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Everything posted by myou5e
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I see. So not considered very important at present. Thank you for the link.
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Are Terrain auras currently something which is being thought about? For example, snow or dense forests negatively affecting walk speed, paved tiles or paths positively effecting walk speed? I know Delenda Est uses, what is kind of a dirty hack, by adding (invisible)markers to farmland in the map data, and those markers have an aura. Something I want to do is make constructable roads and pavements, and give those a speed bonus. I believe the guy making the City Building Mod wants to do the same thing and so just gives the CC a movespeed aura to simulate the effect of a paved area around the CC. Some uses I can think of. Making Cavalry charges or chariots hard to drive in a forest Lowering movement speed in a forest Roads and tiles with movespeed bonus Lava with a negative HP aura (very hot) Snow with a negative HP aura (very cold) Spread increase or armor bonus for forest, to simulate trees being used as protective barriers. This might make Javelinists more effective than archers in Forest, which might be the reason why the Celts never really used archery. Britons getting a stealth bonus when in a swamp, as Cassius Dio claims they can live in a swamp for days with only their head above water
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I really want to know why editing the schema didnt work. Do you know what I did wrong?
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Can this prevent the berries from being exhausted when they get to 0?
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Hi I am getting the same error when I try to edit the schema in a Component File. I'm trying to make a "Renewable" resource that regenerates slowly, and that doesn't become exhausted after it is used up. I used the ResourceSupply component from Borgs mod to get the "Change" and "Fattening" which makes berries slowly regrow. Then I edited the berry template. The "Renewable" part under "ResourceSupply" is from the Component file which schema I edited. <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_gaia_flora_bush"> <Identity> <Tooltip>Pick fruit for food.</Tooltip> </Identity> <Minimap> <Type>food</Type> <Color r="155" g="204" b="102"/> </Minimap> <Obstruction> <Static width="4.0" depth="4.0"/> <BlockMovement>false</BlockMovement> <BlockPathfinding>false</BlockPathfinding> </Obstruction> <ResourceSupply> <MaxAmount>200</MaxAmount> <Amount>200</Amount> <Type>food.fruit</Type> <Change> <Fattening> <Value>1</Value> <Interval>4000</Interval> </Fattening> </Change> <Renewable>true</Renewable> </ResourceSupply> <Sound> <SoundGroups> <select>interface/select/resource/sel_fruit.xml</select> </SoundGroups> </Sound> </Entity> The Schema in the Component File is like this(the Change part is from Borgs mod, the Renewable from my own): ResourceSupply.prototype.Schema = "<a:help>Provides a supply of one particular type of resource.</a:help>" + "<a:example>" + "<Amount>1000</Amount>" + "<MaxAmount>1500</MaxAmount>" + "<Type>food.meat</Type>" + "<KillBeforeGather>false</KillBeforeGather>" + "<MaxGatherers>25</MaxGatherers>" + "<DiminishingReturns>0.8</DiminishingReturns>" + "<Change>" + "<Growth>" + "<Constraint>Alive</Constraint>" + "<Value>2</Value>" + "<Interval>1000</Interval>" + "</Growth>" + "<Decay>" + "<Constraint>Dead</Constraint>" + "<Value>-1</Value>" + "<Interval>1000</Interval>" + "<Delay>2000</Delay>" + "</Decay>" + "</Change>" + "<Renewable>false</Renewable>"+ "</a:example>" + "<element name='KillBeforeGather' a:help='Whether this entity must be killed (health reduced to 0) before its resources can be gathered'>" + "<data type='boolean'/>" + "</element>" + "<element name='Amount' a:help='Amount of resources available from this entity'>" + "<choice><data type='nonNegativeInteger'/><value>Infinity</value></choice>" + "</element>" + "<optional>" + "<element name='MaxAmount' a:help='The max amount of resource the entity can reach when growing'>" + "<ref name='nonNegativeDecimal'/>" + "</element>" + "</optional>" + "<optional>" + "<element name='Renewable' a:help='Whether this resource is to be left alone(entity not removed) after it's resource supply is used up'>" + "<data type='boolean' />" + "</element>" + "</optional>" + "<element name='Type' a:help='Type and Subtype of resource available from this entity'>" + Resources.BuildChoicesSchema(true, true) + "</element>" + "<element name='MaxGatherers' a:help='Amount of gatherers who can gather resources from this entity at the same time'>" + "<data type='nonNegativeInteger'/>" + "</element>" + "<optional>" + "<element name='DiminishingReturns' a:help='The relative rate of any new gatherer compared to the previous one (geometric sequence). Leave the element out for no diminishing returns.'>" + "<ref name='positiveDecimal'/>" + "</element>" + "</optional>" + "<optional>" + "<element name='Change' a:help='Optional element for defining whether a resource supply would regenerate when it"s not gathered'>" + "<zeroOrMore>" + "<element a:help='Optional element for defining whether a resource supply would regenerate when it"s not gathered'>" + "<anyName />" + "<interleave>" + "<optional>" + "<element name='Constraint' a:help='Specifies the terrain type restriction for this building.'