Stan` Posted May 7, 2019 Report Share Posted May 7, 2019 I used the mesh not the footprint Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 8, 2019 Author Report Share Posted May 8, 2019 0abc updated. Changes include: re-enabled blacksmith, available in village phase, moved all gather technologies to it city phase requires a blacksmith, a market, a temple, and ten houses reduced elephant armour Nabatean camel archer, Blemmye camel javelinist, Nuba infantry clubman, and Nuba infantry javelinist are now civ-independent, which means they can be trained by anyone who captures a corresponding mercenary camp Carthage can upgrade houses (front row) to apartment blocks (back row) in town phase Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 10, 2019 Author Report Share Posted May 10, 2019 In my mod women have a ranged attack (5 crush damage, 15 m range) instead of a melee attack (charging at fully armed soldiers is quite suicidal). However, they lack animations; perhaps someone from the art team (@Alexandermb) is willing to create a ranged attack for slaves and female citizens? It's not urgent, but it would be nice to have eventually. Ideally they would pick up stones from the ground and throw them at the enemy. King Pyrrhus of Epirus was reportedly killed by a rooftile an old woman hurled at him. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted May 10, 2019 Report Share Posted May 10, 2019 4 minutes ago, Nescio said: In my mod women have a ranged attack (5 crush damage, 15 m range) instead of a melee attack (charging at fully armed soldiers is quite suicidal). However, they lack animations; perhaps someone from the art team (@Alexandermb) is willing to create a ranged attack for slaves and female citizens? It's not urgent, but it would be nice to have eventually. Ideally they would pick up stones from the ground and throw them at the enemy. King Pyrrhus of Epirus was reportedly killed by a rooftile an old woman hurled at him. Sounds good, perphaps use some of the motion of the slinger animation but replace only some frames. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 10, 2019 Report Share Posted May 10, 2019 1 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted May 10, 2019 Report Share Posted May 10, 2019 5 hours ago, Nescio said: King Pyrrhus of Epirus was reportedly killed by a rooftile an old woman hurled at him. 4 hours ago, Lion.Kanzen said: This is gold Apparently the old woman that threw the tile was the mother of the soldier that King Pyrrhus was fighting Somebody should make a movie about this guy's life... 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 10, 2019 Report Share Posted May 10, 2019 25 minutes ago, Sundiata said: This is gold Apparently the old woman that threw the tile was the mother of the soldier that King Pyrrhus was fighting Somebody should make a movie about this guy's life... yes one my favorite histories to tell. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 10, 2019 Report Share Posted May 10, 2019 there is less visually accurate, but funny. Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 14, 2019 Author Report Share Posted May 14, 2019 0abc updated again: removed resource loot from structures changed unit training queues: women (and brit war dogs) at houses infantry citizen-soldiers at civic centres infantry mercenaries at military colony (ptol, sele), embassy hall (cart, gree, mace, pers), and mercenary camps (kush, pers, ptol, sele) infantry champions at barracks (now city phase structure) all cavalry and bigae at cavalry stable all elephantry at elephant stable all siege engines and quadrigae at workshop Seleucids can upgrade their centre in town phase: various minor tweaks and corrections To do: teach AI to build more than two barracks and one elephant stable (because the elephants are limited to 5 times the number of elephant stables). 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 14, 2019 Report Share Posted May 14, 2019 1 hour ago, Nescio said: mercenary camps originally the mercenary camps must be to provide local militia (trash units) and mercenary elite units and provide civ mercenary units, similar to total war and AoE III mercenaries. you cab recruit locals and your faction auxiliars. Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 14, 2019 Author Report Share Posted May 14, 2019 16 minutes ago, Lion.Kanzen said: originally the mercenary camps must be to provide local militia (trash units) and mercenary elite units and provide civ mercenary units, similar to total war and AoE III mercenaries. you cab recruit locals and your faction auxiliars. 0 A.D. does not really distinguish between auxiliaries, locals, and elite mercenaries. I implement things slightly differently: citizen-soldiers can gather and build, mercenaries can build but can not gather, champions can neither build nor gather. Furthermore, embassy hall (own territory) and military colony (territory root) allow training any {civ}_infantry_*_mercenary, whereas mercenary camps (no territory) have hard-coded units: kush can build a Blemmye camp; anyone who captures it can train blemmye_camel_javelinist gree, mace, and ptol can build Greek camp; anyone who captures it can train greek_infantry_spearman, cretan_infantry_archer, and rhodian_infantry_slinger kush can build a Nuba camp; anyone who captures it can train nuba_infantry_javelinist and nuba_infantry_maceman pers, ptol, and sele can build a Nabatean camp; anyone who captures it can train nabatean_camel_archer 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 14, 2019 Report Share Posted May 14, 2019 1 minute ago, Nescio said: 0 A.D. does not really distinguish between auxiliaries, locals, and elite mercenaries. I implement things slightly differently: citizen-soldiers can gather and build, mercenaries can build but can not gather, champions can neither build nor gather. Furthermore, embassy hall (own territory) and military colony (territory root) allow training any {civ}_infantry_*_mercenary, whereas mercenary camps (no territory) have hard-coded units: kush can build a Blemmye camp; anyone who captures it can train blemmye_camel_javelinist gree, mace, and ptol can build Greek camp; anyone who captures it can train greek_infantry_spearman, cretan_infantry_archer, and rhodian_infantry_slinger kush can build a Nuba camp; anyone who captures it can train nuba_infantry_javelinist and nuba_infantry_maceman pers, ptol, and sele can build a Nabatean camp; anyone who captures it can train nabatean_camel_archer in this moment. yes I know this 0 ABC mod. but only the idea I suggest. Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 14, 2019 Author Report Share Posted May 14, 2019 Having more neutral mercenary camps (e.g. Bactrian, Celtic, Indian, Libyan, Thracian) for use in specific maps would be nice. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 14, 2019 Report Share Posted May 14, 2019 2 hours ago, Nescio said: Having more neutral mercenary camps (e.g. Bactrian, Celtic, Indian, Libyan, Thracian) for use in specific maps would be nice. I haven't figured out how to make units trainable by all civs (such as a unit trainable from a captured merc camp) be able to build the owner's correct buildings. Have you figured this out yet? I'm not sure it's possible without making a version of every merc for every civ (an explosion in the number of templates). 1 Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted May 15, 2019 Report Share Posted May 15, 2019 (edited) 9 hours ago, wowgetoffyourcellphone said: I haven't figured out how to make units trainable by all civs (such as a unit trainable from a captured merc camp) be able to build the owner's correct buildings. Have you figured this out yet? I'm not sure it's possible without making a version of every merc for every civ (an explosion in the number of templates). Now that there is two possible option in unit production queue (civ or native), it sounds like it's easy to do that. Just have fixed name for the mercenaries (not {civ}_), you need only one template by merc(I just noticed there are issues in buildings) https://youtu.be/76KRlBCtKJ4 Edited May 15, 2019 by fatherbushido display as link instead of vid Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 15, 2019 Author Report Share Posted May 15, 2019 11 hours ago, wowgetoffyourcellphone said: I haven't figured out how to make units trainable by all civs (such as a unit trainable from a captured merc camp) be able to build the owner's correct buildings. Have you figured this out yet? I'm not sure it's possible without making a version of every merc for every civ (an explosion in the number of templates). Well, I don't know about you, but I'd like to keep things simple and avoid unnecessary duplication. To start with, I listed all buildable structures in `template_unit_infantry.xml`: Spoiler <Builder> <Rate>1.0</Rate> <Entities datatype="tokens"> structures/{civ}/centre structures/{civ}/house structures/{civ}/field structures/{civ}/farmstead structures/{civ}/storehouse structures/{civ}/dock structures/{civ}/market structures/{civ}/blacksmith structures/{civ}/temple structures/{civ}/wonder structures/{civ}/outpost structures/{civ}/small_tower structures/{civ}/large_tower structures/{civ}/fortress structures/wallset_palisade structures/wallset_siege structures/{civ}/wallset_city structures/{civ}/barracks structures/{civ}/stable structures/{civ}/workshop structures/{civ}/shipyard structures/{civ}/naval_base structures/{civ}/crannog structures/{civ}/colony structures/{civ}/palace structures/{civ}/palace_2 structures/{civ}/army_camp structures/{civ}/chariot_stable structures/{civ}/elephant_stable structures/{civ}/hall structures/{civ}/pillar structures/{civ}/rotarymill structures/{civ}/library structures/{civ}/lighthouse structures/{civ}/theatre </Entities> </Builder> The first twenty structures exist for all civilizations, the rest exist only for one or some factions, but not all. This removes the need specify additional structures inside specific templates (e.g. crannog in brit infantry or pillar in maur), something which is easy to forget. The next step was to create some neutral mercenaries (e.g. `cretan_infantry_archer.xml`), because I disliked maintaining separate virtually identical files (e.g. copies for gree, mace, ptol): https://github.com/0abc/0abc-a23/tree/master/simulation/templates/units/merc Then I created neutral mercenary camps with hardcoded units, e.g. `nuba_camp.xml`: Spoiler <ProductionQueue> <Entities datatype="tokens"> units/merc/nuba_infantry_maceman units/merc/nuba_infantry_javelinist </Entities> </ProductionQueue> This means anyone who controls the camp can train those two units. Finally, because I don't want to touch maps, I made mercenary camps buildable to units of specific factions, e.g. `kush/infantry_archer.xml`: Spoiler <Builder> <Entities datatype="tokens"> structures/blemmye_camp structures/nuba_camp </Entities> </Builder> As a result this unit can build the following structures: Spoiler 20 structures that exist for all factions (centre to workshop) + 2 from the list that exist only for some (shipyard, elephant stable) + 2 hardcoded specifically (Blemmye and Nuba camps). And the Nuba mercenaries can build the structures that exist for their current owner: Spoiler Third row would be different if recruited by a different faction. I don't use the {native} tag anywhere. Quote Link to comment Share on other sites More sharing options...
