StarAtt Posted July 30, 2020 Report Share Posted July 30, 2020 (edited) I found .dev ppa and made this. Markdown file here0 A.D. a24 SVN Current Changes.md 0 A.D. a24 SVN Current Changes Build: Jul 26, 2020 (23898-development) General Credits is added to the main page. Many Languages are added. New Kushites background. Panel Slide has smoother animation. Structure Tree is smaller and centered. History is now called Civilization Overview. FXAA anti-aliasing, game-setup new player notification, snap to edges (3 people can stand between) for buildings and multiple control group membership is available in Options. Game-setup Now able to reset Team with one click. World population cap (shared between all players) is available to a maximum of 1200. Ceasefire setting is now a slider. Bot configuration shows the gathering rate and trading gain altered for per difficulty level. In-Game New appearance, sound effects and music. Champions are cheaper and prior to Heroes in production panel. Advance/elite techs changed. Gather penalty decrease from- 50% to -30%. Health decrease from +20% to +10%. Siege Workshop is available for every civilization. Fortress can no longer produce siege engines. Loot 20% the cost of structures (wall gate 10%) and 10% the cost of soldiers (mercenaries are looted as normal units). Heroes remain 10F/25M. Ships aren't affected. Expertise In War no longer causes +20% training time for mercenaries, but cost 600M instead of 200F/300M. It no longer takes the Greeks and the Hellenistics 10% more construction time. A maximum of 3 embassies can be built, up from 2. No Mills for the Celtics anymore. Structures Village Phase House The Loom increases women's health by 100%, up from 50%. The Loom research cost increased from 150F to 200F. Farm Every subsequent gatherer works less efficiently. Corral Gauls and Kushites get a 75F livestock (might be a bug that 75F only get 100F in return). Wooden Wall (a24 Palisade) Walls Cost changed from 4W~13W to 4W~12W. Build time changed from 5s~11s to 4s~12s. Health decreased from 275~1100 to 220~1100. Gate Cost decreased from 20W to 10W. Build time increased from 5s to 6s. Health decreased from 637 to 500. "Tower" Cost increased from 5W to 14W. Build time increased from 8s to 14s. Health decreased from 825 to 770. Barracks Non-Celtic or Mauryas' Barracks cost 200W/100S. Archery Tradition is altered and is now available for Kushites, Mauryas and Persians: Cost 500W/300M. -10% training time, +8 attack range, and -10% attack spread for archers. Town Phase Defense Tower Some civilizations can upgrade it in City Phase. Stone Wall Walls Cost changed from 15S~28S to 12S~36S. Build time changed from 15s~45s to 12s~36s. Gate Cost decreased from 60S to 20W. Build time increased from 10s to 12s. Health decreased from 2550 to 2500. City Phase Wonder Cost changed from 1000F/1000W/1000S/1000M to 1000W/1500S/1000M. Siege Workshop Available for all civilizations. Build time decreased to 180s. Fortress Can no longer produce siege engines. New buildings: Artillery Tower Shoot bombards. Available for Athenians, Carthaginians, Macedonians, Ptolemies, Romans and Seleucids. Can be upgraded from a Defense Tower costing 150W/100S and taking 200s. Cost: 200W/200S Health: 1400 Ranged Attack: 35P/25C, Range: 20~78(+14), Interval: 5s Circular Splash Damage: 25P/5C Armor: 25H/30P/3C Garrison Limit: 5 Projectile Limit: 2, Default: 1, Per Unit: 0.2 (garrison 3 units to get the second shot) Loot: 40W/40S Only armor upgrade works. Bolt Tower Shoot bolts. Available for