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Everything posted by idanwin
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Hi, This is just a quick test version, probably has bugs and is hugely imbalanced (convert your enemy's civ center in 2sec) ... BUT it does have converting healers, which is enormous amounts of fun! Here is the mediafire link Changelog: -Converting Healers -Wololo cheat fix (able to choose target player) -Skeleton props -Superunit (cheat) -Some egypt civ fixes (compatibility with 0ad svn build) We've got some questions to ask you: -How do you think converting should be? Well, I'm off to play some 0ad :-) Here is the link again: Alpha 0.1.1 test Download
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Cheats - "wololo", player selection
idanwin replied to idanwin's topic in Game Development & Technical Discussion
I'd forgotten how much fun it is to have priests converting units :-p (yep, just implemented it! The AI is not using it though :-( ) This is how I did it: I added a new attack type called convert that does no damage and changes the unit ownership (all in Attack.js), when a unit has the attack type 'convert' this unit will be able to use a convert attack on enemy units. I got no clue how to give the user a button to control this though ... EDIT: The enemy is not using it because healers are passive, aggressive units with the attack will be used by the AI without problem. EDIT2: If you want to test it or fiddle with it: http://www.mediafire.com/download/7tfb3d4bdg6fze4/bronze_(0.1.1_-_converting_healers).7z -
Cheats - "wololo", player selection
idanwin replied to idanwin's topic in Game Development & Technical Discussion
It might also be a good idea to add a defaultnumber to the data/cheats/convertUnit.json file Working on it :-p not sure how someone like me could be able to pull it off, but I'll give it try. -
Cheats - "wololo", player selection
idanwin replied to idanwin's topic in Game Development & Technical Discussion
I'm not a programmer (explains it all :-) ) Removed the double loop. cheat.patch -
Cheats - "wololo", player selection
idanwin replied to idanwin's topic in Game Development & Technical Discussion
"wololo" converts to player "wololo x", where x is an invalid player id, converts to player "wololo x", where x is a valid player id, converts to player x tested :-) -
I suggest replacing case "convertunit": for each (var ent in input.selected) { var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(cmpPlayer.GetPlayerID()); } break; with case "convertunit": if (input.number >= cmpPlayerManager.GetNumPlayers()) return; var playerEnt = cmpPlayerManager.GetPlayerByID(input.number); if (playerEnt == INVALID_ENTITY) { var playerID = cmpPlayer.GetPlayerID(); } else { var playerID = input.number; } for each (var ent in input.selected) { var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership); cmpOwnership.SetOwner(playerID); } break; so that you can also convert units to other players with the wololo cheat.
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0ad is a tree as well, just a much bigger one chess has 'paths' that you must follow as well 0ad doesn't have 1 path, there are always multiple strategies possible I would like to give it a try. I've started looking into the code today (I must say it's going to take me a long time to get somewhere - if anywhere) On a sidenote: I'll be studying computer science in the UK next year -> dream come true! Maybe I'll be able to contribute to the 0ad code in a few years :-)
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Abilities also bring a lot of micromanagement (depends on the way you implement it, of course), which I would like to avoid. Archers automatically switching to fire arrows when shooting at buildings/siege engines would be fine, but - please - don't have me push buttons or hot keys all the time (maybe for a few champion units would be fine)
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I would make the pillum an automatically used ability that recharges only when a unit has been out of combat for a certain amount of time and that is only used (once) when the enemy is more than 'x' tiles away. It should be a bit more powerful than the melee attack (it could penetrate shields), since it can only be used once per combat this shouldn't make it such a huge advantage.
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I want to stick closer to a AoE type of game, but this might be a fun mod.
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The Big Eyecandy Progress List
idanwin replied to idanwin's topic in Eyecandy, custom projects and misc.
Looks good already! The frame looks a bit unnatural, if you could have the planks/sticks stick out a bit that would fix it. Give the cloth a bit more a natural bend as well (poly increase + smooth) If you do those adjustments, could you upload the files? -
Sorry, I just couldn't leave it...
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I just noticed the heroes (Maharbal in particular) do not stand apart from the soldiers. Maybe the icons could show up as being round in the ui so that people immediately know which ones are heroes and which ones are normal units.
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That one somehow reminds me of shank ... I don't think it fits 0ad very well. EDIT: I think it's the hair that does it.
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The Big Eyecandy Progress List
idanwin replied to idanwin's topic in Eyecandy, custom projects and misc.
Sweet. I didn't know we already had this xD Opens up a lot of possibilities! -
The Big Eyecandy Progress List
idanwin replied to idanwin's topic in Eyecandy, custom projects and misc.
Nice! What still remains to be done is making it possible to walk through only certain parts of an entity (like with gates). Glest has a system where you can make obstruction overlays in such a form: xxxx xxxx xxoo xxox (where x is obstruction and o is walkable, forgot the actual letters they used) would something similar be possible? (Or even better: using B&W obstruction images, but that pretty much boils down to the same, except being more detailed) PS. Not being destroyable may not be something we want for a bench :-) but it'll be of great use for geological things and scenarios (blocking routes and whatnot) -
Hè! Me and my lil sis started watching MLP because of him as well! xD She's seen all of them now, but before she always said it was for little girls ... (I've seen quite a few as well and I liked it a lot!)
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The Big Eyecandy Progress List
idanwin replied to idanwin's topic in Eyecandy, custom projects and misc.
The textures are included in the game, in the 'public.zip', if I'm not mistaken, or in the public folder of a local build. You can find all of them in art/textures/skins/gaia/ -
Niiice ;-)
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Still around. I miss ... contributing to 0 A.D. ;-)
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The forum seems to have mistaken some of the words you used for cursewords (or whatever you call them in English). With my little knowledge of Latin I would say that words is '@#$%' (checking whether the forum replaces this word ...) EDIT: yup the original must have been:
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I seem to have missed the discussion on female variations for the Celtic civ warriors/druids but I agree that we should add those. It wouldn't be that much work, I think, and will set the Celtic civs apart in their look (even though it probably won't be very noticeable).
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Cliffs will get a totally new meaning in 0AD! Me likez.
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My workspaces were cleaned up (I always clean them because it takes so much space otherwise (1.2GB)), so that can't have been the issue in my case ... No problem, hope this helps someone too.
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It would be really useful to see where a unit is going, certainly when sending it to multiple locations using the SHIFT key. When patrolling is implemented this would get even more important. I would suggest that you can see a line (much like the building-flag line) when you select a unit so that you can see where it is going. When you select a group of units that are going to the same location this could be just one line for all these units. When you select a group of units going to different locations I'm not sure what should happen: one line for each order or none at all (as to not clutter the screen with lines) ...