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man_s_our

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Posts posted by man_s_our

  1. On 03/11/2023 at 5:46 PM, LienRag said:

    Also, make farms host fewer workers ? As of now it's possible to have 8 farms around your Town Center, so 40 women, which is nearly enough to provide food for most of your needs.
    Or have farms' yield depend on soil fertility, and make the soil around the town center moderately fertile.
    Or (combining the two ideas above) make the number of workers on a farm depend on the soil's fertility.
     

    what I did is simply making the fields have finite amount of supplies and need water + grain to plant new ones.

    I have future plan to make it more water dependent. like if there is water under it it will have positive change. otherwise it will die.

    fertility is similar to my idea of global and local auras related to climate. but I intended it to be about making units that are good in desert have penalties when being in frozen maps and so on.

    I think @wowgetoffyourcellphone would do great in handling this part.

  2. while working on patching Unit AI component for adding support for separating rider/horse entities. I found that when ordering a rider to hunt animals that are in FOW I always get the error Failed to construct Vector3D/Vector2D object. (although in the last patch the hunt and gather works well despite the error)

    these two versions of code are usually source of error (line 2136 in the component):

    let cmpTargetPosition = Engine.QueryInterface(this.order.data.target, IID_Position);
    let pos = cmpTargetPosition.GetPosition();

    and

    let cmpTargetPosition = QueryMiragedInterface(this.order.data.target, IID_Position);
    let pos = cmpTargetPosition.GetPosition();

    both are throwing the same error but only the first one works perfectly despite the error.

    • Like 1
  3. On 26/10/2023 at 5:02 PM, Lopess said:

    @man_s_our all mods that are related to the creation of new civilizations depend on a good level of work and time to be carried out, the good side is that much of what these civs need can (and should) be reused from other mods or even from the main game, see in particular Umayyad civ from Millenium AD - REVAMP, they need better models for the buildings, they weren't one of my most inspired creations, Middle Eastern architecture is very different from what I did with Mayans or Japanese. If you need tips, don't hesitate to send messages.

     

    when will we be able to play it on A27?

  4. 20 hours ago, hyperion said:

    Some blender exporters have a scale factor, might try exporting and re-importing using one of those formats as a quick hack. Never tried myself so might not work.

    if I had good sources to learn about collada files structure I may one day make a tool for fast dae scale and such

  5. 6 hours ago, wowgetoffyourcellphone said:

    Right, a different sized boned object would need its own animations. Currently the engine can't scale animations.

    I manged to resize all required models. but now the attachment point "head" is located in the stomach.

    • Haha 1
  6. 17 minutes ago, SolarEagle said:

    Do these maps work with 0AD 26? Some old maps tend to break, or load but with missing features, like no trees.

    idk about a26

    but it doesn't load in a27

    however, it loads in atlas well. maybe you need to remove all entities or just load the height map in a new map and start from scratch.

  7. 8 minutes ago, LienRag said:

    I meant more a food resource for enemy units.

    once they reach the granaries they'll be able to plunder it.

    but for now as long as houses are just a limiter for population instead of being homes for the population it has no meaning to simulate house related things.

  8. 3 hours ago, LienRag said:

    No, I mean as a source of food for soldiers.

    (not the house itself of course, except if you have a termite army, but the food which is in it)

    that may be implemented later after implementing per entity ownership mechanism. (for example, a citizen that doesn't own any house would build one for his family that will be the source of new units)

    not sure whether family will be added in realism mod but will be a core part of the commander simulator.

  9. 9 hours ago, LienRag said:

    Foraging was of great strategic importance¹, so it's very nice to have that simulated.

    How do you do so in your mod ? What do they consider "food" ?

     

    ¹ Basically, that's the reason for fortresses, as Brett Devereaux explains : most fortress are easy to bypass, but then they have a standing force able to interdict foraging (because it's strong enough to attack and destroy any foraging party, because to forage you have to disperse your units) and that's something no army of the time could afford.

    any resource related to food is considered food. that includes the animals, the fruits/grains and the food stocks that you can store it in your granary or send it to the battlefield to make a supply chain for your attacking troops.

    it works by giving every unit a level of stored carbs that will be gradually reduced. and can be increased when it's carrying food resources. and when the stored carbs gets very low it tells the unit to go to look for food and when isn't hungry anymore it would complete the previous tasks.

    • Like 1
  10. 5 minutes ago, zozio32 said:

    I might download that Mod! I was not aware of it.   Are you the person to ask for advice about how to do so?  

    the mod is now is still in progress. but there is two steps left (completing UnitAI patch and adding the required XML files) for the first beta release.

    the github link is in my sig.

  11. On 26/10/2023 at 11:02 AM, LienRag said:

    Interesting indeed...

    I'd be adamantly opposed to maintenance cost for citizen-soldiers, but getting one for professional units is indeed quite historical and could allow for a more varied gameplay.

    Especially if we differentiate between soldiers and mercenaries...

    The option to disband mercenaries, with disbanded mercenaries being added to a pool that can be recruited instantly by anybody (including Gaia as raiders) would make for some real strategic options.

     

    The main concern with any maintenance system is what happens when the resource drops to zero.

    in my mod, when a unit gets very hungry it will start looking for food. but if can't gather food. it will simply start losing health.

    for the maintenance of buildings/mechanics, you can give them some small negative health change. and require resources for repairing generally.

    • Like 1
  12. On 22/10/2023 at 7:39 PM, wowgetoffyourcellphone said:

    I imagine with a little bit of micro, you can make chopping a tree line, for example, a lot more efficient than having to place multiple storehouses. But compared to a Worker Elephant, not sure. Maybe Worker Elephants are the more expensive, tankier, and more versatile (able to build) version of a Storage Cart, while Storage Carts are cheaper and a bit faster moving. For Nomads, the Cart could unpack into a Yurt (house), further making it different from a Worker Elephant.

    I didn't understand packing till now. thanks.

    • Like 2
  13. On 07/06/2023 at 12:56 AM, causative said:

    Note that attackers didn't necessarily need to damage the walls to capture the city. Surrounding the enemy and starving them out was a popular strategy. In some sieges, a traitor would open the gates for the attackers. Siege ladders and siege towers were used to put troops directly on top of the walls without needing to damage them. Huge siege ramps, made out of dirt, sloping up to the top of the wall, were another strategy.

    I'm working on ability of using the starving tactics to force garrisoned units (in building or city) to do a sortie.

    I may also be able to re-implement the walls and gates' mechanisms to be able to handle usage of traitors and ladders to infiltrate the forts but that would need some patching for pathfinder or some more costy workaround.

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