>" + "<choice>" + "<value>Alive</value>" + "<value>Dead</value>" + "<value>Both</value>" + "</choice>" + "</element>" + "</optional>" + "<optional>" + "<element name='Delay' a:help='Delay in milliseconds before the object starts growing or decaying'>" + "<ref name='nonNegativeDecimal'/>" + "</element>" + "</optional>" + "<element name='Value' a:help='The amount of resource added per interval'>" + "<data type='decimal'/>" + "</element>" + "<element name='Interval' a:help='The interval in milliseconds'>" + "<data type='nonNegativeInteger'/>" + "</element>" + "</interleave>" + "</element>" + "</zeroOrMore>" + "</element>" + "</optional>"; The other JS Code is, for now, just ResourceSupply.prototype.GetRenewable = function() { return this.Renewable == "true"; }; I think the logic which actually uses this function is irrelevant, because when I don't call this function at all I still get the "attributes construct error". ERROR: CXeromyces: Parse error: (null):9: attributes construct error ERROR: CXeromyces: Parse error: (null):9: Couldn't find end of Start Tag element line 9 ERROR: CXeromyces: Parse error: (null):9: Opening and ending tag mismatch: optional line 9 and element ERROR: CXeromyces: Parse error: (null):9: Opening and ending tag mismatch: interleave line 9 and optional ERROR: CXeromyces: Parse error: (null):9: Opening and ending tag mismatch: element line 9 and interleave ERROR: CXeromyces: Parse error: (null):9: Opening and ending tag mismatch: define line 9 and element ERROR: CXeromyces: Parse error: (null):9: Opening and ending tag mismatch: grammar line 1 and define ERROR: CXeromyces: Parse error: (null):9: Extra content at the end of the document ERROR: CXeromyces: Parse error: (null):0: xmlRelaxNGParse: could not parse schemas ERROR: RelaxNGValidator: Failed to compile schema I'm using version 23. I don't understand the logic of when to use <interleave> and <ref name='x'> vs <data type='x'>
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Larger panel or smaller icons?
myou5e replied to Nescio's topic in Game Development & Technical Discussion
I think what you are saying is the same as with the Command & Conquer games which have a tab to click to move between different types of construction. There are 4 tabs. Main Buildings, Defensive Buildings, Infantry, Tanks. -
Other strategy games not RTS.
myou5e replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Here are some features I want to see/help improve: Formations (formations give armor bonus, but require discipline to maintain, fighting in formation is important, weak points in formation can be created and exploited, such as an elephant charge followed up with an area focused arrow barrage) Unit mechanics (weapon switching, charging, attack ground, stealth, block with shield, dodge) City building These things will make the game significantly more complex, but will open the way up for MOBA style, and skirmish style battles such as in Company of Heroes etc, as well as city building. The complexity for the RTS side can be minimized by having good unit AI or some kind of autobuilders where you let the AI control certain details while you control the larger picture. It would make RTS more interesting to worry less about economic micro, and more about meta economic/military strategy and allocation. -
Splitting our civs in groups - Fixing the balancing problem
myou5e replied to wraitii's topic in Gameplay Discussion
You are right in connecting the environment to balance. To some extent more game mechanics need to be built into the game to make this possible. For example, chariots and horses need to be able to charge, but they should be hindered, or break formation, or lose health, when attempting to charge through a forest. Stealth tactics, where units can become invisible in some areas, are also a feature that would help play to the environment. -
Splitting our civs in groups - Fixing the balancing problem
myou5e replied to wraitii's topic in Gameplay Discussion
The Scythians, for example, should likely not have farms, they should rely on animal corral. Ancient authors seem to have said this about them. This is a really cool idea. I would love to see this. -
Splitting our civs in groups - Fixing the balancing problem
myou5e replied to wraitii's topic in Gameplay Discussion
The number of naive matchups between civilizations is Sumi(n-1)i, where n=number of civilizations. with 3 civs, 2 + 1 = 3 matchups with 4 civs, 3 + 2 + 1 = 6 matchups with 5 civs, 4 + 3 + 2 + 1 = 10 matchups with 13 civs(v24) = 78 Matchups However If you match up similar factions internally, then test only that "general faction" against the others. You will reduce this number significantly. Celts(brit, gaul): 2 Matchups Greeks(athen, mace, spart): 3 Matchups Successor(sele + ptol): 1 Matchups I'm not sure if we can group the following, so we may need to treat them separately: Carthaginian, Iberian, Kushites, Mauryans, Romans, Persians Because we can group some civs together, we have reduced the number of global matchups considerably. 6 Independent Civs, Plus 3 general cultures. That means 9 global matchups. 9 Global matchups results in 36 possible combinations, then we add the internal culture matchups, 36+2+3+1=42. So practically speaking we only need to worry about 42 possible matchups, not 72. If we can categorize two of the independent civs i mentioned together, there will only be 8 global matchups, and total will reduce to 34. -
For UnitAI couldn't you simply give ranged units a minimum range and tell them to switch when close? My understanding of javelinists is that they would often only carry a few javelins and would switch to a melee quickly after they closed the gap.
