Mythos_Ruler Posted April 30, 2013 Author Report Share Posted April 30, 2013 Basically, each unit has an armor level (actually 3, for pierce, hack, and crush) and a percentage is calculated from that level. Then, any attacks that hit take that percentage less damage. Here's an example: a unit has level 3 pierce armor and gets shot by a 20 pierce arrow. Level 3 is 27% damage reduction, so the unit only takes 15 damage, instead of 20. The reason it's in level instead of percentages directly is so that techs can simply increment the level instead of messing around with percentages.Really all the user needs to know is the higher the level the less damage their units take. It should also be mentioned that each higher level of armor makes the unit receive 10% less damage per strike. So, going from level 1 hack armor to level 2 hack armor means that unit will receive 10% less damage from hack attacks than before. The same is true if you go from level 8 to level 9. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 1, 2013 Report Share Posted May 1, 2013 share with Spanish 0 AD FB fan Page. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 11, 2013 Author Report Share Posted May 11, 2013 Bug: http://trac.wildfiregames.com/ticket/1929 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 14, 2013 Report Share Posted May 14, 2013 Sheep garrison are working now? How works? I try today but not found. And Spanish 0AD are grown. Congratulations guys, friends developers. Quote Link to comment Share on other sites More sharing options...
alpha123 Posted May 15, 2013 Report Share Posted May 15, 2013 Sheep garrison are working now? How works?Where did you see that?Eventually it will work that you'll garrison sheep in a corral and it will generate food slowly. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 15, 2013 Author Report Share Posted May 15, 2013 See if you guys like this: http://trac.wildfire...changeset/13407 Changeset 13407Timestamp: 2013-05-15 08:11:20 (less than one hour ago)Author: michael Message: New train time techs. For most factions, you choose either faster training infantry or faster training cavalry (either one unlocks Conscription, which boosts batch training considerably). For Persians, you get to research both at the barracks and stables, which unlocks conscription techs for both buildings. For Persians, I also moved the champion unlock tech to their Palace (Apadana), which now unlocks the "Immortals" technology (the tech that makes the Anusiya train twice as fast). Location: ps/trunk/binaries/data/mods/public/simulation Files: 7 added 8 edited data/technologies/attack_champions_elite.json(2 diffs) data/technologies/attack_citizensoldiers_will.json(1 diff) data/technologies/pair_levy_01.json data/technologies/persians/immortals.json(1 diff) data/technologies/persians/training_conscription_cavalry.json data/technologies/persians/training_conscription_infantry.json data/technologies/persians/training_levy_cavalry.json data/technologies/persians/training_levy_infantry.json data/technologies/training_conscription.json(1 diff) data/technologies/training_levy_cavalry.json data/technologies/training_levy_infantry.json templates/structures/pers_apadana.xml(1 diff) templates/structures/pers_barracks.xml(1 diff) templates/structures/pers_stables.xml(2 diffs) templates/template_structure_military_barracks.xml(1 diff)Test it out and see if it works. Suggest some tech portrait designs too. I find myself having to reuse a lot of the existing tech portraits. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 15, 2013 Report Share Posted May 15, 2013 (edited) Alpha123 i see in corral garrison capscity. that why this is the reason, I thought they had already .................................http://www.cais-soas.com/CAIS/Images2/Military/Achaemenid_Army.jpg[\IMG]A detail of soldier in this pic, can be used to do a good icon. May be changing perspective.I was found many interesting images in this page.http://www.cais-soas.com/CAIS/History/hakhamaneshian/AchaemenidMilitaryEquip.htm Edited May 15, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted May 15, 2013 Report Share Posted May 15, 2013 I don't like the idea of researching something at one place and having it affect another. I'd be wondering what happened to the other tech. 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted May 15, 2013 Report Share Posted May 15, 2013 I had to look a bit to find the "enable heroes" button. To me, that one belongs to the building which can create heroes (this differs from civilisation to civilisation).Apart from that, It was a nice experience. The changes since last alpha have a positive effect on gameplay. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 15, 2013 Report Share Posted May 15, 2013 Yeah that talk about, that are changes user ask. More gameplay. I love this game. Quote Link to comment Share on other sites More sharing options...
