wowgetoffyourcellphone Posted March 1, 2018 Report Share Posted March 1, 2018 (edited) 33 minutes ago, stanislas69 said: For the male and female see the way I did it for the carthaginian citizen I fixed in one of my pull requests Is there a better base we can use than the Trader? It offsets the male and female actors. Shame the voices will have to be male or female for now until such differentiation is possible. Edited March 1, 2018 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 1, 2018 Report Share Posted March 1, 2018 Maybe one of the siege engine's not sure. I think there is a pivot for that. One hack would be to create a soundgroup which contains both sounds but I don't think there is a way to sync them :/ Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 2, 2018 Author Report Share Posted March 2, 2018 19 hours ago, stanislas69 said: Maybe one of the siege engine's not sure. I think there is a pivot for that. Got it. Just used the 'root' prop point instead of 'donkey.' Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 2, 2018 Report Share Posted March 2, 2018 Ah yeah works too ^^ Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 2, 2018 Author Report Share Posted March 2, 2018 (edited) Removing female-only citizens is a chore, but will streamline the economy. It was too convoluted with both male and female citizens and male and female slaves. lol Doing Kushites and Athenians first. The other civs will probably be broken for a while. Edited March 2, 2018 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 2, 2018 Report Share Posted March 2, 2018 So you are in the get rid of citizen soldier group now ? Maybe there is a faster way to do that, but editing actors has always been annoying variants make it somewhat easier though. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 2, 2018 Author Report Share Posted March 2, 2018 Just now, stanislas69 said: So you are in the get rid of citizen soldier group now ? DE got rid of the citizen-soldier concept months ago. The "regular" soldiers are called citizens only because they have the Slave Ownership aura and can still build, like the Norse from Age of Mythology. They don't gather resources at all. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 2, 2018 Report Share Posted March 2, 2018 Ah nice ! How does the gather praise work ? If it does at all ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 2, 2018 Author Report Share Posted March 2, 2018 (edited) 2 minutes ago, stanislas69 said: Ah nice ! How does the gather praise work ? If it does at all ? All bipedal units can praise Cult Statues to get Glory. I guess you could call it "gathering a resource." You also get Glory by killing the enemy. Edited March 2, 2018 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 2, 2018 Report Share Posted March 2, 2018 Ah that's pretty nice 1 Quote Link to comment Share on other sites More sharing options...
Servo Posted March 2, 2018 Report Share Posted March 2, 2018 I DE played many hours before until there was bug on fort garrison. Pretty cool and smooth though. The big problem that I notice is that the AI can’t produce more glory and if they do or can is only if they kill. They don’t make statuses. Since glory is a huge requirement to probably advancement or on some needed tech their units or they could not muster pre programmed units to mount a huge army attack. You can build or capture economic structures too and it stays with the player even if not garrisoned (won’t turn into Gaia). In 0abc mod these structures can be garrisoned to avoid turning into Gaia. But would it be better that as long as the structure is within the captors LOS it should not turn into Gaia even if not garrisoned. Therefore as such a useful structure on a neutral territory could change hands more often but quite realistic and fine. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 18, 2018 Author Report Share Posted March 18, 2018 On 3/2/2018 at 8:20 AM, Servo said: I DE played many hours before until there was bug on fort garrison. Pretty cool and smooth though. Thanks! I wonder which maps you tried. I suggest sticking to Skirmish maps, since I have no idea how to add a lot of the features [like special starting structures] to random maps. On 3/2/2018 at 8:20 AM, Servo said: The big problem that I notice is that the AI can’t produce more glory and if they do or can is only if they kill. They don’t make statuses. Since glory is a huge requirement to probably advancement or on some needed tech their units or they could not muster pre programmed units to mount a huge army attack. @mimo has made some tweaks to the AI in the past in order to better support mods. I certainly don't expect him to do much more than that of course. But some time ago I asked him about supporting things like Farmlands and he was somewhat receptive, even if suggesting that it would have to wait until beta or later, which I am fine with. The best civ for AI Glory gathering is the Han, because they have a reuirement to build X number of statues to get to the next age, so this gets them plenty of Glory in the long run. Also, Ptolemies get a free Glory Statue at the beginning of the match, so they do better for Glory generation too. On 3/2/2018 at 8:20 AM, Servo said: You can build or capture economic structures too and it stays with the player even if not garrisoned (won’t turn into Gaia). In 0abc mod these structures can be garrisoned to avoid turning into Gaia. But would it be better that as long as the structure is within the captors LOS it should not turn into Gaia even if not garrisoned. Therefore as such a useful structure on a neutral territory could change hands more often but quite realistic and fine. Storehouses and Farmsteads in DE cannot be captured, so perhaps you have a different mod selected. 1 Quote Link to comment Share on other sites More sharing options...
mimo Posted March 18, 2018 Report Share Posted March 18, 2018 10 hours ago, wowgetoffyourcellphone said: @mimo has made some tweaks to the AI in the past in order to better support mods. I certainly don't expect him to do much more than that of course. But some time ago I asked him about supporting things like Farmlands and he was somewhat receptive, even if suggesting that it would have to wait until beta or later, which I am fine with. The best civ for AI Glory gathering is the Han, because they have a reuirement to build X number of statues to get to the next age, so this gets them plenty of Glory in the long run. Also, Ptolemies get a free Glory Statue at the beginning of the match, so they do better for Glory generation too. Yes, as you said, i've not enough time to support mods. But this feature looks simple enough to implement, and here is a patch which should do that. It is basically untested (i've only checked that it compiles), but can be a starting point if you or somebody else want to fix/improve it. Also, as i've no idea how many statues are enough, and i've put a max of 5, but change it to an adequate value (that max number is not used when phase requirements). cultStatue-v1.patch 3 Quote Link to comment Share on other sites More sharing options...
Servo Posted March 20, 2018 Report Share Posted March 20, 2018 @wowgetoffyourcellphone I use wololo to capture structures and units. I think the fort garrison is already fixed. It happened on Kushite Civ. I maybe off topic on this but I hope if DE will be updated when you capture a unit for example a Roman CS they should be able to build their own structures. I’m sure this was or will be removed on A23 as I tried it on SVN. For SP games this feature is really nice as some gamers (like me) could still be immersed and have fun building a nice base/empire. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 28, 2018 Author Report Share Posted June 28, 2018 On 3/18/2018 at 12:56 PM, mimo said: Yes, as you said, i've not enough time to support mods. But this feature looks simple enough to implement, and here is a patch which should do that. It is basically untested (i've only checked that it compiles), but can be a starting point if you or somebody else want to fix/improve it. Also, as i've no idea how many statues are enough, and i've put a max of 5, but change it to an adequate value (that max number is not used when phase requirements). cultStatue-v1.patch I forgot about this. Would this patch be compatible with A23? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 28, 2018 Report Share Posted June 28, 2018 8 minutes ago, wowgetoffyourcellphone said: I forgot about this. Would this patch be compatible with A23? Looking at the code it should. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 28, 2018 Author Report Share Posted June 28, 2018 1 hour ago, stanislas69 said: Looking at the code it should. Works. They build Cult Statues now. Their placement is a little weird, placed like towers on the periphery, but I can't complain for now. Added to repository, will be in 23b. Thanks @mimo! 1 Quote Link to comment Share on other sites More sharing options...
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