Athenians, Carthaginians, Macedonians, Ptolemies, Romans, Seleucids and Spartans. Cannot be constructed directly. Only can be upgraded from a Defense Tower costing 100S/100M and taking 200s. Health: 1400 Ranged Attack: 55P/5C, Range: 15~84(+14), Interval: 4s Linear Splash Damage: 12P Armor: 25H/30P/3C Garrison Limit: 5 Projectile Limit: 2, Default: 1, Per Unit: 0.2 (garrison 3 units to get the second shot) Loot: 40S/20M Only armor upgrade works. Rampart Tower Archers can garrison to shoot on the towers. The rampart doesn't protect them from ranged attack. Only Available for Mauryas. Cannot be constructed directly. Only can be upgraded from a Defense Tower costing 150W/70S and taking 200s. Health: 1200 Ranged Attack: 12P, Range: 10~76(+14), Interval: 2s Armor: 25H/30P/3C Garrison Limit: 20 (16 exposed) only archers Projectile Limit: 7, Default: 2, Per Unit: 1 Crenellations doesn't increase the Projectile Limit. Units Woman Gather rate increased from 0.8F/0.7W/0.3S/0.3M to 0.83F/0.7W/0.35S/0.35M. The Loom increases their health by 100%, up from 50%. Infantry Citizen-Soldier Gather rate decreased from 0.6F/0.8W/0.5S/0.5M to 0.58F/0.75W/0.5S/0.5M. Infantry Archer Damage increased from 6.0P to 6.7P. Movement speed increased from 9.9W/16.5R to 10.8W/18.0R. Archery Tradition is altered and is now available for Kushites, Mauryas and Persians: Cost 500W/300M. -10% training time, +8 attack range, and -10% attack spread for archers. Slinger Damage decreased from 9.5P/1.0C to 9.2P/0.9C. Javelineer Movement speed decreased from 12.6W/21.0R to 10.8W/18R. Spearman Movement speed increased from 8.5W/14.2R to 9.0W/15.0R. Pikeman Movement speed increased from 7.0W/12.0R to 8.1W/13.5R. Swordsman Movement speed decreased from 9.4W/15.7R to 9.0W/15.0R. Cavalry Cavalry Javelineer Movement speed increased from 17.5W/29.2R to 18.0W/30.1R. Cavalry Spearman Damage decreased from 6.0H/5.0P to 4.0H/3.0P. Interval decreased from 2s to 1.25s. Movement speed increased from 19.3W/32.2R to 19.8W/33.1R. Cavalry Swordsman Cost changed from 100F/30W/20M to 100F/40W/10M. Movement speed increased from 21.1W/35.1R to 21.6W/36.1R. Cavalry Archer Movement speed increased from 17.5W/29.2R to 18.0W/30.1R. Siege Engines Bolt Shooter Movement speed decreased from 8.1W/13.5R to 8.1W/8.1R. Siege Catapult Movement speed decreased from 7.2W/12.0R to 7.2W/7.2R. Battering Ram Movement speed decreased from 8.1W/13.5R to 7.2W/7.2R. Cannot attack field or organic units. Siege Tower Movement speed decreased from 6.3W/10.5R to 6.3W/6.3R. Champions Infantry Now cost 80F/60W/80M. Movement speed changed to 9.0W/15.0R for melee and 10.8W/188.0R for ranged. Cavalry Now cost 150F/80W/100M. Movement speed changed to 19.8W/33.1R for melee and 18.0W/30.1R for ranged. Cavalry Spearman Damage decreased from 12H/10P to 8H/6P. Interval decreased from 2s to 1.25s. War Elephants Basic cost is now 300F/200M. +10% value (cost inclued) for Mauryas and Seleucids, -10% value for the others. Movement speed increased from 8.5W/14.2R to 8.5W/14.3R. Heroes Infantry Movement speed changed to 9.0W/15.0R. Cavalry Movement speed increased from 16.6W/27.7R to 18.0W/30.1R. Cavalry Spearman Damage decreased from 24H/20P to 16H/12P. Interval decreased from 2s to 1.25s. Civilizations Athenians ̶A̶l̶l̶i̶e̶d̶ ̶s̶h̶i̶p̶s̶ ̶c̶o̶n̶s̶t̶r̶u̶c̶t̶ ̶2̶5̶%̶ ̶f̶a̶s̶t̶e̶r̶.