wowgetoffyourcellphone Posted August 3, 2019 Report Share Posted August 3, 2019 (edited) https://trac.wildfiregames.com/changeset/22586 Specifically, how can this be used for units with different genders represented in the actor? Is there an example yet in the core game? Edited August 3, 2019 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 4, 2019 Author Report Share Posted August 4, 2019 @Freagarach Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 4, 2019 Report Share Posted August 4, 2019 The Phenotype tag which replace the previous Gender tag, can be now have tokens. Once there is more than one token it will pick one randomly. Note that tokens are also inherited see https://trac.wildfiregames.com/changeset/22611 Then in the actor name you will be able to specify the {phenotype} tag for the engine to replace Assuming this in the Identity component <Phenotype datatype="tokens"> male female</Phenotype> And this in the actor <Actor>units/britons/{Phenotype}_villager.xml</Actor> Will be replaced by <Actor>units/britons/male_villager.xml</Actor> <Actor>units/britons/female_villager.xml</Actor> An official post could be made maybe by@wraitii or @Freagarach like the one I made for breaking changes. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 4, 2019 Author Report Share Posted August 4, 2019 6 hours ago, Stan` said: And this in the actor You mean in the template? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 4, 2019 Author Report Share Posted August 4, 2019 (edited) 7 hours ago, Stan` said: The Phenotype tag which replace the previous Gender tag, can be now have tokens. Once there is more than one token it will pick one randomly. Note that tokens are also inherited see https://trac.wildfiregames.com/changeset/22611 Then in the actor name you will be able to specify the {phenotype} tag for the engine to replace Assuming this in the Identity component <Phenotype datatype="tokens"> male female</Phenotype> And this in the actor <Actor>units/britons/{Phenotype}_villager.xml</Actor> Will be replaced by <Actor>units/britons/male_villager.xml</Actor> <Actor>units/britons/female_villager.xml</Actor> An official post could be made maybe by@wraitii or @Freagarach like the one I made for breaking changes. Here's what I have: template_unit_support_citizen Spoiler <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support"> <Attack> <Melee> <Damage> <Hack>6.0</Hack> <Pierce>0.0</Pierce> <Crush>0.0</Crush> </Damage> <MaxRange>4.0</MaxRange> <PrepareTime>500</PrepareTime> <RepeatTime>1000</RepeatTime> <RestrictedClasses datatype="tokens"> Ship MercenaryCamp </RestrictedClasses> </Melee> <Slaughter> <Damage> <Hack>25.0</Hack> <Pierce>0.0</Pierce> <Crush>0.0</Crush> </Damage> <MaxRange>4.0</MaxRange> </Slaughter> </Attack> <Auras datatype="tokens"> slave_ownership </Auras> <Builder> <Rate>1.25</Rate> <Entities datatype="tokens"> structures/{civ}_civil_centre structures/{civ}_military_colony structures/{civ}_temple_vesta structures/{civ}_government_center structures/{civ}_pyramid_1 structures/{civ}_pyramid_2 structures/{civ}_house structures/{civ}_ice_house structures/{civ}_tenement structures/{civ}_storehouse structures/{civ}_farmstead structures/{civ}_field structures/{civ}_rotarymill structures/{civ}_corral structures/{civ}_dock structures/{civ}_market structures/{civ}_pillar_ashoka structures/{civ}_statue structures/{civ}_ball_court structures/{civ}_temple structures/{civ}_temple_mars structures/{civ}_temple_amun structures/{civ}_theatron structures/{civ}_library structures/{civ}_lighthouse structures/{civ}_wonder </Entities> </Builder> <Cost> <Population>1</Population> <Resources> <food>50</food> </Resources> <BuildTime>15</BuildTime> </Cost> <Health> <Max>80</Max> </Health> <Identity> <GenericName>Citizen</GenericName> <Phenotype datatype="tokens"> female male </Phenotype> <VisibleClasses datatype="tokens">Builder Gatherer Citizen TaxPayer</VisibleClasses> <Classes datatype="tokens">Worker Civilian</Classes> <Tooltip>Build civilian buildings and gather resources. Command nearby Slaves to work faster. Especially good at building. Traits: Low Cost, Low Health, Slow Speed, Light Armor, Weak Attack, Avoids Death. Good at: Building and Dying. Mediocre at: Gathering Resources. Bad at: Fighting.