Lion.Kanzen Posted October 15, 2024 Author Report Share Posted October 15, 2024 29 minutes ago, wowgetoffyourcellphone said: Then anonymous. Quote Link to comment Share on other sites More sharing options...
ShadowOfHassen Posted October 15, 2024 Report Share Posted October 15, 2024 2 hours ago, wowgetoffyourcellphone said: Colossus of Rhodes What think? EDIT: Fixed typos. I like it. You can put it in whatever unit structure in the <History> tag, and we can worry about where exactly to put it when we get there. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 19, 2024 Report Share Posted October 19, 2024 In the tip about treasures, can we mention merchantmen? I don't think it's obvious/intuitive that only they can collect from shipwrecks. Tbh I think we should get rid of that restriction. Apart from being inconvenient I absolutely see no sense in it. Also, as shipwrecks also are found in the middle of oceans I think we should get rid of "on the shore". Quote Link to comment Share on other sites More sharing options...
Vantha Posted October 19, 2024 Report Share Posted October 19, 2024 14 minutes ago, Gurken Khan said: In the tip about treasures, can we mention merchantmen? I don't think it's obvious/intuitive that only they can collect from shipwrecks. Tbh I think we should get rid of that restriction. Apart from being inconvenient I absolutely see no sense in it. Really? I was not aware of this fact. It seems pointless to me too. My guess is that the restriction is not specifically set in the code anywhere, but rather a result of the way that merchant ships vs military shops are coded. 20 minutes ago, Gurken Khan said: Also, as shipwrecks also are found in the middle of oceans I think we should get rid of "on the shore". I agree. Noted. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 19, 2024 Report Share Posted October 19, 2024 1 hour ago, Vantha said: Really? I was not aware of this fact. It seems pointless to me too. My guess is that the restriction is not specifically set in the code anywhere, but rather a result of the way that merchant ships vs military shops are coded. I assume someone at some point thought this would make sense/be a good idea and it was implemented thusly. I think it's BS. I made a poll: Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted October 19, 2024 Report Share Posted October 19, 2024 Wait a moment: "shipwreck" is the specific treasure delivering wood that is placed on the map onshore or offshore, right? This can be gathered by anyone on land who can reach it, not only traders. "Merchantmen" most likely refers to the trading vessels I guess. I do agree that this is an unnecessary limitation that is hard to understand why. Instead fishing boats and scout ships should be enabled to collect these treasures as well (in addition to the original capability of everyone on land). Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 19, 2024 Report Share Posted October 19, 2024 19 minutes ago, Grautvornix said: Wait a moment: "shipwreck" is the specific treasure delivering wood that is placed on the map onshore or offshore, right? I believe it depends on the map what res they provide. On "Cycladic Archipelago" for example it can be everything IIRC. Quote Link to comment Share on other sites More sharing options...
Genava55 Posted October 23, 2024 Report Share Posted October 23, 2024 On 12/09/2024 at 4:41 PM, Vantha said: The amentum https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/pull/5 Also, I heard some people are pushing towards more unit-type-specific armor and damage upgrades... the amentum would make for a really good one. "The amentum (or “ankyle” in Greek) was a tool known to the ancient Greeks and Romans used to enhance the performance of a javelin throw." It was also used by the Iberians1 , by the Italic tribes in general2 and by the Gauls3,4. 1 BALLESTER TORMO, I. (1942). El" amentum" en los vasos de San Miguel de Liria. Archivo Español de Arqueología, 15(46), 48. 2 Burns, M. (2006). The cultural and military significance of the South Italic warrior's panoply from the 5th to the 3rd centuries BC. University of London, University College London (United Kingdom). 3 Caesar, Gallic Wars, 5, 45-48. 4 Gardiner, E. N. (1907). Throwing the Javelin. The Journal of Hellenic Studies, 27, 249–273. "It was applied for sports, hunting, as well as warfare." You can also mention it was used on horseback in some occasions. We have an account from Polybios mentioning its use from horseback during a hunt: And we have a few iconographic evidences: - Athens, Acropolis Museum. - Archaeological Museum of Pella "Recreations estimate the gain at above 25% in speed and 50% in distance. Moreover, the amentum also imparted spin on the javelin, improving its flight stability and accuracy." There are two sources, Edward Norman Gardiner and Julius Jüthner, mentioning a better performance for recreations. 3 Quote Link to comment Share on other sites More sharing options...