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#252 ? Can you link this? I don't know what it refers to?
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Did you play Rise of Nations? I think they might have had this. Or maybe it was a civilization game. I remember seeing this somewhere. The city showed it was 70% Roman, 20% Celtic, 10% Germanic, or something similar to that.
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Splitting our civs in groups - Fixing the balancing problem
myou5e replied to wraitii's topic in Gameplay Discussion
This is a helpful distinction "Many Civilizations, slightly different; few Civilizations, very different." Here's how I might suggest integrating different Civilizations. Every smaller Civilization has a larger category, for example, the "culture" mechanic already exists. "Hele" being Macedonian, Spartan, Athenian, etc. Within each such cultural group, use the phrase "Many Civilizations, slightly different". But when comparing to other cultures, such as the Persians, use the phrase "Fewer Civilizations, very different." There is another way, which is much more powerful long term as the number of mechanics and Civilizations multiplies so balancing becomes exponentially complex(balancing civs is at least an n2 problem). The bonuses that each Civilization, including build tree, are specified in a rating system. Example: Cost Abilities 10% decrease in Infantry Cost: 10 points 20% decrease in Infantry Cost: 25 points Build Tree Abilities Spearmen Available in Village Phase: 5 points Swordsmen Available in Village Phase: 7points Champion Class Available in Town Phase: 10 points This way every Civilization will have a point rating. Ideally, unit stats will then be calculated algorithimically based on these bonuses. If time is spent on giving a cardinal(numerical) rating to every possible civilization statistic, we would have a powerful rating system to specify which civilizations are stronger or weaker. If we algorithimicaly generate the stat files, the players could even specify in a pregame option whether they want "realistic" or "playable" civilizations. Eg the "Nuba" minifaction in Delenda Est wont realistically be able to withstand the might of the Roman Imperial Army. But it might be fun to pretend that it can :-) -
I would think, ideally, it should be able to play them separately, or together.
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That's a really good idea.I wonder if we could have the concept of a "mixed" population too? A conquered CC could produce partly units from one Civ, and partly units from another Civ.
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aye pirates mod (for 0 A. D. A23) ⚓⚓
myou5e replied to happyconcepts's topic in Game Modification
I tried this out, the Muskets are quite well done. The explosion when they fire and the sound is quite good. -
aye pirates mod (for 0 A. D. A23) ⚓⚓
myou5e replied to happyconcepts's topic in Game Modification
Do you have a git for this ? -
I am interested in that actually :-) I have followed the development of your mod over the past month but only just got accepted into the forum :-) . I would be interested in play testing your mod if you like :-). I wonder if your mod would work with Millienium AD? The Vikings fought in Sicily and Jerusalem. https://www.thefamouspeople.com/profiles/harald-hardrada-37576.php Haven't found a source other than Wiki, but Wiki does mention they raided North Africa also.
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I know the Nubas are only a mini faction, but their villages look really nice and i could see them as becoming more important if they are left with some handicaps, perhaps. For example, they could have naturally stronger units(perhaps by 10%?), and cheaper CC's, but have far less upgrades available to them. Speaking of capturable tech trees, this could work well together, as the Nubas would be stronger, but the upgrades of your starting civ could apply to them, which would make them sought after mercenaries. It would be a consistent way to look at the capturable Nuba mercenary camps. PS. I'm glad to see you have added the military infantry trainable in their CC now :-) It was hard winning with just Scout Cavalry :-p
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That's good. I understand the main game now makes all buildings available to both Citizens and Citizen Soldiers. I think this is actually preferable as they can already help with construction, it's just a matter of selecting the right units, which is really just annoying micro. I actually like the concept of capturable tech trees. It's really fun, and also realistic, at least to some extent. If you conquer another civilization you can generally recruit soldiers from among their local population, etc.