̶ Allied Warships -25% construction time. Artillery Tower and Bolt Tower are available. Britons War Dog Kennel is removed. Now trained by Barracks to a maximum number of 20. Health increased from 90 to 110. Movement speed changed from 14.4W/24.0R to 13.5W/27.0R. No promotion. Starts with basic rank. Carthaginians Hannibal's Tactician (+1 capture and +20% attack within 60 meters) now affects allies. Artillery Tower and Bolt Tower are available. Light War Elephant. Gauls ̶-̶1̶0̶%̶ ̶r̶e̶s̶e̶a̶r̶c̶h̶ ̶t̶i̶m̶e̶ ̶f̶o̶r̶ ̶t̶e̶c̶h̶n̶o̶l̶o̶g̶i̶e̶s̶ ̶o̶f̶ ̶a̶l̶l̶i̶e̶s̶.̶ Allied blacksmith -15% technology resouce cost and research time. Farmstead New Tech: Harvesting Machine Cost 400W/250M. Requires Town Phase. Workers +15% grain gather rate. Naked Fanatic Movement speed decreased from 16.4W/27.3R to 12.6W/21.0R. Iberians ̶C̶i̶t̶i̶z̶e̶n̶-̶s̶o̶l̶d̶i̶e̶r̶ ̶i̶n̶f̶a̶n̶t̶r̶y̶ ̶s̶k̶i̶r̶m̶i̶s̶h̶e̶r̶s̶ ̶a̶n̶d̶ ̶c̶a̶v̶a̶l̶r̶y̶ ̶s̶k̶i̶r̶m̶i̶s̶h̶e̶r̶s̶ ̶-̶2̶0̶%̶ ̶c̶o̶s̶t̶ ̶f̶o̶r̶ ̶a̶l̶l̶i̶e̶s̶.̶ Allied citizen javelineers -10& resource cost. Kushites No extra mine. Civic Center New Tech: Monumental Architecture Cost 600S. Requires Town Phase. Moved from Large Pyramid. ̶+̶2̶5̶%̶H̶P̶ ̶a̶n̶d̶ ̶-̶5̶0̶%̶ ̶b̶u̶i̶l̶d̶ ̶t̶i̶m̶e̶ ̶f̶o̶r̶ ̶C̶i̶v̶i̶c̶ ̶C̶e̶n̶t̶e̶r̶s̶,̶ ̶T̶e̶m̶p̶l̶e̶s̶,̶ ̶P̶y̶r̶a̶m̶i̶d̶s̶ ̶a̶n̶d̶ ̶W̶o̶n̶d̶e̶r̶s̶.̶ Civic Structures +20% buildtime, +20% health, and +20% capture points. Blemmye Camp and Nuba Village Can be built in neutral territory with a 0.5/s territory decay rate. Temple Meroitic Temple Guard Damage increased from 11H to 12H/4C. Interval increased from 0.75s to 1s. Armor increased from 7H/7P/20C to 7H/8P/20C. Armor-piercing Axes (+30% damage vs. Champions and Heros) is removed. Sword class removed. Small Pyramid Cost changed from 300F/300S to 300S/100M. Large Pyramid Cost changed from 400S/400M to 450S/150M. Meroitic Pyramids (Civic Center +10% territory influence) and Patriotism (+15% gether rate) is removed. Exhortative Presence now provides +1 armor level and +10% melee and ranged attack damage within 70 meters. Monumental Architecture is moved from Large Pyramid to Civic Center. Grand Temple of Amun Powerful Priesthood no longer stack, only -5% health for Heros. Light War Elephant. Missing % for Nastasen. Macedonians Hellenic League (attack bonus and debonus vs. different civilizations) is removed. Artillery Tower and Bolt Tower are available. Champion Crossbowman can now be trained by Siege Workshop. Theracian Black Cloak can now be trained by Fortress. Mauryans (a24 Mauryas) Elephants -30% training time. Worker Elephant Can no longer constructs buildings. Now provides workers +25% build rate within 15 meters. Training time decreased from 15s to 14s. Elephant Archer Cost decreased from 200F/80W/20M to 175F/75W. Training time decreased from 15s to 14s. Movement speed increased from 8.8W/14.6R to 9.0W/15.0R. War Elephant Training time decreased from 30s to 24s. No upgrades in Siege Workshop. Heavy War Elephant. Persians Barracks Can train Hyrcanian Cavalry. Stable Cost changed from 200S to 200W/50S. Cavalry movement speed upgrades are also available in Stable. Bactrian Heavy Lancer is moved from Fortress to Stable. Hyrcanian Cavalry Cost changed from 100F/30W/20M to 100F/40W/10M. Damage increased from 6.5H to 6.9H/2.3C. Interval increased from 0.75s to 1s. Sword class is replaced by Axeman. Ishtar Gate and Persian Hall are removed. New unit: Babylonian Scythed Chariot Can be trained by Fortress. Same as Seleucids' one. Ptolemies No loot from free structures. Artillery Tower and Bolt Tower are available. Light War Elephant. Romans Allied infantry -10% training time, down from -20%. Army Camp no longer cost metal. Artillery Tower and Bolt Tower are available. Siege Wall Walls Build time decreased from 15s~45s to 12s~36s. Gate Cost decerased from 80W to 20W. Build time decreased from 12s to 10s. Health decreased from 1912 to 1875. Loot decerased from 15W to 10W. Seleucids Artillery Tower is available. Heavy War Elephant. Spartans Skirital Commando Health decreased from 144 to 121. Movement speed decreased from 10.4W/15.7R to 9.0W/15.0R. Gather rate increased from 0.1F/0.2W/0.1S/0.1M to 0.29F/0.37W/0.24S/0.24M. Loot changed from 7.2F/7.2M to 7.2F/5.76W/1.44M. Bolt Tower is available. 