wowgetoffyourcellphone Posted June 17, 2015 Author Report Share Posted June 17, 2015 Set all preparetime to 1000ms. Helps reduce the attack stutter for range unit.Also add a new pair of techs for Temple:Military Cult: greater attack for unitsvs.State Religion: greater health for healers and heroes 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 26, 2015 Author Report Share Posted June 26, 2015 niektb has offered to start converting many AOE icons to original icon. He is doing good job so far! (attached are a couple he made). If anyone else wants to help make more icon then that would speed up the mod's wide release! There are about 100 more icons that can be made (my mod has over 200 technologies). So far Lion Kanzen and niektb have contribute to original portrait content and the mod uses LordGoo's farms. I have started a contributors.txt.Also, attach are new Phase icons I made for the phase tech of the game. I think these look very nice (the smooth texturing resizes very nicely by the GUI) and I remade them because I think phase tech should stand out more above other techs. 4 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 26, 2015 Author Report Share Posted June 26, 2015 (edited) I have started adding Epirotes to the mod. They are a Hellenistic faction similar to Macedonians in many ways (mostly unit roster), but with some major differences in gameplay (no siege workshop, modified tech tree and different bonuses and penalties). I hope to make them a berserker civ that hit hard, but loses hard too. Aggressive attacks, but expensive units that sting the player to lose them. Pyrrhic Victory is the way I want them to play. Hopefully I can make that a reality. They get the Molossus Hound, trainable from house, 1 per house. They are a pike infantry civ, with the 'White Shield Phalangite.' They also have Chaonian Guard champions, Agema Cavalry champions, Thessalian Lancers, Tarentine Cavalry (heavy skirmish cavalry), Thesprotian Thureophoroi (heavy skirmishers), and Towered War Elephants. Pyrrhus of Epirus is their "Hannibal" or "Scipio"-level hero, with supporting heroes Alexander I the Molossian and Alexander II of Epirus. Their mercenary camp units are: Italiote Hoplites, Galatian Swordsmen, and Cretan Archers. Edited June 26, 2015 by wowgetoffyourcellphone 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 26, 2015 Report Share Posted June 26, 2015 I love that last emblem, did you make it ? =) Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 26, 2015 Author Report Share Posted June 26, 2015 (edited) I love that last emblem, did you make it ? =)It was made with the shield files in the 0ad art repo. The repo is very helpful indeed! Edited June 26, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 26, 2015 Author Report Share Posted June 26, 2015 (edited) Epirus was a Greek kingdom made famous by King Pyrrhus of Epirus (Pyrrhos ton Epeiros), when he took the offer from the Italian Greek city Tarentum (Taras) for help against the Romans. Epirus itself was a newly united state, formerly divided among the 3 chief tribes Chaonians, Thesprotians, and the powerful Molossians. Pyrrhos' uncle was Alexander I the Molossian, a contemporary of Alexander the Great, who, like Pyrrhos, also warred against the Romans. A few times the king of Epirus even managed to steal the throne of Macedonia for himself, once by Pyrrhos and once by his son Alexander II of Epirus. Later, Epirus founded itself as a federal democracy, but was broken up once the Romans warred with Macedon.----Some possible tech:- Oracle of Zeus (Dodona)- Oracle of Hades (Nekromanteion)- War Dance (Pyrrhichios) Edited June 26, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Giotto Posted June 28, 2015 Report Share Posted June 28, 2015 Dude you are a machine! Well done, this mod looks awesome. One thing I really think is missing from the main game is more Tech's, especially later on. Also the idea of placing store houses + farms outisde the main territory is very interesting and I feel would fit in well with the idea of upscaling the size of the maps. Would lead as you say to strong centers and weak surroundings. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 5, 2015 Author Report Share Posted July 5, 2015 (edited) Commited merc Athenians to github.Mercenary HopliteThracian Peltast (removed from Barracks)Cretan ArcherGreek Allied CavalryThey work perfrectly. Capture merc camp and Athenian mercs can be trained. Up to 20. Next stop is Britons.Not sure what to give them I have slate a Caledonian Raider (similar to the Gallic Gaesatae). Edited July 6, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 7, 2015 Author Report Share Posted July 7, 2015 (edited) Hmm, I increased the number of mercs player can train to 30. Seems better since some of civs barracks units going to merc camp. I think then maybe have 1 champion level unit with unlimited training per map. Some unit local to the map. Edited July 7, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 7, 2015 Author Report Share Posted September 7, 2015 (edited) Okay, look like again for some reason my Commerce Taxes tech is buggd.Here is tech:{"genericName": "Commerce Taxes","description": ".","cost": {"food": 200, "wood": 200, "stone": 100, "metal": 100},"requirements": {"tech": "phase_city"},"requirementsTooltip": "Unlocked in City Phase.","icon": "weights_measures.png","researchTime": 40,"tooltip": "The Market building gives the player a trickle of 100 of each resource per minute.","modifications": [{"value": "ResourceTrickle/FoodRate", "add": 10},{"value": "ResourceTrickle/WoodRate", "add": 10},{"value": "ResourceTrickle/StoneRate", "add": 10},{"value": "ResourceTrickle/MetalRate", "add": 10}],"affects": ["Market"],"soundComplete": "interface/alarm/alarm_upgradearmory.xml"}Here is code for the Market to make it work: <ResourceTrickle> <Rates> <food>0.0</food> <wood>0.0</wood> <stone>0.0</stone> <metal>0.0</metal> </Rates> <Interval>6000</Interval> </ResourceTrickle> ----------------------------------------------------I now have the 4 tech for Chanakya done. They are:"Artha" - A Sound EconomyMarket +20 resource tax rate"Rajarshi" - A Wise and Virtuous KingshipHeroes +10% Health"Dandaniti" - A Maintenance of Law and OrderAll Support units -10% Train time "Ahinsā" - A Compassion for AnimalsDomestic Animals, Cavalry, and Elephants +10% Health Edited September 7, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
leper Posted September 9, 2015 Report Share Posted September 9, 2015 Okay, look like again for some reason my Commerce Taxes tech is buggd.If only there was some kind of documentation about what tech modifications are available. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 10, 2015 Author Report Share Posted September 10, 2015 If only there was some kind of documentation about what tech modifications are available.Yes, trickle rate are available. But at one point in time the tech worked as intended. I am not sure if the core game changed or if I introduce bug on my end. I don't remember changing my tech to bug it, but I may have. I should have been clear on asking if core game had changed how this effect was coded or not, then I could have investigate if I had bugged it myself. Quote Link to comment Share on other sites More sharing options...
