Silier Posted July 14, 2019 Report Share Posted July 14, 2019 (edited) Hi its me again (As you know I have been working at battalion mod. It is sad to said but I might to break something I cannot fix now and have no idea what and at what point I broke it. Anyway here we are.) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ git: https://github.com/SlavomirSlovenkai/Survival basic overview: https://github.com/SlavomirSlovenkai/Survival/blob/master/Research.xlsx Basics: Every living entity (sure, there are some exceptions) consumes some kind of food. If it cannot consume, hp is lowered. If can consume, will be healed. It does not have to eat from every type of food (visible in tooltip), just one. (Cavalry is exception as grain is must for horse). No formations No promotion No healing by healers and temples No expand of territory with phase or other bonuses Low resource capacity for units Soldiers gets experiences (except champions) 4 Types of soldiers (Light, Medium, Heavy, Champion) Attack and Armour: Dealing of damage is directional Shield size defines how much damage unit blocks from front Friendly fire for all units Attacks consume energy, if unit is low on energy, will fight terrible Soldiers can be trained to get experiences in barracks, ranges by garrisoning inside. Citizens: can build any type of building work unit limited per house and cc pays you coins Slaves : can be bought from civic centre cannot attack (even slaughter) cannot place foundations are limited per citizen does not have to eat Soldiers: limited per barracks Cavalry: limited per stables Ranged: limited ammo (will refill after all used) Mercenaries: do not eat hire them with coins need to pay them else they turn to gaia Rams: cannot destroy by attack provides radius of protection from arrows need to be garrisoned to be able to attack can be captured Healer -> Priest: Provides auras for faster work and better fighting (based on priest category) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------------------------------FUN PART BEGINS----------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Research points: You need them for most of the research. You can get them by collection resources (repeated action) , training some units first time, building some buildings first time and so on. Feed your pigs: If you do not slaughter pig and you will feed it, it will grow over time and will provide additional resources. When will be ready to slaughter, small meat icon appears over it. (need to hover or select) Berries: If you collect all berries, they will grow back after some time ( so it is not good to collect all bushes at once else your workers will be idle and do not collect automatically when they regrow) Fields: Fields starts with growing session and applies for them the same as for berries. You can shorter regrowing time and you can double resources you get from them with research. Metal and Stone: Techs for these resources have been merged. You can research Shaft mining and after you exhaust mines and quarries (the 50k ones) there will spawn additional resource. Wagons: You can research and construct wagon with horse. Then you specify resource with upgrade (can change any time for free). Units will drop resources into it and when full, wagon goes to dropsite and then back to last position. Trade and Barter: Too many resources so that is moved to dialog window ( just in case you wonder why market is empty ) Damage is deadly Mainly from ranged attacks and animals AnimalAI Collective behaviour based on https://trac.wildfiregames.com/attachment/ticket/1724/collectiveBehavior-v4.diff Enlarged vision for wolfs Animals will run when they are going to attack UnitAI Collective behaviour for passive units to flee Animations and Art Horse update from a24 Units will hold tools their are going to use Combat / relax animation variants for soldiers Ranged units will not display ammo when they have none Ranged units will hold daggers when no ammo or only melee allowed Displaying real attack range of buildings even when in preview Buildings Grouped by category Will take resources only if actually build (Queue stalled message if not enough resources) Will give resources back when demolished Fortress Territory root Trees Lowers vision and walkspeed ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------IMPORTANT NOTES--------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Only Athenians AI broken -> so none Every victory condition has survival script (you loose if you have 0 citizens) Maps Some maps might give errors when you try to play I left them so you can play multiplayer. SURVIVAL SCENARIO I have created single player Scenario map with scripted enemy to attack in waves. Cool thing it is actually player not gaia so victory condition applies Your can stop attacks if you manage to destroy its fortress. ( Has one ) Then to win you need to kill citizens of that player. (They are in city and countryside. Some are garrisoned inside CCs, because currently has no active defence reaction.) // Side note: Took me 3h to finish that map (to win) Have fun, enjoy report. Edited July 14, 2019 by Angen 7 5 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 14, 2019 Report Share Posted July 14, 2019 any screenshot ? 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 14, 2019 Report Share Posted July 14, 2019 I'm curious why you included so many art files in your mod. Seems unnecessary. I'll check the mod out though! Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 14, 2019 Report Share Posted July 14, 2019 Okay, first match all my units starved to death. lmao 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted July 14, 2019 Author Report Share Posted July 14, 2019 I needed that because I used a24 horses and they have new meshes, animations and variants. At some point I needed eyecandy for farmsted foundation. There are some (maybe a lot) not needed files I will clean later. 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted July 14, 2019 Author Report Share Posted July 14, 2019 2 minutes ago, wowgetoffyourcellphone said: Okay, first match all my units starved to death. lmao What map? Get market as fast as possible. Coins are best to buy food ( meat ). Second thing you need to get fast are fields for grain so you can train animals for food. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 14, 2019 Report Share Posted July 14, 2019 There needs to be in the tooltips the fact that units consume resources. Apparently it;'s not done with a negative resource trickle, else that would show up in the tooltips. When I attacked a sheep with my male citizens, all the male citizens ran away? Why was that? May I suggest that you combine Citizen and Slave genders like Delenda Est does? Or maybe you want this to be extra slow and more city builder-y. In which case, I think the gender roles should be more stark and more clearly defined, if you know what I mean. Else, it would be better to combine the male and female citizens into one citizen template and the male and female slaves into one slave template. I like the building tabs! But since you have pages of buildings with the tabs, you don't need the UI icons to be so small in the UI. Also, suggestion: Civic - Economic - Military - Defense, maybe in that order and named thusly. I'll make more comments if you deem these helpful. 2 Quote Link to comment Share on other sites More sharing options...
