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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. Actually, I am all for it. My buildingAI update is made primarily with true buildings in mind. Right now its not going great. I know I need to make a new order in unit_actions.js, and commands.js, but I can't quite get it to do anything. I will next try to use the set-rally command as an example of something that works on buildings.
  2. @wowgetoffyourcellphone this might be from the cataphract mixin.
  3. seems similar to this too: https://code.wildfiregames.com/D5023
  4. Ok @vladislavbelov, I could build previous versions such as rP27909 using the fixes from (https://code.wildfiregames.com/D5092), but now I am unable to build moltenvk. Building Molten VK... Downloading MoltenVK-1.2.2.tar.gz % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 0 196 0 0 0 0 0 0 --:--:-- 0:00:01 --:--:-- 0 curl: (22) The requested URL returned error: 404 ERROR: Download of https://releases.wildfiregames.com/libs/MoltenVK-1.2.2.tar.gz failed Is the link down or outdated? not sure why this link is being used since the libs part of the site doesn't exist (or isn't accessible).
  5. Since they come from the embassies, you could just let the embassies be built in p1. If you want them to be available from barracks, you will just need to add them to the barracks template. also, what version is the mod for? I recall the ‘techs data type’ approach is new for a27/current version. So if you are using this approach for an a26 mod I think that causes the error “Did not expect requirements”. for a26 I think you have to use requiredTechs or something similar
  6. Pericles' strategy to defeat Sparta was simple: He evacuated the Athenian countryside to avoid engagement with Sparta's superior armies and brought the population into the Long Walls, protecting Athens and passage to its port, Piraeus. Athens' strong fleets were responsible to acquire necessary food supplies, as well as directly attack Sparta and its allies at sea. This strategy worked well, until a plague broke out and devastated a large part of Athens' population. Pericles himself fell victim too, which might be on of the reasons Athens ultimately lost the war. I just did a couple suggestions here and there for grammar/flow. I think Themistocles was the one that ordered the construction of the long walls, no?
  7. It might be good to talk a little about his "Defensive Strategy" which is the inspiration for one of his auras.
  8. yes. The only issue is how and when to call the function that allows the targeting. In the video above, I basically just stuck the function call inside the attack order in unitAI around line 400. Since the ship unitAI is also trying to target the closest unit as other units do, it turns out that the function is called both on user input and also by the default behavior of the ship. The desired behavior of the unfocused buildingAI is to shoot the closest unit. So if a unit is no longer the closest it won't be targeted. Meanwhile, the user-targeted unit should be attacked until dead or out of range. Because of the aforementioned issue, the setup I used to make the demo video results in the closest unit being targeted until dead automatically even if moves to be farther than another potential target. This is too 'smart' and would be extremely annoying to play against, since when you are retreating, whatever target you are trying to save from the tower would be still targeted. So it was pretty easy to make the modified building ai, and I think it will be much harder to call the new function to produce the correct behavior for buildings, ships, and siege towers.
  9. You make a good point though. The modified buildingAI behaves very similarly to how a ship would if it used the unitAI attack.
  10. Its just buildingAI https://code.wildfiregames.com/D4964 with an additional component that stores the targeted unit. Then I give the selected unit the best preference before sorting.
  11. Sorry nobody filled you in @Vantha these units belong to the spartan civ in the working version of a27. The civ was reworked to be more differentiated and interesting. These "olympic champion" units are stronger than regular hoplites. The current champion hoplites are actually available in p1 and promote to the discussed olympic champion.
  12. Personally, using svn and Phabricator has grown on me. It is quite easy to put together a patch and it seems like a lightweight and flexible approach. I have had to do large pushes to git repositories like my vanilla-ified version of the nomad civs and in some cases it didn't complete, possibly due to the internet upload speed. One thing I am still unsure of is how to add .png files to a patch in Phabricator. Overall, I think everyone could get up to speed if everything moved to git, but it would take a while. "If it isn't broken, don't fix it" is kind of an applicable mantra here. That being said, if someone puts together a well organized and well documented repository with instructions on how to contribute, it would be convincing (at least to me).
  13. berries should be replaced with cookies with a gather rate of 15 so that the citizen soldiers become chubby.
  14. My understanding is that there is only relative elevation, which is used for things like the elevation range bonus. The issue would be how to change the value also by the direction of the unit with respect to the elevation change. You wouldn't want units going uphill to also speed up. So it think this would require a handful of changes to the game that would probably also affect performance. I believe the a road 'building' could have an aura in the same shape as its footprint, but I am more in favor of a general tech to represent this concept: https://code.wildfiregames.com/D5183
  15. Well siege range is already improved, now being 85 meters, which is just outside the range of archers with the tradition upgrade.
  16. if @Gurken Khan is right, this was the fix: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/6
  17. Hi @kennethmartin I am sure others will welcome you and get you up to speed, but I figured I would share you a few helpful links. This is where you can see all the tickets: https://trac.wildfiregames.com/report/3 How to build the latest revision https://trac.wildfiregames.com/wiki/BuildInstructions Writing patches with svn https://trac.wildfiregames.com/wiki/SubmittingPatches phabricator: https://code.wildfiregames.com/
  18. Right now the issue with garrisoning walls it you cannot get enough units up there to make a difference. No matter how strong the buff is, they will still be hugely outnumbered. With this in mind, I already doubled the garrison space on walls so that this approach can be much more effective. https://code.wildfiregames.com/rP27527 It also looks much cooler. I see the discussion on the wall protection and I have thought about this before, for example to restrict ranged attacks that can pass walls. However, this can be a pretty complex problem. For some of the above suggestions, the wall would need to have a 'direction' whereas they currently don't have one. So you can imagine the user accidentally placing the walls inside out and causing issues. I believe aoe4 does things like this but i'm not sure how successful that was. Potentially one option could be to restrict certain attack types over stone walls for any player, but even then there would be so many cases to take care of: would you make projectiles collide with the walls so that harmless arrows don't hit their targets? Would you make ranged units try to path around the wall when tasked to attack a unit inside? Would you make units within the walls unavailable for units to attack? It is intricate for sure. @gui456wSERTDYF were your walls stone walls or just palisades that were destroyed so quickly? Were you playing as the mauryans with stone walls? They have much cheaper but also weaker wooden walls. In general I think stone walls stay up for the right amount of time vs non-siege units, and that maybe palisades are a tiny bit too weak vs sword cavalry.
  19. to be fair, my browser thumbnails look pretty great. Maybe google already knows what I want XD
  20. I said 'bad idea' because letting the fish be infinite and significantly faster than farming would basically guarantee a player's victory if they have a 'safe' fishing source and their opponent doesn't. There should be a need to transition to farms at some point, or reach for more distant and dangerous fish.
  21. I think it could be possible to avoid the 'death' of the resource and let it reach 0. That way the fishing rate would be limited to the regen rate. One could even make a fish_depleted model where there are fewer fish in the water and only 1 bird circling above.
  22. I could just eliminate the small metal mines, and just keep the small stone ones. I see, in that case, I could increase the separation a good bit. You will still be able to access both with a cc of course just because of how much territory a cc has, but you won't be able to have both wood and the mines right next to the cc for protection.
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