feneur Posted September 10, 2015 Report Share Posted September 10, 2015 Yes, trickle rate are available. But at one point in time the tech worked as intended. I am not sure if the core game changed or if I introduce bug on my end. I don't remember changing my tech to bug it, but I may have. I should have been clear on asking if core game had changed how this effect was coded or not, then I could have investigate if I had bugged it myself.http://trac.wildfiregames.com/changeset/16783 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 10, 2015 Author Report Share Posted September 10, 2015 http://trac.wildfiregames.com/changeset/16783Ah thank you, that is it. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 13, 2015 Author Report Share Posted September 13, 2015 (edited) Reintroducing concept of pop costs.Support Unit: 1 popInfantry: 2 pop (food cost increased from 50 to 60)Cavalry: 3 pop (food cost reduced to 75 from 100)Elephants, Chariots, Siege: 3 popTo compensate, I now take 500 the default max pop. Experimental for now. Should have roughly same number units as before. It's rare to hit max pop anyway.I also make 'Fertility Festival' (unlock train women at House) depend on number of women workers. Need to have 20 women first to unlock Fertility Festival. Though, this now throw error in Struct Tree because the Struct Tree code does not know what "class" means in tech requirements. I will try to make an account and add to Track if not already there. Edited September 13, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 13, 2015 Report Share Posted September 13, 2015 You need bunch of loading screen tips to new players, even those are unfamiliar to 0A.D. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 13, 2015 Author Report Share Posted September 13, 2015 You need bunch of loading screen tips to new players, even those are unfamiliar to 0A.D.I think a good new feature should be a "Flip Book" in the "Learn to Play" menu. You can click (arrow over from page to page) from tip to tip to learn about game. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 13, 2015 Report Share Posted September 13, 2015 I think a good new feature should be a "Flip Book" in the "Learn to Play" menu. You can click (arrow over from page to page) from tip to tip to learn about game.The good thing to do would be to include the trac wiki into the game... 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 13, 2015 Report Share Posted September 13, 2015 Yeah an interactive manual,some people even don't know many commands or how is structured the GUI. I like how things work in AoK.You perform right clic on the avatar and a window with a detailed info appears. Quote Link to comment Share on other sites More sharing options...
s0600204 Posted September 15, 2015 Report Share Posted September 15, 2015 Though, this now throw error in Struct Tree because the Struct Tree code does not know what "class" means in tech requirements.Noted. Will look into it. 1 1 Quote Link to comment Share on other sites More sharing options...
DarcReaver Posted September 20, 2015 Report Share Posted September 20, 2015 (edited) Interested. (which means: give me dat mod) Edited September 20, 2015 by DarcReaver 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2015 Author Report Share Posted September 24, 2015 I have reduced the vision range of units at start of game. I bring back an old Age of Empires feature by making units have greater vision (+25%) upon each new phase. Hopefully at first the game world is dark and scary and then becomes more visible as phases pass by. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 24, 2015 Report Share Posted September 24, 2015 Would be great spread the resources, away from. cc like old AoK. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2015 Author Report Share Posted September 24, 2015 Would be great spread the resources, away from. cc like old AoK.I think I have done that for most skirmish map. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 6, 2015 Report Share Posted October 6, 2015 I think I have done that for most skirmish map.I want more for Random map. Like AoK I'm trying to imitate rush tactics from AoK in 0A.D, but only work if you can make towers near enemy dropsites. Or create ranged for rush them without protection of CC. So 0 A.D is more like AoM because the hard to perform an early rush, that destroy the economy. If you ask me the citizen soldier only can work in second phase, this way the first phase is only economic aperture, but the first soldier must be villager with some training and armed with poor weapons. Quote Link to comment Share on other sites More sharing options...
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