Silier Posted July 14, 2019 Author Report Share Posted July 14, 2019 @wowgetoffyourcellphone enable detailed tooltip, anything should be there Check structure tree and resource tree as well. Quote Link to comment Share on other sites More sharing options...
Silier Posted July 14, 2019 Author Report Share Posted July 14, 2019 2 minutes ago, wowgetoffyourcellphone said: When I attacked a sheep with my male citizens, all the male citizens ran away? Oh that is bug Set citizens to something else than passive. Will fix soon. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 14, 2019 Report Share Posted July 14, 2019 Can you make the tabs persistent? Meaning that the UI remembers which tab was open for that unit/building? 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted July 14, 2019 Author Report Share Posted July 14, 2019 Bug with fleeing was fixed. Thank you. 12 minutes ago, wowgetoffyourcellphone said: Can you make the tabs persistent? Meaning that the UI remembers which tab was open for that unit/building? Sure it is my todo, if I manage to find out how. 17 minutes ago, wowgetoffyourcellphone said: Also, suggestion: Civic - Economic - Military - Defense, maybe in that order and named thusly. Taken in mind. 17 minutes ago, wowgetoffyourcellphone said: May I suggest that you combine Citizen and Slave genders like Delenda Est does? Or maybe you want this to be extra slow and more city builder-y. In which case, I think the gender roles should be more stark and more clearly defined, if you know what I mean. I plan that one cannot train more units at once than has couples of female + male but might be complicated to do There are some gathering rate differences now. Anyway it is just preference of player. 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 14, 2019 Report Share Posted July 14, 2019 It sounds very promising! Some errors: Spoiler ERROR: The trainer units of "athen" have more production icons than can be supported by the current GUI layout ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/gaia/temperate_cliff_a_spec.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/gaia/temperate_cliff_a.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/gaia/ao/large_stone_rock_a_ao.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/gaia/temp_stone_b.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/gaia/temp_stone.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/gaia/temperate_cliff_a_norm.png" ERROR: Failed to load AI scripts for module petra ERROR: File 'simulation/ai/petra/data.json' does not exist ERROR: Failed to create AI player: can't find simulation/ai/petra/data.json ERROR: Failed to create AI player: can't find simulation/ai/petra/data.json Only Athens? No AI? Furthermore, your session GUI seems a bit inconvenient (especially the minimap): Spoiler Things are rather blue-ish, but I suppose that's a matter of taste. 49 minutes ago, Angen said: There are some (maybe a lot) not needed files I will clean later. The mod seems quite large (zip is 486.8 MB, extracted 782.8 MB, git clone 1.3 GB). 1 hour ago, Angen said: Attacks consume energy, if unit is low on energy, will fight terrible Fatigue sounds great! How does your energy work exactly? Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 14, 2019 Report Share Posted July 14, 2019 1 hour ago, Angen said: git: https://github.com/SlavomirSlovenkai/Survival Also, copyright, licence? Quote Link to comment Share on other sites More sharing options...
Silier Posted July 14, 2019 Author Report Share Posted July 14, 2019 For ranged : if has lower than 20 percent spread for attack is 30 percent larger if has 0 energy, spread is 50 percent larger For melee: Chance to miss target is 30 or 50 percent higher than normally Need to find way to display resources, what is with minimap? its has too many files but yet has to add some missing textures Easier and faster for new fearures to have one civ to mod. No ai, I need to rewrite it completle for economic part. Thats why I added scenario. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 14, 2019 Report Share Posted July 14, 2019 Quote Rams: cannot destroy by attack provides radius of protection from arrows need to be garrisoned to be able to attack can be captured This is very interesting feature. 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted July 19, 2019 Author Report Share Posted July 19, 2019 UPDATE: Upgradable CC through phases walkable market Able to spawn fences around houses (using upgrades) No pop cap, only max cap resource water well - houses inside radius of well trickle water (something like automatic collection) Citizens cc -> house Slaves cc -> market Not champion soldiers are again considered as Citizens class (easier phasing) Fortress/Cc Can train _b type of units (not all) Slaves now react to bells NEW WAY OF TRAINING UNITS Only way how to get soldier, you need to garrison Citizen man inside barracks/range/stables/cc/fortress and then you can train him into the soldier 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 20, 2019 Report Share Posted July 20, 2019 @Angen At first glance i thought this was an opinion about 0 A.D. when i read the tittle, but i like what i see in here. Plenty of stuff i wish for main 0 ad is in this topic. Pin my name in here if AI works and becomes deadly in this mod. 1 Quote Link to comment Share on other sites More sharing options...
Rolf Dew Posted July 20, 2019 Report Share Posted July 20, 2019 This mod looks very interesting, I like the gameplay changes and other changes. Quote Link to comment Share on other sites More sharing options...
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