Yves Posted May 16, 2013 Report Share Posted May 16, 2013 I don't like the idea of researching something at one place and having it affect another. I'd be wondering what happened to the other tech.I also think that having one tech available in multiple buildings breaks our concept.Of course you have to do that because you need to show their relation in the gui (only one of them can be researched). Why don't we use the blacksmith to solve this problem?I don't think it's a problem there when it affects another building because it is clearly meant to be a "tech-research building". Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 16, 2013 Author Report Share Posted May 16, 2013 I also think that having one tech available in multiple buildings breaks our concept.Of course you have to do that because you need to show their relation in the gui (only one of them can be researched). Why don't we use the blacksmith to solve this problem?I don't think it's a problem there when it affects another building because it is clearly meant to be a "tech-research building".But the Blacksmith is supposed to be the weapons and armor research building. Unlocking units and researching health and speed go to the Barracks. What I could see is keeping the Champions available in the Fortress by default (without the need for an unlocking tech), but requiring an unlocking tech in the Barracks to unlock their training in the Barracks. How to do this? Only way I see, is to double up the Champion entities so that the ones available in the Barracks have a different <RequiredTechnology>. Any other ideas? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 16, 2013 Report Share Posted May 16, 2013 And if we choose in barrack between alternate unit , for example Romans don't have archers, and include a research the research can be a pair between archers and cavalry ranged? Or have to select 2 champions units of 3.if you select 2 of them you can't select more.Is example elect possible pair of units. Archers or ranged. With Persian we have to choose better horse archer, and other unit.That is a idea.Research some tactic formations when we have battalions, or special guerrilla warfare tactics, like ability to do traps over ground. Or make decoys. And war invents like Archimedes of Syracuse. War medicine, training levels to have more fast and hp units. Something like ruthless Spartan training. Quote Link to comment Share on other sites More sharing options...
alpha123 Posted May 17, 2013 Report Share Posted May 17, 2013 Alpha123 i see in corral garrison capscity. that why this is the reason, I thought they had already .Corrals have had a garrison capacity for a long time, it just wasn't displayed anywhere in the GUI until recently. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 17, 2013 Report Share Posted May 17, 2013 Ok, i see. I noticed recently the hard is play Persian against Iberians, so Persian don't have access to Elephants in RAndom map. Quote Link to comment Share on other sites More sharing options...
alpha123 Posted May 17, 2013 Report Share Posted May 17, 2013 Playing Persians against *anything* is easy, just mass the really cheap and yet extremely effective archers.Speaking of that though, a random map mode where factions get access to their special buildings would be kind of cool. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 17, 2013 Report Share Posted May 17, 2013 I was win, but was hard destroy the defense towers. Quote Link to comment Share on other sites More sharing options...
Rolle Posted May 19, 2013 Report Share Posted May 19, 2013 I love the idea of the Blacksmith , but in my opinion fix the fps/lag issues or make the game run smoothy are more important. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 19, 2013 Report Share Posted May 19, 2013 They are working so hard in that. Check this forum, spidermonkey topic, ram performance, and optimization topics. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted May 19, 2013 Report Share Posted May 19, 2013 I love the idea of the Blacksmith , but in my opinion fix the fps/lag issues or make the game run smoothy are more important.The addition of another building does not require much thought, or skill in programming, so anybody could do it, even me. Having some artists model the buildings required wouldn't take away from the work on the performance issue, since we can't do it anyway, so don't worry, this addition won't slow down progress on the performance problems Quote Link to comment Share on other sites More sharing options...
Rolle Posted May 19, 2013 Report Share Posted May 19, 2013 The addition of another building does not require much thought, or skill in programming, so anybody could do it, even me. Having some artists model the buildings required wouldn't take away from the work on the performance issue, since we can't do it anyway, so don't worry, this addition won't slow down progress on the performance problems Thank you Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 25, 2013 Author Report Share Posted May 25, 2013 So hey, we should probably pick one or two of the new features to implement. Quote Link to comment Share on other sites More sharing options...
wraitii Posted May 25, 2013 Report Share Posted May 25, 2013 So far, we have exponential armor and blacksmith (WIP), right? I think the multiplayer lobby also got a huge step forward, what's the progress report on that? I also think trample damage is worked upon. If all those got finished, we'd probably have a decent A14 already. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 25, 2013 Author Report Share Posted May 25, 2013 I'd also like to make a request for someone to implement the movement speed tech effect please, so I can start integrating that into the erstwhile tech tree. Quote Link to comment Share on other sites More sharing options...
wraitii Posted May 25, 2013 Report Share Posted May 25, 2013 Is there somewhere a description for that (and if not, could you describe what you mean)? Seems like it shouldn't be too long to do. Quote Link to comment Share on other sites More sharing options...
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