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0abc mod


Nescio
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17 hours ago, Stan` said:

An image is better than words :)

Yes, but I still don't understand your point. Surely the status bar width value as defined in the templates applies to all the bars (health, capture, resource, packing, experience)?

On 11/15/2019 at 9:37 PM, Freagarach said:

Thanks! I've now included it in my mod.

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2 minutes ago, Nescio said:

Yes, but I still don't understand your point. Surely the status bar width value as defined in the templates applies to all the bars (health, capture, resource, packing, experience)?

I'm not sure to be fair, I'm not even sure how to change that width in files :) I just wanted it would look bad in case it wasn't a global setting.

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8 minutes ago, Stan` said:

I guess that's a non-issue then thanks.

In that case, maybe we could try to edit the status bar files to add a separator between blocks of health. In this case like StarCraft it might make sense because unit with more life will have more blocks;

Actually I don't think it's a good idea to make the width proportional to the health, given the wide range of values (5 to 6000); also blocks will probably look ugly at minimum zoom.

My question was whether having different widths for different would make it easier to identify units, as is already the case for ships (fishing boat has a width of 2.0, other ships 6.0). E.g. elephants have a larger footprint and require more population than infantry, so should they have a larger status bar?

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  • 3 weeks later...

Triggered by @Alexandermb's recent activity, I revisited artillery in my 0abc mod and organized the templates as follows:

template_unit_siege_boltshooter.xml
template_unit_siege_boltshooter_large.xml
template_unit_siege_boltshooter_medium.xml
template_unit_siege_boltshooter_small.xml
template_unit_siege_stonethrower.xml
template_unit_siege_stonethrower_large.xml
template_unit_siege_stonethrower_medium.xml
template_unit_siege_stonethrower_small.xml

bolt-shooter     : small , medium , large
per shot:
  pierce damage  :    50 ,     75 ,   100
  thrust damage  :    30 ,     45 ,    60
  metal cost     :     2 ,      3 ,     4
unit cost:
  iron           :    50 ,     75 ,   100
  wood           :   100 ,    150 ,   200
  time           :    60 ,     70 ,    80
miscellaneous:
  garrison size  :     4 ,      6 ,     8
  health         :   100 ,    150 ,   200
  pack time      :     4 ,      6 ,     8
upkeep per second:
  silver         :  0.03 ,   0.04 ,  0.05
  food           :  0.06 ,   0.08 ,  0.10

stone-thrower    : small , medium , large
per shot:
  crush damage   :    90 ,    120 ,   180
  stone cost     :     3 ,      4 ,     6
unit cost:
  iron           :    90 ,    120 ,   180
  wood           :   180 ,    240 ,   360
  time           :    90 ,    100 ,   120
miscellaneous:
  garrison size  :     9 ,     12 ,    18
  health         :   180 ,    240 ,   360
  pack time      :     9 ,     10 ,    12
upkeep per second:
  silver         :  0.06 ,   0.08 ,  0.12
  food           :  0.09 ,   0.12 ,  0.18

(Other stats are equal for different sizes.)

 

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  • 2 weeks later...
2 minutes ago, Stan` said:

I made it :) Do you like it? Also btw your mod crashes atlas for me... not sure why.

I haven't kept the mod up to date the past few months. It's possible unitai is out of date again or something. 

 

EDIT: I just need that controllable animal ai patch committed and I can finally get rid of the unit ai file from the mod. 

Edited by wowgetoffyourcellphone
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12 minutes ago, Stan` said:

Also btw your mod crashes atlas for me... not sure why.

Does it? I don't really understand Atlas, but it seems to work on my end; at least I don't notice differences when opening the scenario editor with or without my mod loaded. Do you have any other active mods?

15 minutes ago, Stan` said:

I made it :) Do you like it?

It's a pleasant surprise and I do appreciate the gesture!

I'm a bit picky when it comes to details, though. In our timeframe spaces, dots, and other interpunction weren't used in inscriptions; also, lower case and upper case didn't exist. So if you could use unicase that would be nice. (Neither the concept nor the symbol of zero existed either, but that's part of the name of the game, so let's stick with that theta.)

Also, I'd appreciate it if you could add the following text below the logo:

Quote

A modification of 0 A.D. “Empires Ascendant”.

By the way, which font did you use? Linux Libertine? (That's 0 A.D.'s font, right?)

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The Sanskrit evidence for zero is quite old @Nescio so are the the various arithmetic algorithms descriptions though most of this is not known by non Sanskrit experts as most of the sutras are poems for easy memorisation with the numerical items encoded in the poetry teachers would pass the decoding along orally at least that is what I was taught by my guru ;)

Enjoy the Choice :)   

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1 hour ago, Stan` said:

Linux Biolinium, but yes :)

Could you use Linux Libertine Display for the logo instead? I like serifs. :)

Also, could you make the ABC larger, so there is not so much space in between?

And could you try if “A modification of 0 A.D. “Empires Ascendant”.” fits in a single line underneath the entire logo, starting below the left of the Θ?

(Yes, I'm picky when it comes to text and details, I apologize.)

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