0 A.D. a24 SVN Current Changes.md Edited July 30, 2020 by StarAtt Thank borg- for more details 9 3 Quote Link to comment Share on other sites More sharing options...
borg- Posted July 30, 2020 Report Share Posted July 30, 2020 (edited) - Advance/elite techs changed. Gather penalty decrease from- 50% to -30%. Health decrease from +20% to +10%. - Dogs cant promote - Brit start with basic dog - Crossbowman on workshop is not a bug. Probably chariots add to worshop too. We are working hard now and a lot of work still to be done to balance/gameplay. Edited July 30, 2020 by borg- 1 2 Quote Link to comment Share on other sites More sharing options...
Issh Posted July 30, 2020 Report Share Posted July 30, 2020 Cool beans Spoiler Quote Link to comment Share on other sites More sharing options...
badosu Posted July 30, 2020 Report Share Posted July 30, 2020 Who nerfed Skiritai????? Quote Link to comment Share on other sites More sharing options...
asterix Posted July 30, 2020 Report Share Posted July 30, 2020 4 minutes ago, badosu said: Who nerfed Skiritai????? do not know https://code.wildfiregames.com/search/query/jQ479i9dV953/#R Quote Link to comment Share on other sites More sharing options...
borg- Posted July 30, 2020 Report Share Posted July 30, 2020 (edited) Skirith not nerfed, just elite/advance techs changed/add, so direct changed in skirt template ia not necessary and removed. In really, skirit is better now cuz penally gather in advance/elite tech is lower now. More attention in general changes pls. To many active and other patches to be made that complement current changes, including some things that may seem out of context at the moment. Edited July 30, 2020 by borg- Quote Link to comment Share on other sites More sharing options...
Nescio Posted July 30, 2020 Report Share Posted July 30, 2020 @StarAtt, hello and welcome to the forums! You might want to have a look at these posts: https://trac.wildfiregames.com/wiki/Alpha24 https://wildfiregames.com/forum/index.php?/topic/28286-0-ad-development-report-september-2019-–-may-2020/ https://wildfiregames.com/forum/index.php?/topic/27385-0-ad-svn-gameplay-patches/&tab=comments#comment-390076 Some of the things you listed as changes are not actually changes, e.g. 9 hours ago, StarAtt said: Farm Every subsequent gatherer works less efficiently. The “diminishing returns” mechanic was introduced years ago, was simplified in 2016, and has not changed since then. What's done this alpha is that the tooltip was updated. Many other tooltips and user-facing text strings are reviewed, standardized, and updated as well. 9 hours ago, StarAtt said: Kushites No extra mine. They never had an extra mine. This is simply a false entry removed from the kush.json civ file. The civ files are outdated and still contain misinformation, cleaning them up and correcting them is on the agena, so you can expect more of these ‘non-changes’. 25 minutes ago, badosu said: Who nerfed Skiritai????? D2792 / rP23800 (which was actually reviewed and accepted by you, @badosu). 1 Quote Link to comment Share on other sites More sharing options...
