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man_s_our

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Posts posted by man_s_our

  1. 1 hour ago, zozio32 said:

    yes, it seems that I am getting the same error again. There is again a TerritotyDecay issue.  

    If I lunch the game without any mode activated, the errors is not showing, so it is defenitely related to realism.mod as it is on my computer

    what map are you using?

    and what's the game configurations?

    and does the result change when adding this to interfaces folder?

    TerritoryDecay.js

  2. 9 hours ago, zozio32 said:

    hello, the try went a bit further.   I got to see that starting point, send women to get berries, soldier to wood, cav to chicken, and then crash. I am attaching the log

    interestinglog.html 26.75 kB · 1 download mainlog.html 87.92 kB · 0 downloads system_info.txt 9.24 kB · 0 downloads userreport_hwdetect.txt 13.93 kB · 0 downloads

    is this error reproducible?

    the error looks like being resulted from TerritoryDecay.js which I didn't touch

  3. latest updates to the repo:

    added the patched gaia.xml that fixes the errors and the resources json files and units' auras related to pushing rams.

    also added the patched treasure template that turn treasures into resource stocks and fix the errors.

    removed the error messages meant for debugging from builder component and fixed a bug in unit ai component.

    now the game should start without errors. but we need more exploration.

     

  4. 9 hours ago, zozio32 said:

    hello, I did try to lunch a match against the A.I. and the mod activated, but without much success.    Where should I put the logs so you can check what went wrong?   I am attaching them here in the mean time

    interestinglog.html 1.31 MB · 0 downloads mainlog.html 1.4 MB · 0 downloads system_info.txt 9.24 kB · 0 downloads userreport_hwdetect.txt 13.93 kB · 0 downloads

     

    so, some quick checks. I seems to miss the folders "tree", "rock" and "ore" in "/mods/realismod/simulation/templates/gaia/"

    there is a bunch of errors as the "meat" resource is not found, but that come from the initial one on "MeatSupplies.js "   . On this point, won't we need an interface specific to this new component?

     

    this thread is the one meant for feedbacks and updates

    • Thanks 1
  5. <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_structure_economic_storehouse_vegan_store">
      <Identity>
        <Civ>gaia</Civ>
        <SpecificName>vegan store</SpecificName>
      </Identity>
      <VisualActor>
        <Actor>structures/gaia/farmstead.xml</Actor>
      </VisualActor>
    </Entity>

    for adding the storehouses supported by realism mod you need to update the builder template (if you downloaded the repo before this post) and then, for every civ folder you add xml files like this (for now the available templates are for vegan, meat, water, wood, stone and metal).

    builder.xml

  6. 2 hours ago, zozio32 said:

    potentially yes.  I have uninstalled a26, and I have dev a27 running now, so I am also using the version of DE that works with a27.  The "realism mod" can work with dev a27?

    Edit: you answered me in the other thread. I will try to give it a go

    the mod is targeting A27. so that it may be playable when A27 is officially released.

  7. 2 minutes ago, man_s_our said:

    hello fellow 0 A.D players. today I started the open beta testings stage for realism mod (Alpha 27). if anyone is interested in participating in testing the new features and reporting bugs feel free to download the mod from github repo and giving us feedbacks.

    main intentions of this mod is:

    increasing realism.

    reducing micromanagement by increasing units' autonomy.

    giving more advantages for players that can do good tactics.

    for now, I need more tests for the separate horse and rider entities. try it through ordering any unit to turret any horse (even if owned by gaia or enemies) and report any unwanted behavior.

    it also has hunger and thirst mechanisms which needs few tweaks but usable with no problem for human entities.

    the resources mechanism now changed. instead of being able to put the resources in a very far storehouse and immediately use them to build some building, the builders will need to carry the needed resources to build (which requires the resources or storehouse be closer for faster building). todo: adding workshops for delayed converting of a resource to another (like using forgery to convert metal to swords).

     

     

    • Like 1
  8. hello fellow 0 A.D players. today I started the open beta testings stage for realism mod (Alpha 27). if anyone is interested in participating in testing the new features and reporting bugs feel free to download the mod from github repo and giving us feedbacks.

    main intentions of this mod is:

    increasing realism.

    reducing micromanagement by increasing units' autonomy.

    giving more advantages for players that can do good tactics.

    for now, I need more tests for the separate horse and rider entities. try it through ordering any unit to turret any horse (even if owned by gaia or enemies) and report any unwanted behavior.

    it also has hunger and thirst mechanisms which needs few tweaks but usable with no problem for human entities.

    the resources mechanism now changed. instead of being able to put the resources in a very far storehouse and immediately use them to build some building, the builders will need to carry the needed resources to build (which requires the resources or storehouse be closer for faster building). todo: adding workshops for delayed converting of a resource to another (like using forgery to convert metal to swords).