fatherbushido Posted May 15, 2019 Report Share Posted May 15, 2019 (edited) 3 hours ago, fatherbushido said: unit production queue (civ or native), it sounds like it's easy to do that. refs: https://code.wildfiregames.com/rP19952 https://code.wildfiregames.com/rP20521 https://code.wildfiregames.com/rP20603 Edited May 15, 2019 by fatherbushido 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 15, 2019 Report Share Posted May 15, 2019 4 hours ago, Nescio said: Well, I don't know about you, but I'd like to keep things simple and avoid unnecessary duplication. To start with, I listed all buildable structures in `template_unit_infantry.xml`: Reveal hidden contents <Builder> <Rate>1.0</Rate> <Entities datatype="tokens"> structures/{civ}/centre structures/{civ}/house structures/{civ}/field structures/{civ}/farmstead structures/{civ}/storehouse structures/{civ}/dock structures/{civ}/market structures/{civ}/blacksmith structures/{civ}/temple structures/{civ}/wonder structures/{civ}/outpost structures/{civ}/small_tower structures/{civ}/large_tower structures/{civ}/fortress structures/wallset_palisade structures/wallset_siege structures/{civ}/wallset_city structures/{civ}/barracks structures/{civ}/stable structures/{civ}/workshop structures/{civ}/shipyard structures/{civ}/naval_base structures/{civ}/crannog structures/{civ}/colony structures/{civ}/palace structures/{civ}/palace_2 structures/{civ}/army_camp structures/{civ}/chariot_stable structures/{civ}/elephant_stable structures/{civ}/hall structures/{civ}/pillar structures/{civ}/rotarymill structures/{civ}/library structures/{civ}/lighthouse structures/{civ}/theatre </Entities> </Builder> The first twenty structures exist for all civilizations, the rest exist only for one or some factions, but not all. This removes the need specify additional structures inside specific templates (e.g. crannog in brit infantry or pillar in maur), something which is easy to forget. The next step was to create some neutral mercenaries (e.g. `cretan_infantry_archer.xml`), because I disliked maintaining separate virtually identical files (e.g. copies for gree, mace, ptol): https://github.com/0abc/0abc-a23/tree/master/simulation/templates/units/merc Then I created neutral mercenary camps with hardcoded units, e.g. `nuba_camp.xml`: Hide contents <ProductionQueue> <Entities datatype="tokens"> units/merc/nuba_infantry_maceman units/merc/nuba_infantry_javelinist </Entities> </ProductionQueue> This means anyone who controls the camp can train those two units. Finally, because I don't want to touch maps, I made mercenary camps buildable to units of specific factions, e.g. `kush/infantry_archer.xml`: Reveal hidden contents <Builder> <Entities datatype="tokens"> structures/blemmye_camp structures/nuba_camp </Entities> </Builder> As a result this unit can build the following structures: Hide contents 20 structures that exist for all factions (centre to workshop) + 2 from the list that exist only for some (shipyard, elephant stable) + 2 hardcoded specifically (Blemmye and Nuba camps). And the Nuba mercenaries can build the structures that exist for their current owner: Hide contents Third row would be different if recruited by a different faction. I don't use the {native} tag anywhere. Um thanks for all that, but I did all that 3 years ago. Just wondering if the game solved the issue yet where a mercenary trained from such a structure would build the buildings of its owner and not the mercs base civ. I'll just look at the template in your mod, thnx. Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 15, 2019 Author Report Share Posted May 15, 2019 9 minutes ago, wowgetoffyourcellphone said: Um thanks for all that, but I did all that 3 years ago. Just wondering if the game solved the issue yet where a mercenary trained from such a structure would build the buildings of its owner and not the mercs base civ. I'll just look at the template in your mod, thnx. Yes, {civ} is the owner's, {native} is the unit's; see the links fatherbushido posted. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 15, 2019 Report Share Posted May 15, 2019 48 minutes ago, Nescio said: Yes, {civ} is the owner's, {native} is the unit's; see the links fatherbushido posted. Thanks, got it working. All we both need now is a variety of merc camp models, eh? {civ} didn't used to work that way, and in fact didn't work that way the last time I tried making mercs like this, but now it does. Probably has for a while, just never got around to trying it again. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 15, 2019 Report Share Posted May 15, 2019 (edited) 17 minutes ago, wowgetoffyourcellphone said: Thanks, got it working. All we both need now is a variety of merc camp models, eh? {civ} didn't used to work that way, and in fact didn't work that way the last time I tried making mercs like this, but now it does. Probably has for a while, just never got around to trying it again. time to no see @Stan` model a building. Edited May 15, 2019 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 15, 2019 Report Share Posted May 15, 2019 28 minutes ago, Lion.Kanzen said: time to no see @Stan` model a building. Too bad I have too much things to do. Maybe @LordGood would like to do it 2 Quote Link to comment Share on other sites More sharing options...
