attempt, eventually this will make it much easier to setup https://code.wildfiregames.com/D1958https://code.wildfiregames.com/D368

    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.

     

  5. 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

    1. 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.
    2. 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

    1. The sitting looks very unnatural, they will often sit to the side or backwards on the horse when they first garrison
    2. The horse formations are blocked because the garrison panel has priority
    3. 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.
    4. 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

    1. It really does look quite fun to see them shooting from the top of horseback on the move :-)
    2. 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:
      Quote

      In addition to the Parthians and their successors, the Sasanians, this tactic was used by most nomads of the Eurasian steppe, including the Scythians,[1]Huns, Turks, Magyars, Mongols, Amazoness, Koreans as well as the Urartians.[2]

      The Parthians used the tactic to great effect in their victory over the Roman general Crassus in the Battle of Carrhae.

      Horse archer tactics are fundamental tactic of these civilizations and will make the gameplay more fun, as well as being historically authentic.

    3. 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.
    4. 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!
    5. Horses and Riders die separately. When a horse is on low HP, it "ejects" the rider. Fun mechanic and requires less suspension of belief!

    0ad_mountable7.png

    0ad_mountable6.png

    0ad_mountable5.png

    0ad_mountable4.png

    0ad_mountable3.png

    0ad_mountable2.png

    0ad_mountable8.png

    • Like 3
    • Thanks 1
  6. 11 hours ago, wowgetoffyourcellphone said:

    Hrm, so they still mosh pit. Hopefully it can be iterated. 

    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.

  7. On 4/14/2020 at 12:30 PM, The Undying Nephalim said:

    The Fairies changing the seasons is a pretty large scale magical effect, not exactly natural. That being said, I'd not be opposed to the change being like a shockwave that slowly spreads across the map from the Sundial after it changes the seasons. I have to work with what's in the engine currently and I'm not skilled enough to make my own components.

    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 ?

  8. 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)

     

    On 5/21/2019 at 12:35 PM, Anaxandridas ho Skandiates said:

    Gandahar is Alexandreia, you could add Sagala, Simylla, Vidisa, Saketa, Kapilavastu, Suparaka, Madhyamika and Barygaza, but many more are suggested!

    Still no answer as to who is responsible for a standardization of spelling and pronounciation.

    How can we help if there is no reply? Could have recorded it all by now. Greetings A!

    Well, I know "armour" is spelt with a "u" in the "Armour.js" component file.

    • Like 1
  9. 5 hours ago, smiley said:

    > What is already done?

    >> 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.

    > And what does this have to do with terrain auras?

    Technically, nothing. Terrain auras will be rather to simple to implement.

    > Also can you describe the architectural problems, what they are, and how this relates to the issue of territory auras.

    Well, considering that it was because of performance problems that this feature you are asking for was removed in the first place, I will say that it is somewhat relevant.

    For the other question, it's 2020, and the game can't run smoothly on overkill hardware.

     

    But yes, aside from unit movement affecting terrain and the consequence upon pathfinding, there really is no relevancy in that post.

    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.

  10. 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.

  11. 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.

  12. 1 minute ago, Nescio said:

    Actually length refers to the extent in the dominant dimension. What matters in 0 A.D. is the footprint, i.e. the radius if the footprint is circular, otherwise the width (left to right) and depth (front to back); the height (bottom to top) is unimportant. Entities (templates) can have footprints that are smaller or larger than their actors (art). Moreover, wall segments do overlap, that's how wall sets work. Entities that upgrade to each other should have the same footprints, to prevent overlap with other entities.

    An example: suppose you allow upgrading temples to wonders. Now someone builds a tower directly adjacent to a temple and subsequently upgrades the temple to a wonder. Because the wonder's footprint is much larger (both width and depth) than the temple's, the tower's footprint ends up inside the wonder's. As a consequence the tower can't be garrisoned or repaired by its owner, nor attack or captured by enemies, because it can't be reached, since the wonder overlaps and surrounds the tower on all sides.

    Would it require a lot more code to not allow upgrading when it would result in an overlap?

  13. 1 hour ago, Nescio said:

    See e.g. https://code.wildfiregames.com/D2760 and https://code.wildfiregames.com/D2783

    To be able to properly upgrade structures, it's important both have practically the same footprint (and obstruction size and wall length). Upgrading village phase towers to town phase towers works, as does upgrading long wall segments to gates. Upgrading siege walls to stone city walls, or vice versa, would work too, since they're equally long. However, upgrading palisades to walls won't work, since palisades are much shorter. Hence https://wildfiregames.com/forum/index.php?/topic/28064-request-longer-palisades/ (Unfinished; longer palisade segments alone is not enough, larger palisade towers are needed too; for wallsets to work it's important that the corners (i.e. wall towers) have a diameter of at least 50% of the short segment length.)

    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).

  14. 2 hours ago, smiley said:

    Already done.

    Making the pathfinder work with non uniform grids is a solved problem and various games already have it. I recently read a paper from AAAI 2019 that discussed this very in-depth.

    Performance problems today are mainly due to some major architectural flaws. Having worked with commercial engines, this one is just not there yet.

    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.

  15. Quote

    They can endure hunger and cold and any kind of hardship; for they plunge into the swamps and exist there for many days with only their heads above water, and in the forests they support themselves upon bark and roots, and for all emergencies they prepare a certain kind of food, the eating of a small portion of which, the size of a bean, prevents them from feeling either hunger or thirst.

    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

  16. 9 hours ago, smiley said:

    Actually, you can't really have unit speed affecting properties. A unit will choose to walk through 2 feets of mud a foot away from a literal road in the current pathfinding scheme. Jump point search is based on the assumption of uniform cost grids.

    This feature was present in the past before it was decided to nuke it in favour of better performance.

    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.

  17. 17 minutes ago, Servo said:

    So A24 are mostly balance changes and will only benefit multiplayer games. Probably the consolation is if there are new aesthetics. 

    I’m trying the game back in anticipation of the new alpha but it’s still disappointing to have no improvement on single player. 

    I hope some mods can make more additional mechanics. Despite my not so good in making videos I’m trying to make some for the game so I would like to inquire if it’s possible to add a couple of add ons for the sake of having more fun. Not for vanilla as it’s really not going to happen. These are impossible request I think there’s no harm in trying  

    1. Give all walled civilizations archer units, whether the basic units cost 3x don’t matter in single player. The game has infinite resources by way of the traders. Make Athens train archer units regardless if there is or no ships. If the Civ has really no archers (which I never thought in real life) they should have embassies to train mercenary archers. 
     

    2. Bring back the mechanics in which “wololoed” units can build their civilization structures. 
     

    3. Make better wall systems that can accommodate more archers (foot ranged units).

    4. Make more water maps with huge area to at least conveniently build more structures accommodating 300 population with ease. 

    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

  18. 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.

    Quote

    The dromedary was probably domesticated from wild ancestors roaming in the Arabian peninsula. Scholars believe that the likely site of domestication was in coastal settlements along the southern Arabian peninsula somewhere between 3000 and 2500 BC. Like its cousin the Bactrian camel, the dromedary carries energy in the form of fat in its hump and abdomen and can survive on little or no water or food for quite a long period. As such, the dromedary was (and is) prized for its ability to endure treks across the arid deserts of the Middle East and Africa. Camel transport greatly enhanced overland trade throughout Arabia particularly during the Iron Age, extending international contacts throughout the region along caravansaries.

    https://www.thoughtco.com/origin-histories-dromedary-bactrian-camels-169366

     

    756px-2011_Trampeltier_1528.JPG.5f2ccbd3147d85151cd11c0462873c86.JPG

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