niektb Posted July 26, 2014 Author Report Share Posted July 26, 2014 (edited) It is all lined out here:http://trac.wildfiregames.com/wiki/TortoiseSVN_GuideIndeed SVN isn't compatible with A16 anymore. Edited July 26, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Ayakashi Posted July 29, 2014 Report Share Posted July 29, 2014 (edited) On another note. I still have an issue with the footprint of the houses. I have brought this up before but the problem isn't the size of the actual houses but the way you get all this impassible/unbuilable spaces around them so that if you build a bunch of houses together you get these wide gaps that you can't move your units through. It would be nice if the 2 smaller variants be scaled up or modified (add extra bits maybe) to match with the 2 bigger ones and to cut down on the useless empty space. Edited July 29, 2014 by Ayakashi Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 29, 2014 Report Share Posted July 29, 2014 Would fixing the obstruction do the trick ? Quote Link to comment Share on other sites More sharing options...
auron2401 Posted July 29, 2014 Report Share Posted July 29, 2014 As he said, some of the smaller variants are particularly spaceless."fixing the obstruction" would affect all variants, yes? Thereby making a weird walk-through-partofbuilding effect. Quote Link to comment Share on other sites More sharing options...
thamlett Posted July 30, 2014 Report Share Posted July 30, 2014 The house obstruction is something I noticed during my balancing tests... I'll fix it Quote Link to comment Share on other sites More sharing options...
thamlett Posted July 30, 2014 Report Share Posted July 30, 2014 Fixed. What do you all think about giving the CC either more health or more garrison capacity.Other bugs I will take care of:Fortress Obstruction boundaryInfantry swordsman costs wood, not metal(sorry for the triple post)Here's the report from jhamlett, my brother (and avid 0 AD fan) whom I asked for an opinion.Notes on Chinese Civlization in ROTE 0AD Mod1. No champion units.2. No blacksmith's shop--no military technologies3. Infantry Swordsman uses wood, not metal--should use metal4. Fortresses span out more than their obstruction boundaries--your enemy can walk right through them.5. Archer on the top of the defense tower can get killed--realistic, but a pain.6. Seige catapults are significantly smaller, more maneuverable but still take 5 pop cap7. Seige catapults shoot bolts, not stones, so they should cost metal, not stone, like a bolt shooter in other civs.8. Houses can't be built very close together9. Ranged units seem to run away more than those of other civilizations. While a Roman skirmisher will stand and fight till he dies, a Chinese archer will run away and get killed in the process. Never before have I seen ranged units get chased all over the map.In summary: As is, a Chinese civilization would be able to defend its own territory just fine. However the missing champion units and military technologies make a successful military campaign very difficult. 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 30, 2014 Report Share Posted July 30, 2014 Thanks. How will you fixe the house ? I ´m okay with giving the cc more health as long as it fits with the other civs. Quote Link to comment Share on other sites More sharing options...
auron2401 Posted July 30, 2014 Report Share Posted July 30, 2014 Some balance things I’ve noticed.Chinese buildings take 1.5x longer to build, but cost the same and don't give any adverse benefits? (i.e double the health or effect eg pop?)Their units are darned turtles. suggest setting their speed in line with all other civs. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 30, 2014 Report Share Posted July 30, 2014 Thanks for reporting Auron, that's probably because when the templates were made they used old values. BTW, are you sure they are not slow because you are using the balancing branch ? Quote Link to comment Share on other sites More sharing options...
thamlett Posted July 31, 2014 Report Share Posted July 31, 2014 Ok, Civ center will get higher health, infantry swordsmen will cost metal and food, not wood and food.house boundary has been fixed (anybody have any problems with it now?)About the Fortress... Should the model be made smaller, or should the obstruction boundary be made larger? Quote Link to comment Share on other sites More sharing options...
auron2401 Posted July 31, 2014 Report Share Posted July 31, 2014 Thanks for reporting Auron, that's probably because when the templates were made they used old values. BTW, are you sure they are not slow because you are using the balancing branch ?Hahaha no i was going to report they were slow at first when i was using the balancing branch.Nah i tried it on SVN, everything is still turtlish. All the walk times anyway. running times seems.. faster than everyone else? Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 31, 2014 Report Share Posted July 31, 2014 For the forteress up to you Quote Link to comment Share on other sites More sharing options...
Ayakashi Posted July 31, 2014 Report Share Posted July 31, 2014 Maybe I'm just being selfish but I'd rather just have the obstruction increased. (i was the one who requested for it to be increased to its current size)If for gameplay reasons etc that it needs to shrink I understand. Just please not to the old boundry size cause it will look weird! Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 31, 2014 Report Share Posted July 31, 2014 Well if this is playable I ´d say we go for it. Btw ayakashi some of the cavalry images were inacurate... Like that horse armor... Could you check out the units in the scenario editor and tell me which should have special armor props ? Also do you have a sketch for the blacksmith ? Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted December 19, 2014 Report Share Posted December 19, 2014 Running the svn version r16053 getting some errors spamming when the mod first starts up about 94 of them all the same do not affect game play though.ERROR: Parameter without value at pos 75 'Relive history through historical military campaigns. [NOT YET IMPLEMENTED]'ERROR: Invalid tag 'NOT' at 76 in 'Relive history through historical military campaigns. [NOT YET IMPLEMENTED]'Getting a we bit ahead with full campaigns are we Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
niektb Posted December 19, 2014 Author Report Share Posted December 19, 2014 Fixed. Thank you for reporting! Quote Link to comment Share on other sites More sharing options...
mimo Posted February 25, 2015 Report Share Posted February 25, 2015 Hi, I've just tried this mod. Nicely done here are a few points I noticed: JS error with China-Guilin map on A18 because not finding aegis: you should not have any AI on your maps, so using the default one. China-Guilin map has some strange squares (seems to be water, but weird) Having the possibility to select bridges and seeing them decaying is strange as they are here only for eyecandy purpose. You should either make them non-selectable as the other bridges in the game, or not decaying.But I could not really play it, my FPS was too poor 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted February 25, 2015 Author Report Share Posted February 25, 2015 The Guilin map is a showcasing map (for taking screenshots in Atlas), not really meant to be played Quote Link to comment Share on other sites More sharing options...
mimo Posted February 25, 2015 Report Share Posted February 25, 2015 I don't mind if it is supposed to be playable or not, and that was not the matter. You wanted feedback, and that were mine.Every new user will first try the specific maps of the mod, and if disappointed, will look elsewhere Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 25, 2015 Report Share Posted February 25, 2015 We really need to make some playable map for it Quote Link to comment Share on other sites More sharing options...
niektb Posted February 25, 2015 Author Report Share Posted February 25, 2015 We could mark it as a demo map. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 25, 2015 Report Share Posted February 25, 2015 I thought we already did that Quote Link to comment Share on other sites More sharing options...
niektb Posted February 25, 2015 Author Report Share Posted February 25, 2015 It appears we didn't do that. Quote Link to comment Share on other sites More sharing options...
niektb Posted April 8, 2015 Author Report Share Posted April 8, 2015 (edited) A new bug was reported. Somehow the gate mesh was skipped during packaging. That also applies for chin_chariot.dae (though that isn't important since it isn't used) Edited April 8, 2015 by niektb Quote Link to comment Share on other sites More sharing options...
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