</Tooltip> <Icon>units/imp_support_citizen.png</Icon> <Formations disable=""/> </Identity> <RangeOverlayRenderer/> <ResourceGatherer> <MaxDistance>2.0</MaxDistance> <BaseSpeed>1.0</BaseSpeed> <Capacities> <food>10</food> <wood>10</wood> <stone>10</stone> <metal>10</metal> <glory>1</glory> </Capacities> <Rates> <food.fruit>0.5</food.fruit> <food.grain>0.25</food.grain> <food.meat>0.5</food.meat> <wood.tree>0.5</wood.tree> <wood.ruins>5.0</wood.ruins> <stone.rock>0.5</stone.rock> <stone.ruins>2</stone.ruins> <metal.ore>0.5</metal.ore> </Rates> </ResourceGatherer> <ResourceTrickle> <Rates> <food>0.0</food> <wood>0.0</wood> <stone>0.0</stone> <metal>0.0</metal> <coin>1.0</coin> <glory>0.0</glory> </Rates> <Interval>30000</Interval> </ResourceTrickle> <Sound> <SoundGroups> <select>voice/{lang}/civ/civ_{phenotype}_select.xml</select> <order_walk>voice/{lang}/civ/civ_{phenotype}_walk.xml</order_walk> <order_attack>voice/{lang}/civ/civ_{phenotype}_attack.xml</order_attack> <order_gather>voice/{lang}/civ/civ_{phenotype}_gather.xml</order_gather> <order_repair>voice/{lang}/civ/civ_{phenotype}_repair.xml</order_repair> <order_garrison>voice/{lang}/civ/civ_{phenotype}_garrison.xml</order_garrison> <walk>actor/human/movement/walk.xml</walk> <run>actor/human/movement/run.xml</run> <attack>attack/weapon/sword.xml</attack> <death>actor/human/death/{phenotype}_death.xml</death> <build>resource/construction/con_wood.xml</build> <trained>interface/alarm/alarm_create_infantry.xml</trained> <gather_fruit>resource/foraging/forage_leaves.xml</gather_fruit> <gather_grain>resource/farming/farm.xml</gather_grain> <gather_tree>resource/lumbering/lumbering.xml</gather_tree> <gather_rock>resource/mining/pickaxe.xml</gather_rock> <gather_ore>resource/mining/mining.xml</gather_ore> <gather_ruins>resource/mining/mining.xml</gather_ruins> </SoundGroups> </Sound> <UnitAI> <CanPatrol>false</CanPatrol> </UnitAI> <UnitMotion> <WalkSpeed op="mul">0.8</WalkSpeed> </UnitMotion> </Entity> And then I have units/athen_support_citizen: Spoiler <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support_citizen"> <Identity> <Civ>athen</Civ> <Lang>greek</Lang> <SpecificName>Polítis Athēnaîos</SpecificName> <GenericName>Athenian Citizen</GenericName> <Icon>units/athen_support_citizen.png</Icon> </Identity> <VisualActor> <Actor>units/athenians/female_citizen.xml</Actor> <Actor>units/athenians/male_citizen.xml</Actor> </VisualActor> </Entity> It doesn't work. Edited August 4, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 5, 2019 Author Report Share Posted August 5, 2019 Got it to work, thanks! <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support_citizen"> <Identity> <Civ>theb</Civ> <Lang>greek</Lang> <SpecificName>Polites Thēbaios</SpecificName> <GenericName>Theban Citizen</GenericName> <Icon>units/athen_support_citizen.png</Icon> <SelectionGroupName>units/{civ}_support_citizen</SelectionGroupName> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity> 1 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted August 5, 2019 Report Share Posted August 5, 2019 Thanks for the reaction @Stan`! And glad it worked out for you @wowgetoffyourcellphone, sorry for the delayed reaction, I was AFK for the weekend In the first template in the inheritance one should use (something like): <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit"> <Identity> <Phenotype datatype="tokens">Child</Phenotype> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity> This will replace all {phenotype} occurrences in the visual actor (as well as in sounds) with "child". <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support"> <Identity> <Phenotype>Male Female</Phenotype> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity> This will randomly choose between the two given phenotypes. You have to make sure the Actor for all these entities (units/athenians/male_citizen.xml and units/athenians/female_citizen.xml) exist. Using: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support_citizen"> <Identity> <Phenotype datatype="tokens">Child</Phenotype> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity> will add the "Child" to the list of possible phenotypes. (So that will become "Male Female Child".) A notion to all (template) modders: <Gender> is to be replaced with <Phenotype>! @Exodarion @darkinterloper @borg- @Nescio @Angen @(-_-) @Trinketos (And everyone else I did not mention.) Any questions? Please ask! 2 1 Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 5, 2019 Report Share Posted August 5, 2019 @Freagarach, thank you for the explanation and examples. (Perhaps it should be added somewhere in the trac wiki?) I think I now understand how it works and why <Gender> was replaced. I'm not sure phenotype is the most appropiate term, but I can't think of anything better, so I won't complain about that. On 8/3/2019 at 8:19 AM, wowgetoffyourcellphone said: Is there an example yet in the core game? I'm not sure, but I suppose the lion and lioness templates could now be merged. (And it would be extra nice if someone would create a lion cub actor—note that they have spots!) 