wowgetoffyourcellphone Posted January 3, 2019 Report Share Posted January 3, 2019 1 hour ago, Angen said: Batalions WIP - just for army - one unit type in batalion - training exactly 15 units (pay) + banner carrier (free) - cannot be disbanded to single units https://www.moddb.com/mods/0-ad-delenda-est/news/battalions-and-formations Thinking about anything like that? Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 4, 2019 Report Share Posted January 4, 2019 I tested your mod and it was awesome. Keep it up. One thing to note is that the takes long to research unit upgrades. Palisade walls also need a medium and long variant. 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 4, 2019 Report Share Posted January 4, 2019 @wowgetoffyourcellphone I would definitely love to see parts of this mod also integrated into DE. That would be really cool. Quote Link to comment Share on other sites More sharing options...
Silier Posted January 4, 2019 Author Report Share Posted January 4, 2019 @wowgetoffyourcellphone yes, kind of. I mean banners ofiicers but I am making them pure military (no building). But I need to rethink garrisoning now. @wackyserious thank you. They could be a bit faster but I do not want to make them too fast to research. Quote Link to comment Share on other sites More sharing options...
Silier Posted January 6, 2019 Author Report Share Posted January 6, 2019 @wowgetoffyourcellphone how would you solve battalion garrisoning into towers for example with 1 or 2 free slots ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 6, 2019 Report Share Posted January 6, 2019 2 hours ago, Angen said: @wowgetoffyourcellphone how would you solve battalion garrisoning into towers for example with 1 or 2 free slots ? I'd maybe allow 1 battalion per tower (it would be a special garrison slot) or just don't let battalions garrison into towers. Quote Link to comment Share on other sites More sharing options...
Silier Posted January 7, 2019 Author Report Share Posted January 7, 2019 (edited) Hero with formation deployment. Opened for suggestions. If you would like to see some hero with specific units as hero bodyguards, let me know. Edited January 7, 2019 by Angen 5 Quote Link to comment Share on other sites More sharing options...
gaius Posted January 9, 2019 Report Share Posted January 9, 2019 In a test the ammo of skirmishers didn't refill. Maybe a bug. Quote Link to comment Share on other sites More sharing options...
Silier Posted January 9, 2019 Author Report Share Posted January 9, 2019 (edited) Yeas. I was like well they will refill. but actually never did it Edit: I am making last checks before batalion testing update. Edited January 9, 2019 by Angen Quote Link to comment Share on other sites More sharing options...
Silier Posted January 10, 2019 Author Report Share Posted January 10, 2019 Batalion Test Update soldiers are trained in battalions of size 15 (infantry) + banner carrier cannot build cannot be disbanded cannot be merged hero deploys with his specific battalion to use ram or siege tower you has to "garrison" battalion into it, but units stays visible and can be attacked garrisoning into buildings is possible and in garrison panel all units from battalion are grouped under one icon (you can ungarirson only all of them) units can be put into Free formation, in this case they will not keep any of the shape and this is preferred in city spaces ammo refill should be fixed technologies have been removed from structure tree visualisation because of space house has 10 population bonus some buildings have been moved to phases Sentry Tower -> town phase Palisade -> town phase Farmstead -> town phase Barracks, Ranged -> town phase (+ blacksmith) Stables -> town phase (+ corral) Field -> needs farming research (available town phase) Stone Tower -> city phase Stone Wall -> city phase Technology Forging is needed for archery axes swords spears mace City Phase is needed for chain armour Vision range of units is lower ( a lot ). Infantry speed is lower, cavalry speed is a bit higher (percentage wise compared to infantry). Gather rate is drastically lower -> technologies has huge boost for gather rate. Worship of gods You can choose which god your people will worship. You can worship 3 gods from 6 (now). In each phase you can choose one from pair. First two are in CC. 3th is in temple. God of animals (cavalry training boost) God of builders (building boost) God of family (worker training boost) God of farming (farming rate boost) God of blacksmiths (research in blacksmiths boost) God of war (infantry training boost) A bit changed Civilisation selection. ----------------------------------------------------------------------------------------------- Each battalion has its banner carrier, but they do not really fit in as unit type yet. Running or charging might not drain energy for battalions (I am not sure what I messed up) Capturing is kind of not possible using battalions yet ( dont worry, it will be). AI is a bit broken because of number of units in battalions and slowdown (to be fair I broke it) so enjoy smashing AI because it does not train soldiers. Or find someone for MP (better to test it) --------------------------------------------------------------------------------------------- Thank you for support Please report weird animations (like alive blooded soldier, soldier without helm but rest of his battalion has, not moving capes - this drives me mad, I always find one) 5 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted January 11, 2019 Author Report Share Posted January 11, 2019 New way of handling infantry archers (and maybe javelins). Notice that attack animation is not as long as repeat time. Instead they wait ready to fire. https://drive.google.com/file/d/19aS5LWFpHBj0EIHErgzdl__JUEYIhGhz/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Yves Posted January 12, 2019 Report Share Posted January 12, 2019 As I've mentioned a few days ago on IRC, I'm also working on a battalion system. We might be able to share ideas and code, if you don't mind. I've only had a brief look at your code on github. I might want to copy parts of it, especially the battalion selection code. Is that OK for you? I've uploaded the current state to github: https://github.com/Yves-G/0ad/tree/BattalionSystem Feel free to copy if you find anything you can use. It's still very experimental and unfinished in the current state. There's a demo map included with (currently) just two melee battalions that can attack eachother. 7 Quote Link to comment Share on other sites More sharing options...
