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PyrrhicVictoryGuy

Balancing Advisors
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Everything posted by PyrrhicVictoryGuy

  1. @wowgetoffyourcellphone, @Stan`, @Freagarach and @Trinketos thanks a bunch guys, with your helpful comments I was able to make, not only the auras and portraits for units and techs but also most of the unique techs of my modest Syracuse mod.
  2. Thanks @Freagarach, I just wanted to see if I got the badics down since I didn't find anything on the wiki about techs. About your last point about ther persian znd kart techs , these affect the civic center right? As they have the civic tag, but what if i wanted target buildins like houses and barracks but not towers , forts or Cc?
  3. I was vaccinated today and was forced to stay at home today so I started messing around with technologies part of the game. Eventually I tried my hand at making some new ones and of course I got some questions about it like what are the unit's classes/tags, ie: human,soldier....., ? And can I be more specific ? Like using cavalry, champions,.... I ask the same for structures. So here's what I've done till now Archimedes' Screw Phase II, farmstead +10% grain gather rate for all units. +10% faster metal collection for all units. Here's what I have: { "genericName": "Archimedes' Screw", "description": "An engineous contraption able to transfer water or any other liquid to higher elevations, facilitating the irregation of fields and the transport of mineral clumps.", "cost": { "wood": 300, "metal": 200 }, "supersedes": "gather_farming_plows", "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "farming_training.png", "researchTime": 50, "tooltip": "Workers +10% grain and metal gather rate.", "modifications": [ { "value": "ResourceGatherer/Rates/food.grain", "multiply": 1.2 }, { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.2 } ], "affects": ["Worker"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Ballistics Phase III, workshop Adds/Increases area damage on siege engines by (x) aumount and increases their projectile speed. 300 stone 300 metal #I have no idea how to do this. Secret Police Phase I, sentry tower +10 meters of LOS ( line of sight) to all structures and units. Have I missed something? { "genericName": "Secret Police", "description": " Infiltration of the lower classes by informants loyal to their ruler, effectively increased their hold on their territory and subjects. Increases the line of sight of all human troops.", "cost": { "food": 200, "metal": 100 }, "requirements": { "tech": "phase_village" }, "icon": "pigeon.png", "researchTime": 40, "tooltip": "+20% vision range for human units.", "affects": ["Human"], "modifications": [ { "value": "Vision/Range", "multiply": 1.2 } ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Archimedes Odometer Phase II, CC Structures are built 20% faster. # I've made this but I don't what to put in here, " "affects": ["****"], " { "genericName": "Archimedes's Odometer", "description": "This distance measuring machine made masonry not only faster but more precise as one could easily determine the distance covered by counting the droped pebbles.", "cost": { "stone": 400, "metal": 200 }, "requirements": { "all": [ { "tech": "phase_town" }, { "civ": "syrac" } ] }, "icon": "statue_face_stone.png", "researchTime": 60, "tooltip": "Structures −20% build time and resources cost", "affects": ["Builder"], "modifications": [ { "value": "Builder/Rate", "multiply": 1.25 } ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" }
  4. Perhaps but I'm very skeptical about "adding" cogs to a machine that isn't fine tuned yet.
  5. nah just tweak the javelineers a bit, make them specialized in bringing down units with smaller shield like pikemen by decreasing their dmg or fire rate and giving a positive multiplier towards small shield units like pikemen.
  6. oh you're a life saver , that was it as i was messing with the new options.
  7. I played a match vs AI and all prop greaves were gone so i rebuilt my svn version and its still the same.
  8. I checked and iI indeed put it in the art/actors/props/helmets. Could it be that the mesh recerence should be its own thing , outside of a variant? If only all helmets had the same prop points of the attic_a3 and the boeotian_g3 then making unique helmets would be so much easier.
  9. I think I need to generate additional files....
  10. <<?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="boeotian-gelon"> <mesh>props/helmet/props/hele_boeotian_gelon.dae</mesh> </variant> </group> <group> <variant frequency="1" name="Bronze"> <textures> <texture file="props/helmet/hele_boeotian_01_bronze.png" name="baseTex"/> <texture file="props/helmet/hele_boeotian_01_norm.png" name="normTex"/> <texture file="props/helmet/hele_boeotian_01_bronze_spec.png" name="specTex"/> </textures> </variant> </group> <material>basic_trans_parallax_spec.xml</material> </actor>
  11. This can only be said for the theban contingent, I don't there enough historical evidences to make the case for carthage
  12. Well I copy pasted the content from the in game helmet, heIe_boeotian.xml plus the hair prop from hele_boeotian_g3.xml since the were what I used.
  13. So I used the boeotian helmet prop and the plume prop to make a new plumed boeotian helmet. After putting the new .dae and .xml files in the right places the atals still gives me this wonky message:
  14. True even with the development of the thorakitai shock contigents, the sarissa armies were prevalent. The truth is that the pike formation is the offensive evolution of the phalanx as the greeks at this point in time were not concerned over defending their farmlands but dreamed of empires. In game we can't have that of course. Even rome defaulted to spear and shield.
  15. Well I was under the impression that the syntagma was developed specifically to beat the traditional greek phalanx. Even the later sucessors relied almost solely on the pikemen at the expense of their cavalry, this wouldn't have happened if the pikemen were simply a meatshield. And that's the problem with putting troops of different times in the same bag. Comparing a tradicional greek or thureos phalanx to a mac phalanx is like comparing a flintlock pistol to an LMG.
  16. Well I was looking into bringing to 0Ad the concept and function of the unit really. In game if you put the pikes in defensive stance and on a syntagama then the second row of pikemen attack too. But this is just not pratical thats why proposed to give them more range but make the less of damage sponges. Of course copying the unit from aoe2 wouldn't work .
  17. Guys historically pikes are comparable to a road roller but we can't have that in the game. The issue here is they are too spongy right? Is this really that bad? If so then look no further than the AOE II unit "kamayuk", lightly armoured but with a very pronounced ranged adantage.
  18. I though the formations, specially the phalanx and syntagma, didn't work properly if your units were in any other stance other than defensive.
  19. Shouldn't the greeks,edgys and norse be first civs to be developed ?
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