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 6, 2019 Author Report Share Posted August 6, 2019 Can I ask for a small audio extension? If multiple phenotypes are selected, then their sunds play for each phenotype. For instance, a mixed group of men and women currently just pick one of the genders to play as their acknowledgement sounds (selected, tasked to move or chop, etc.), but it would be nice to hear both the man and woman sounds. 3 1 1 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted August 7, 2019 Report Share Posted August 7, 2019 Is not used now? Quote Link to comment Share on other sites More sharing options...
nani Posted August 7, 2019 Report Share Posted August 7, 2019 I identify myself as an Apache helicopter 1 2 Quote Link to comment Share on other sites More sharing options...
Trinketos Posted August 7, 2019 Report Share Posted August 7, 2019 20 minutes ago, nani said: I identify myself as an Apache helicopter 1 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted August 7, 2019 Report Share Posted August 7, 2019 23 hours ago, wowgetoffyourcellphone said: Can I ask for a small audio extension? If multiple phenotypes are selected, then their sunds play for each phenotype. For instance, a mixed group of men and women currently just pick one of the genders to play as their acknowledgement sounds (selected, tasked to move or chop, etc.), but it would be nice to hear both the man and woman sounds. You can ask of course But wouldn't that be very annoying? For it would probably mean to have all different voices of a large selection group to be played simultaneously, which would mean you only hear rumour? 50 minutes ago, Trinketos said: Is not used now? The phenotypes itself are used (were previously genders), but the new feature to use random phenotypes is not used in the base game. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 7, 2019 Report Share Posted August 7, 2019 11 hours ago, nani said: I identify myself as an Apache helicopter Actually delenda est all have female voice.... Lol. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 7, 2019 Author Report Share Posted August 7, 2019 5 hours ago, Lion.Kanzen said: Actually delenda est all have female voice.... Lol. Not anymore. They work correctly now. Try again! Report any bugs please. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 8, 2019 Report Share Posted August 8, 2019 58 minutes ago, wowgetoffyourcellphone said: Not anymore. They work correctly now. Try again! Report any bugs please. And i Solve my screen problem you must post that, the user check bot their screen res maximum setting and OS (Windows). Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted August 8, 2019 Report Share Posted August 8, 2019 So is this means that it is possible to generate random gendered citizens like in AoE2? Is it possible for them to have different stats as well? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 8, 2019 Author Report Share Posted August 8, 2019 (edited) 48 minutes ago, azayrahmad said: So is this means that it is possible to generate random gendered citizens like in AoE2? Is it possible for them to have different stats as well? Different genders (actors) for same template, which means only one set of stats. But yeah, DE now has differently gendered villagers with the properly gendered voice files. Edited August 8, 2019 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 8, 2019 Report Share Posted August 8, 2019 5 minutes ago, wowgetoffyourcellphone said: Different genders (actors) for same template, which means only one set of stats. But yeah, DE now has differently gendered villagers with the properly gendered voice files. ith fenotype we even can differenciate kind of voices. soldier vs peasant or olderman and younger. Quote Link to comment Share on other sites More sharing options...
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