Silier Posted January 12, 2019 Author Report Share Posted January 12, 2019 @Yves no problem, take whatever you want 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted January 14, 2019 Author Report Share Posted January 14, 2019 Crash fix update infinite loop in UnitAi fix testing new infantry archer and javelin behaviour AI got guide for techs so now will attack you (somehow still can train separated units) Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 14, 2019 Report Share Posted January 14, 2019 @Angen so the ia is working again? i like the idea of unsheath before fight so i want to try a simple sheath/unsheath animation and see if the times could be reduced based on the animation lenght? What you have in mind when units prepare themselves before fight. Poses or references may help. Quote Link to comment Share on other sites More sharing options...
Silier Posted January 14, 2019 Author Report Share Posted January 14, 2019 (edited) just now when they are prepared they are in combat animation to get into this state I use attack. preparetime It can be setted animation speed. just now what I did for archers, I splited aim and loose+reload animation and unit has 2 more states: firing- performs attack and plays loose+reload animation with speed 1 and once and timer is set from some vatlue in template and after the timer is seted aim animation again once with default lenght and state aim is set there goes next timer with rest of repeat time and after it firing again so i am not stretching animations here it looks weird i think (now javelin thrower looks a bit funny when ready to fire ) and yes, ai should work. but still spending a lot on buildings and workers and rather phase up like research weapons or train soldiers Edited January 14, 2019 by Angen Quote Link to comment Share on other sites More sharing options...
Silier Posted January 17, 2019 Author Report Share Posted January 17, 2019 Making bottom section for battalions, do you think it is too much bars and I should let it on tooltip ? 2 Quote Link to comment Share on other sites More sharing options...
asterix Posted January 18, 2019 Report Share Posted January 18, 2019 11 hours ago, Angen said: Making bottom section for battalions, do you think it is too much bars and I should let it on tooltip ? hard to say @borg- might be able to tell about how to balance space for selections and taking quick actions. Quote Link to comment Share on other sites More sharing options...
Servo Posted January 18, 2019 Report Share Posted January 18, 2019 (edited) I played the mod last night and I have some errors but the game continues and errors messages are disappearing. There are red(blood?) on some archers feet too. One thing that needs to be fixed are range units/animations in which they stayed in the frontline waiting to reload instead of backing off to the rear. I have yet to test/play more but it seems that this is a promising mod and if you can implement some of borgs mod like no CS training from CC, etc this is going to be really nice. The AI behavior seems fine too though still nub but at least they are fighting and training armies albeit disorganized. Garrisoning is fine with me as it is more realistic especially for firing structures. I would appreciate if the towers will fire with range projectiles depending on what type is garrisoned. If it’s not range unit it shouldn’t fire and just effect the capture rate. Edited January 18, 2019 by Servo Quote Link to comment Share on other sites More sharing options...
Servo Posted January 18, 2019 Report Share Posted January 18, 2019 (edited) Btw siege units need to be operated by units is really awesome but I haven’t tested the catas yet but not repairable? Haha fine with me either. Edited January 18, 2019 by Servo Quote Link to comment Share on other sites More sharing options...
Silier Posted January 18, 2019 Author Report Share Posted January 18, 2019 (edited) hi @Servo thank you for testing, for now, siege that has units as actors does not require batalion, anyway visible units using ram are causing a bit of problem ram not attacking so I am reverting it to garrison and disapear till i figure out fix for this. They should be repairable i dont remember to disable this but soldiers dont build may be case they cant repair too. Had archers bows aiming while staying there or they fired and stayed idle. It may be because that errors in timers. I thought I fixed all blooded units Edited January 18, 2019 by Angen Quote Link to comment Share on other sites More sharing options...
Servo Posted January 18, 2019 Report Share Posted January 18, 2019 Just standing and probably waiting for timer reload but I’ll recheck again maybe it was on stand ground. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 18, 2019 Report Share Posted January 18, 2019 @Angen one question, did you manage to separate fire from reload action and animation? Because i want some feature like that for one special unit developed some time ago in Terra Magna, that unit should fire constantly the amount of ammo of the magazine then reload. Quote Link to comment Share on other sites More sharing options...
Silier Posted January 19, 2019 Author Report Share Posted January 19, 2019 (edited) Some ideas on this ? Stats displayed are summed across damage types for main formation unit from top (melee, ranged, armour, shield) Edited January 19, 2019 by Angen Quote Link to comment Share on other sites More sharing options...
Silier Posted January 19, 2019 Author Report Share Posted January 19, 2019 @Alexandermb yes, I did but still need testing because it got new unit states for that. Quote Link to comment Share on other sites More sharing options...
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