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Vantha

WFG Programming Team
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Everything posted by Vantha

  1. No, I have not forgotten about this. Han Champion Cavalry Spearman This unit is currently called "Wu Wei Yin Cao Cao Guard" (which strangely enough includes the word 'guard', even though though the specific names are supposed to be in the native language?) To my understanding it represents the tiger and leopard cavalry which is an odd choice of unit to say the least; this corps was part of warlord Cao Cao's army. Cao Cao lived at the end of the Eastern Han dynasty (contrary to the fact that the in-game civilization is focused on the earlier Western Han dynasty) meaning it falls out of 0ad EA's timeframe by 200 years. Moreover, Cao Cao led private armies, followed his personal interests and was actually co-responsible for the Han dynasty's downfall. I think it's obvious why this unit doesn't fit. Because the Han champion cavalry spearman's visual actor looks pretty generic, I believe changing its generic and specific names would be enough to turn it into a historically better-fitting unit. Here are some that I found in my research: Firstly, the most obvious for champions would be the Northern army, a standing force of professional soldiers. Three of its regiments are cavalry: - Yuèqí. Comprised of Yue people (ethnicity from southern China). - Túnqí. Heavy cavalry stationed near (and guarding) the capital. - Chángshuǐ. Comprised of Xiognu tribes that had joined the Han. Another idea are Wūhuán. Some nomadic peoples allied with the Han in the fight against the Xiognu and even settled on Han territory. While they were viewed a "barbarians", they were also - due to their lifestyle - very skilled on horseback and enjoyed elite status in the Han ranks. (Although, I was neither able to verify how frequently they actually fought for the Han nor whether they actually mingled under the Han troops. Plus, they were mainly known for the horse archery - and not melee fighting) One last option is Yōuzhōu cavalry. Youzhou was a precarious border region around modern-day Beijing known for their valuable cavalrymen (renown for fighting as shock troops) who helped Liu Xiu to unify China (and thus founding the Eastern Han dynasty) and also appeared during the later Three Kingdoms period. Sources:
  2. Yeah, some quotes might be a bit silly. But they're still worth keeping in my opinion. The only issue I can think of with adding a player table is that bots don't have a connection status and players with 'Random' not even a civ to show. So, while it'd definitely be useful and relevant for multiplayer games, for a causal singleplayer 1v1 such a table could become kind of pointless. Valid concern. How about adding a subtle brown underlay to the buttons' base texture? Something like this:
  3. Thanks everyone. Appreciate it. The two buttons had the usual stone button style in older versions of the patch. I decided to create the new sprites to better blend them in with the parchment in the background. I'd like to keep them. I like the quotes on the loading screen a lot, but they shouldn't become the main focus of the page. Maybe just add a list of players with their civs and connect status? Somewhat unimaginative, but at least relevant to the upcoming game.
  4. The idea came from an age-old patch on Phabricator that let players cycle through the tips on the loading screen. We came to the conclusion that the loading screen was too laggy and often shown too short for this feature to be useful. So, I instead implemented a popup accessible from the main menu via 'Learn to Play' => 'Tips and Tricks' containing the (previously only) loading screen tips. There, players can take all their time to throughly read and browse through the tips. And I also enhanced its visuals by adding a new bullet point sprite, a subtle decoration below the title, and a new button style for the 'Next' and 'Previous' buttons. So far, maybe half a dozen people have seen the diff Phabricator, which is why I decided I'd make this post before porting the patch to Gitea. Here is a short video showcase: sceenrecording.mp4 Any feature ideas, any opinions on the design? Of course, the tips will continue to be shown on the loading screen as well (with the new design), but without the ability to scroll through them.
  5. Should anything be initiated for an expanded tutorial, I am willing help with the technical side of things
  6. I'm not an expert on marketing either, but I believe the official social media accounts could and should be more active. As Stan said, the follower numbers on various platforms are actually decent. A post every few weeks or so announcing a new feature, polling the players or asking a question could help a lot. Without assigning any blame, I find this community somewhat isolated. I've seen several people say the project of 0 A.D. is simply dead and given up on. Which is obviously totally wrong, but if they aren't checking the forums or play multiplayer they actually have no way to know. This at least could be solved by writing a social media post every now and then. Just my two cents.
  7. At last, but not least, an article about crossbow designs: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/pull/3. The article also touches some of the Physics behind them. Is it understandable?
  8. Here are two more articles on the topic of Seleucid cavalry: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/pull/2
  9. On another note, I came across a series of articles that I wrote some time ago, but never actually added to the encyclopedia (mostly because their topcis were not directly related to 0 A.D.). I decided to at least put them up on a PR for a review before I forget about them again. Here are the first two (about arrowheads): https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/pull/1
  10. For anyone interested, I just opened a differential revision submitting the core pieces of code for encyclopedia page: https://code.wildfiregames.com/D5319
  11. Welcome @whiteebony82! In regards to the encyclopedia GUI page, it is in stage of finalization already, so the necessary UI elements have already been created. And for doing that all by myself, I'm pretty happy with result. However, the design is not set into stone. And in fact, I'd appreciate if you could take a look at it, test it out and tell me what you think could be improved. We could also meet on platform of your choice to talk about the details. Feel free to PM me!
  12. Yes, the basic concept and structure is similar. But I dislike how the selection is cramped into a list of dropdowns. And the division of the page into three sections in the last image feels a bit awkward. Just my personal opinion Although, I think the overall page looks a lot more coherent than ours.
  13. Very clean UI for sure. But I'm not a fan of the layout.
  14. ShadowOfHassen mentioned it already; it's about letting devs know we exist, what we do, for them to integrate that into their workflow, and to accept our patches. But that's probably achieved best by just getting the (big) stone rolling...
  15. To continue the thought: In short, can we become the official "writers" for the project of 0 A.D.? The idea is, there are programmers, artists, playtesters, but no one responsible for creative writing tasks yet. Having dedicated people for that would not only help keeping the style consistent, but also ensure a certain level of writing across the game. And it would of course lift some things off other people's current workload. In practice it would mean improving current texts, writing new ones, and overseeing all other related matters. And when I say "texts" I'm referring to (the untranslated English version of) everything textual in the game - from tooltips to various descriptions to campaigns to encyclopedia articles.
  16. Sorry for the confusion yesterday, I just found my answer in the code, everything's clear now . @ShadowOfHassen I can take care of making the encyclopedia translatable.
  17. Sorry to bother you, but I'm not sure if I'm understanding it correctly. Are the strings extracted while the code is running?
  18. Ok. And does the translating always need to be done in the init() function?
  19. And what about texts in files other than XMLs? The articles are stored in JSON files at the moment, and from those templates aren't generated. The credits text are stored in JSONs as well, how are they being marked for translation? Or should we convert the articles' JSONs into XMLs and have them being treated just like the simulation template files?
  20. Turns out, the crashes were caused by some corrupted png files. I'm neither sure what exactly damaged the file structure nor why it would sometimes work regardless, however, I was able to fix them. Here is an updated mod: encyclopedia.zip
  21. Thanks. Yeah, adding hotkeys for certain actions is definitely something I should (and will) be looking into in the future.
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