Nescio Posted May 30, 2019 Author Report Share Posted May 30, 2019 0 A.D. pretends to focus on the 500-1 BC timeframe; its coverage of the 5th and 4th C is decent (although Syracusae is missing), the 3rd C is great, but the 2nd and 1st C are incomplete (Parthia, Armenia, and Han China peaked here). However, having more of the same is not always an improvement, so I'm currently contemplating reducing the number of available factions to eight (Carthage, Rome, Gauls, Macedon, Seleucids, Mauryas, Ptolemies, Kush). This would allow removing diachronisms and make it easier to differentiate factions. I'm posting here because I haven't decided yet; thoughts? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 30, 2019 Report Share Posted May 30, 2019 55 minutes ago, Nescio said: 0 A.D. pretends to focus on the 500-1 BC timeframe; its coverage of the 5th and 4th C is decent (although Syracusae is missing), the 3rd C is great, but the 2nd and 1st C are incomplete (Parthia, Armenia, and Han China peaked here). However, having more of the same is not always an improvement, so I'm currently contemplating reducing the number of available factions to eight (Carthage, Rome, Gauls, Macedon, Seleucids, Mauryas, Ptolemies, Kush). This would allow removing diachronisms and make it easier to differentiate factions. I'm posting here because I haven't decided yet; thoughts? *first part : (Empires Ascendants) Quote Link to comment Share on other sites More sharing options...
Nescio Posted June 21, 2019 Author Report Share Posted June 21, 2019 0abc updated again, numerous changes, including: javelinist → javelineer blacksmith (a person) → forge (a workshop) (siege) workshop → arsenal removed native language specific names, because “Athenian Hoplite (Infantry Spearman)” is more informative for a player than “Hoplítēs Athēnaîos (Athenian Hoplite)”, and because there is no consistency between the standards used by the quite different languages (compare e.g. cart, kush, rome) reduced the number of selectable civilizations to eight (cart, gaul, kush, mace, maur, ptol, rome, sele), to focus exclusively on the 3rd C BC to avoid extreme diachronisms, and to make differentiating factions easier iron (metal) can no longer be dropped at centres, docks, storehouses, or worker elephants; instead, the forge is now the dropsite for iron, to reflect the fact you have to smelt ore to get metal resource true price reflects gather speeds trader gain is now fixed at 100% silver (done by incorporating @Freagarach's D1846) slaves available at the market in the city phase for all factions worker elephants can no longer build; instead, they have a 15 m aura, which increases worker build rate by 20% standardized unit attack time to 2 s (formerly 1 s) houses: wood (gaul, maur): 80 wood, 20 time, 4 population and garrison size, 400 health, 200 capture points, consume 0.02 wood/second mud (kush, ptol): 60 wood, 60 time, 6 population and garrison size, 600 health, 300 capture points, consume 0.03 wood/second normal (cart, mace, rome, sele): 120 wood, 30 stone, 40 time, 8 population and garrison size, 800 health, 400 capture points, consume 0.04 wood/second appartment (cart upgrade): 180 wood, 60 stone, 60 time, 12 population and garrison size, 1200 health, 600 capture points, consume 0.06 wood/second – and has minor ranged attack when garrisoned military structures: stable (village): cavalry arsenal (town): siege engines, chariots, crossbowmen shipyard (town): wargalleys mercenary camps (town): civ-independent mercenaries hall (town): civ-specific infantry mercenaries barracks (city): infantry champions elephant stable (city): elephants removed many obsolete technology files [And that's one thousand.] 3 Quote Link to comment Share on other sites More sharing options...
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