badosu Posted July 30, 2020 Report Share Posted July 30, 2020 I know . I'll miss my old skiri tho Quote Link to comment Share on other sites More sharing options...
Servo Posted August 13, 2020 Report Share Posted August 13, 2020 So A24 are mostly balance changes and will only benefit multiplayer games. Probably the consolation is if there are new aesthetics. I’m trying the game back in anticipation of the new alpha but it’s still disappointing to have no improvement on single player. I hope some mods can make more additional mechanics. Despite my not so good in making videos I’m trying to make some for the game so I would like to inquire if it’s possible to add a couple of add ons for the sake of having more fun. Not for vanilla as it’s really not going to happen. These are impossible request I think there’s no harm in trying 1. Give all walled civilizations archer units, whether the basic units cost 3x don’t matter in single player. The game has infinite resources by way of the traders. Make Athens train archer units regardless if there is or no ships. If the Civ has really no archers (which I never thought in real life) they should have embassies to train mercenary archers. 2. Bring back the mechanics in which “wololoed” units can build their civilization structures. 3. Make better wall systems that can accommodate more archers (foot ranged units). 4. Make more water maps with huge area to at least conveniently build more structures accommodating 300 population with ease. 1 Quote Link to comment Share on other sites More sharing options...
myou5e Posted August 13, 2020 Report Share Posted August 13, 2020 (edited) 17 minutes ago, Servo said: So A24 are mostly balance changes and will only benefit multiplayer games. Probably the consolation is if there are new aesthetics. I’m trying the game back in anticipation of the new alpha but it’s still disappointing to have no improvement on single player. I hope some mods can make more additional mechanics. Despite my not so good in making videos I’m trying to make some for the game so I would like to inquire if it’s possible to add a couple of add ons for the sake of having more fun. Not for vanilla as it’s really not going to happen. These are impossible request I think there’s no harm in trying 1. Give all walled civilizations archer units, whether the basic units cost 3x don’t matter in single player. The game has infinite resources by way of the traders. Make Athens train archer units regardless if there is or no ships. If the Civ has really no archers (which I never thought in real life) they should have embassies to train mercenary archers. 2. Bring back the mechanics in which “wololoed” units can build their civilization structures. 3. Make better wall systems that can accommodate more archers (foot ranged units). 4. Make more water maps with huge area to at least conveniently build more structures accommodating 300 population with ease. 1. The Celts rarely used archers, so I understand the design decision of excluding them from the Civ. One thing I suggested for balancing was to have a "realistic" mode and a "balanced" mode. In the balanced mode, the civs would be very close to equal with only small advantages here and there. In the realistic mode, each civ will have serious advantages and handicaps. 2. I like 2. The idea of getting the tech tree of the captured enemy is a really interesting mechanic, as well as being generally realistic. 3. I would like to see especially Palisades which can accommodate a garrison on top, and possibly shorter stone walls that are cheaper. I think the ABC mod has short stone walls implemented, but they can't be garrisoned. Also, I would like to be able to "Reinforce" one kind of wall to become another. So, a short stone wall could be "reinforced" to become a large stone wall. I'm working on a mod and I want to include this :-). One problem is that I'm not good at art so I can't really make these "short walls" myself. I'll have to use what is existing in the game already for the art. 4. I agree there aren't a lot of water maps Edited August 13, 2020 by myou5e Quote Link to comment Share on other sites More sharing options...
