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MirceaKitsune

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  1. For now I'm likely going to skip this feature as it makes my mod more complex than where I wanna go. If the engine adds support for this on units later, that would be an interesting feature to have and play with. I also noticed something else: The game will break and print tons of errors if you add a negative value to resource trickle. This does feel like a bug to be fair and it would be nice to see it resolved. If anyone can't reproduce it let me know and I'll try it again and share what's happening.
  2. Yes, it's how I found this inconsistency. The outpost has a customized TerritoryDecay but lacks the TerritoryInfluence: That makes sense in its case... for the Storehouse and Farmstead however, which I'll allow building anywhere for my mod, I would have liked disabling decay but still allowing the territory influence. Technically I could disable decay entirely and leave the influence instead, but then an attacker will have to capture farmsteads / storehouses manually even in their own territory which is kind of illogical. So for now I commented out the influence paragraph in the XML and the buildings do indeed work like the outpost, if it doesn't break anything important I can go with this functionality for the mod in the end.
  3. While playing around with modding I found what must be a bug in the engine... or perhaps just functionality I don't understand, but I'd rather have it clarified just in case. I'm trying to make some buildings possible to place anywhere (both own and neutral territory) but only decay in enemy territory (not neutral). So I set <BuildRestrictions><Territory>own neutral</Territory></BuildRestrictions> with <TerritoryDecay><Territory>enemy</Territory></TerritoryDecay> but there's a problem: I must also remove <TerritoryInfluence></TerritoryInfluence> otherwise the building will still decay and fall to Gaia. It's worth noting that if I set <TerritoryDecay disable=""/> instead, the building will no longer decay even with the TerritoryInfluence field left there. The two only seem to conflict if I want to have decay but only for enemy and potentially ally territory. Is there a reason why you can't disable territory decay on neutral ground without also disabling territory influence? Why does the later cancel out the settings of the former?
  4. Should be useful, will look more closely tomorrow, thanks. Does it require custom scripting or is the "consuming" field a builtin setting? I also found something called resource trickle in the defaults which I presume is an interval based decrease, may come in handy to at least simulate food getting used over time.
  5. I have a question related to modding. Was thinking of making a simple mod to change the basics of how some buildings and units behave, possibly add new units or upgrades and so on. Looking at existing examples I'm happy with how easy this seems to be done by simply modifying simulation/templates/*.xml. Yet there are a few wishes I had in mind which might require custom code which I'm not willing to get into yet unless the necessary script would be simple. Wanted to ask if there's a builtin way to do what I was thinking via defs alone. Essentially I was pondering implementing a mechanic from Glest / Megaglest: Food as a resource is periodically consumed by living units. If food drops below a certain amount, organic units begin taking damage and slowly lose their health over time until they die. You'd thus have to keep producing food not just to create new soldiers, but also to keep existing ones from dying. It was a simple starvation mechanic which made things interesting and gave you something extra to look for. I guess there would be two parts to this question: First, can you make it so that an unit periodically consumes resources during its existence, so that the more units you have the more this small drain adds up over time? And second, can you make a stat offset with the amount of a resource you have... in this case regeneration, but have it go negative if food is below a given threshold so it drains the health instead? Ideally damage is random and you can hear the damage sound (scream, crumble, etc). I'm even thinking of going further and requiring stone to maintain buildings, having them lose health and eventually crumble if you're down to too little stone. Or catapults with metal, so you need to consume like 10 metal every minute to keep them in shape else they start breaking down. Could be a fun mechanic to experiment with, but only planning to bother if the engine already supports this as a capability... if not what would be the simplest script to add such a mechanic via new xml settings in units if it can be something basic?
  6. Sounds nice but likely too complex for default. I can see this happening as a mod.
  7. Ah... thanks! Will have to fix that sometime. I thought even trees meant for unreachable areas are still possible to harvest. I remember the problem was I wanted stuff like barrels or broken carts to be spawned around the map, but the builtin for that also spawns trees that can't be cut.
  8. This is a change I've been meaning to request for some time. I thought about it several times and as far as I can tell, there's no reason why it couldn't be considered, nor any disadvantage to the method I'm proposing which should be a lot more pleasant to the player. At very least it could be offered as an option so players can configure it to their preference. Currently if you don't have enough resources to produce an unit, its button turns red and you can't schedule units or batches of that type till you do. This used to be less of a problem until auto-queue was implemented. Ever since you're put in the annoying situation where the production settings of a building are automatically cleared whenever you run out of resources to make units: Every time you have to wait until you have resources again, then go through the buttons and schedule unit batches on each building once more. My proposal: Don't deactivate a building's schedule and also allow the player to queue units when they don't have the resources for them. The building instead waits until you have enough resources, the last building that's been waiting will produce an unit of that type the moment resources become available. This exact behavior already exists when you're reached the population cap: Unit production doesn't deactivate but waits until you build more houses, you can also schedule as many units as you want till then as the button isn't disabled only production is paused... couldn't the exact same be done for lack of resources?
  9. I've been noticing a rather problematic issue with certain biomes which appears to be generalized. I'm seeing it more with my random map Gaia given I configured a few extra decorations there, but the culprit appears to be one of the builtin biome functions (IIRC addDecoration and / or addProps). The problem is some biomes add trees that can't be harvested and act only as decorations, and those trees look identical to those that can. This causes many random maps to be filled with forests where you can't cut any trees: Apart from being illogical, it's problematic from a gameplay standpoint as you need to select units and hover over trees to see which give you the wood symbol. I believe this would make sense for dried up trees that can be distinguished, but not whole forests that look perfectly normal. Here's a screenshot from the Alpine biome to show my point: Believe it or not the pine trees you see in front can't be cut down or selected, only the trees in the back work. This makes no sense at all: They look exactly like the kinds of trees you'd expect being able to cut! Can anyone else confirm this with other maps? Or perhaps try mine and see what's going on that causes this? Maybe I'm using decorations wrong somehow, but generally I see no reason why an entity that looks like a normal tree wouldn't be registered as one.
  10. I'd like to hear from others who try it. If you have a screen recording setup and do 0ad videos on Youtube, maybe you can show your play experience? I mostly play with it locally with AI so far, hasn't been much tested in multiplayer.
  11. So is this feature confirmed for the upcoming 0.26? The link above seems to indicate so which would be wonderful
  12. The map is now available in community maps master, thus will be in its next release I imagine: https://github.com/0ad-matters/community-maps-2
  13. Decoration placement is a little generalized, it's only customized between bluffs and the main area. I had issues with structures floating sometimes but believe I managed to fix those. One idea was to allow trees / mines / animals on plateaus and mountains too, even if they can't be reached and mined they still look good.
  14. Wonderful: Will do. I have the Git repo cloned, but always run into trouble when it comes to branches and that sort of thing. I'll give it a try later.
  15. I wonder if it's too exotic? I'm not doing anything other maps haven't done though, just that this seems to be the first random map that does several things at once (roads, mercenaries, daytime, etc). I played several matches so far: Apart from a few areas being cramped and terrain casually being too rough to place buildings on, it plays very well and normally overall.
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