     

    • Like 7
  9. 13 hours ago, LienRag said:

    So, like in Age of Empire ? Where it actually served no gameplay purpose ?

    One way that could be interesting strategically is if farms could not be regrown on the same location after they wither (the soil being exhausted).

    But that's not easy to balance on so many different maps...

     

    whether they regrow or you rebuild them they'll consume water from groundwater or using farmers to water them. I don't know whether I'd add the fertilizers as limited resource or just make it as auras tho.

  10. 13 hours ago, LienRag said:

    How so ?

    If units don't see their back, it means that the player has to make them constantly turn around so they don't miss anything.

    A real recipe for micromanagement disaster  in my book...

    in case they were idle they'd simply be automatically looking left and right from moment to other. just like normal people do. especially when guarding.

  11. 21 hours ago, vladislavbelov said:

    Do you have steps to reproduce?

    it would be reproduced whenever is in infinite recursion. in my case infinite state switching. when I detected the bug I fixed it and now working on fixing other bugs.

    the rest of the bugs left mostly related to not having proper states. one of them caused unit motion in fleeing state to not work properly as if the detected range was increased than real range. which cause the hunt target not fleeing if hunted by rider.

     

  12. 17 hours ago, hamdich said:

                            Add a phase 2 tech that gives archer cavs/camels ability to shoot while walking

    I'm already working on this one (but the archer's firing speed and accuracy is what gets negative effect by movement speed. not the opposite) in other way.

    the problem is that this needs huge edits on UnitAI and some other components. so you need patience.

    • Like 1
  13. 9 hours ago, Grautvornix said:

    @man_s_ourLooking forward to your mod! 

    Will that involve wells that are actually built (possibly a small building like a pump room or well house) or is that more like a new technology? Wouldn't this also work in the same way for ground water, e.g. if we can have ground water available depending on the map texture and/or plants? (maybe too complicated)

    My thought was originally to allow drilling for water near fresh water bodies (lakes, ponds, rivers, streams) as well as near oasis kind of places that obviously have ground water underneath. This is specifically important for the arid maps in game.

     

    Anyway just a few thoughts. Eager to see your mod in action! :victory:

    buildable wells would be introduced after I code the mechanisms for limited groundwater.

    but for now I'm busy debugging the separation between horse and rider mechanism.

  14. 12 hours ago, LienRag said:

    Do you mean micromanagement hell like in Age of Empires ?

    Or do I misunderstand your explanations ?

    if implemented without the planned additions, then it would increase only few micros because supplies quantity is still big.

    otherwise, the planned additions would contain some resources doesn't get destroyed when depleted (is already patched. take a look at ResourceSupply.js patch) and you can wait it to grow again, the support unit "farmer" that can "build" the trees and fields and can automatically water them and have good vegan food harvest rate.

  15. what I did as start is making a resource of water and splited it to two:

    well water (but it includes river water etc)

    groundwater

    for well water I made templates for wells and invisible templates that's meant to be placed on lakes and rivers (because this is the easiest way to distinguish between salt water and drinkable water without hardcoding and breaking maps)

    for groundwater I also made an invisible template that would serve as resource. action/reaction auras can be used to make the plants and wells reduce the groundwater while these plants and wells get benefits from it. the problem is if you want some quantity limitation for groundwater you have to use scripting instead of auras.

    • Like 2
  16. On 03/11/2023 at 5:46 PM, LienRag said:

    Also, could it be possible to have roads/lanes where movement of units is quicker ? That would allow for counterattacks and a more strategic game (as of now, if you try to counterattack, by the time you're there the enemy has usually reconstructed its defenses).
     

    this too can be achieved through auras. every road piece can be a entity that's flat, have no obstruction, have aura that increase speed and for easy build it should be considered a wallstone.

  17. for the vision, I think there should be inputs other than range.

    1- instead of making the vision being simply a circle with the entity in the center, there should otherwise be more realistic. for example, a man shouldn't be able to see what's behind him. while some animals can. this can be tactically used to distract defenders or even wait for the perfect timing for sneak attack. the less resource consuming approach to this would be to have a factor that if set to 0.0 (which may be the default) the LOS would be just like used to be. while if it set to 1.0 the LOS's circle will pass straight through the entity.

    2- having a night-vision ratio. this offcourse would be after adding day-night circle like in WC3. it would need some scripting but till I do it or someone else do, it can be done through auras (a invisible entity would have aura that reduce/augment vision for the entities on the entire map and has xp tickle and gets circular upgrades between day/night templates)

    3- having camouflage and camouflage detection ratio. this would only effect the automatic response. if the player was on site he'd still be able to command the unit to attack the undetected unit.

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