Vantha Posted October 24, 2024 Report Share Posted October 24, 2024 Thanks for the corrections and suggestions. 12 hours ago, Genava55 said: There are two sources, Edward Norman Gardiner and Julius Jüthner, mentioning a better performance for recreations. The source I used was this research paper: https://www.academia.edu/1406230/Efficacy_of_the_Ankyle_in_Increasing_the_Distance_of_the_Ancient_Greek_Javelin_Throw. It (among others) mentions the sources you referenced but also conducts an experiment (of a larger sample size) resulting in, to be precise, +27% in speed and +58% in range. I probably did wrong not pointing out the discrepancies between different experiments and should have provided the source. I made a commit addressing all your points. See: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/commit/d24f182841cb14be2de5ee79a1a65eff8d2713f8 2 Quote Link to comment Share on other sites More sharing options...
Genava55 Posted yesterday at 11:47 Report Share Posted yesterday at 11:47 The only way to test the GUI is to compile from a Git repo? Quote Link to comment Share on other sites More sharing options...
Stan` Posted 21 hours ago Report Share Posted 21 hours ago You don't have to compile it. You need to download it as zip, and drag and drop it on the running game. Ideally like I suggested here, they could add a pipeline that would do the mod packaging for mod.io https://github.com/Emacz2/historical-patch/issues/2 NOTE: If you do not use the game archive builder when making mods to do the packaging, all the assets will have to be transformed by the game, which will be slower, it will also put a lot of files in the cache folder. Quote Link to comment Share on other sites More sharing options...
ShadowOfHassen Posted 14 hours ago Report Share Posted 14 hours ago Unless @Vanthamade more changes to the GUI in his PR... Quote Link to comment Share on other sites More sharing options...
Vantha Posted 3 hours ago Report Share Posted 3 hours ago I think I have owed you all an update on this project for a long time now. Me and @ShadowOfHassen have neither forgotten about the encyclopedia nor given up on it. I'm as convinced by and passionate about the idea as ever. It's just that I don't consider the project as high priority as other ones (like making campaigns or a tutorial). However, I can promise I will get back to the encyclopedia eventually: My plan is to overhaul the UI completely (in terms of appearance). The current one looks alright, but it just lacks that artistic touch. And, good news, I am actually in touch with @whiteebony82, he's creating sprites for it, and what I've seen so far looks amazing. Something to look forward to. About the articles, I'd love to resume the writing process, I'm hoping I'd able to still write some texts every now and then, but because I'm now more involved in the technical side of things, it'll never be as much as it once was. I haven't talked with @ShadowOfHassen about it yet, but before picking it up again I think we have to find some more people interested in helping, if we ever want to see it finished. One thing I want to do for sure, though, is to go over all of my old art and improve them (as ShadowOfHassen did with his in the past) before adding any new ones. Looking back, I could have done a lot better and often missed the point. Regarding the code, there is still the PR I opened last summer: https://gitea.wildfiregames.com/0ad/0ad/pulls/6997. It contains only the core parts of the page, but also the most recent version of the code. It is marked as"WIP" right now, which means review progress on it has stopped because there are changes planned it -- the UI changes I talked about above. When I've achieved a UI that I'm happy with I will remove the label again, get it moving and hopefully merged soon. Then there is also the github repo I made a while ago: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia The code in it is neither up-to-date with the PR, nor compatible with A27. However, the repo stores all of the articles in the latest state. I'm still unsure what to do with it; in regards to the code, it doesn't provide much value to me, maybe it would be better to make a new repo dedicated to just the articles. TL;DR I won't resume now, but I'll do when the time is ready. As a first step, I ported the encyclopedia demo mod to the A27 release version and as recommended created it with pyrogenesis' archive builder this time. To install it, left-click on the downloaded file -> 'Open With' -> '0 A.D.' encyclopedia.pyromod @Genava55 (This mod's purpose is really just to demonstrate functionality, my goal is to add the that to the game eventually, which is why I will not be putting it on mod.io) 1 Quote Link to comment Share on other sites More sharing options...
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