Servo Posted August 13, 2020 Report Share Posted August 13, 2020 (edited) As I’ve said every Civs have archers regardless if they aren’t specialized on it. So increasing it’s cost won’t affect any gameplay balance even in MP as they will not be a viable unit to train. Some previous alpha had this complete wololo units building structures once captured and it’s quite fun to have multiple structures on your settlement. Since cheat is disabled in MP there’s no point to remove it at all in SP. I will be visiting DE, 0ABC and some other mods soon and see how far the improvement/s on these mods. Edited August 13, 2020 by Servo Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 14, 2020 Report Share Posted August 14, 2020 20 hours ago, Servo said: 3. Make better wall systems that can accommodate more archers (foot ranged units). See e.g. https://code.wildfiregames.com/D2760 and https://code.wildfiregames.com/D2783 20 hours ago, myou5e said: Also, I would like to be able to "Reinforce" one kind of wall to become another. So, a short stone wall could be "reinforced" to become a large stone wall. I'm working on a mod and I want to include this :-). To be able to properly upgrade structures, it's important both have practically the same footprint (and obstruction size and wall length). Upgrading village phase towers to town phase towers works, as does upgrading long wall segments to gates. Upgrading siege walls to stone city walls, or vice versa, would work too, since they're equally long. However, upgrading palisades to walls won't work, since palisades are much shorter. Hence https://wildfiregames.com/forum/index.php?/topic/28064-request-longer-palisades/ (Unfinished; longer palisade segments alone is not enough, larger palisade towers are needed too; for wallsets to work it's important that the corners (i.e. wall towers) have a diameter of at least 50% of the short segment length.) 1 Quote Link to comment Share on other sites More sharing options...
myou5e Posted August 14, 2020 Report Share Posted August 14, 2020 1 hour ago, Nescio said: See e.g. https://code.wildfiregames.com/D2760 and https://code.wildfiregames.com/D2783 To be able to properly upgrade structures, it's important both have practically the same footprint (and obstruction size and wall length). Upgrading village phase towers to town phase towers works, as does upgrading long wall segments to gates. Upgrading siege walls to stone city walls, or vice versa, would work too, since they're equally long. However, upgrading palisades to walls won't work, since palisades are much shorter. Hence https://wildfiregames.com/forum/index.php?/topic/28064-request-longer-palisades/ (Unfinished; longer palisade segments alone is not enough, larger palisade towers are needed too; for wallsets to work it's important that the corners (i.e. wall towers) have a diameter of at least 50% of the short segment length.) You said palisades are much shorter, so the length is important so that it doesn't collide with other wall segments, but will it be possible to upgrade a wall to be WIDER, but not longer(let's assume we get the longer palisade walls in the thread you mentioned). Quote Link to comment Share on other sites More sharing options...
Servo Posted August 14, 2020 Report Share Posted August 14, 2020 Wow that’s really awesome to have units (more units) on elevated defense structures! @Nescio your 0abc mod has this wall/gate features already? The current game works smoothly at .25 speed (which is my preferred SP speed), I had 500 population and 2 Hardest AIs have a combined 700 population (On a 300 max pop game) in my current vanilla game and it’s really satisfying. Tested a DE last night and was really fun to have a different mechanics that could keep a player think more than just spamming units. I was really surprised that the enemy AI got ahead of me in accumulating honors. And Romans have archers! I will check 0abc tonight and see how the game has evolved, I hope it runs smoothly and enemy AI must make more armies. Also hoping that the enemy AI units on naval maps aren’t bugged up anymore. Hats off to all the dev team for dedicating their time, to the modders you guys really rock. As I played DoM I learned a little bit of knowledge changing a modded game xml files (easily) and found out that 0ad have almost similar process but looks complicated. DoM xml files are too easy to alter that even very inexperienced player like me can do it. I hope 0ad mods files can be made easier and applicable on OSX too! Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 14, 2020 Report Share Posted August 14, 2020 1 hour ago, myou5e said: You said palisades are much shorter, so the length is important so that it doesn't collide with other wall segments, but will it be possible to upgrade a wall to be WIDER, but not longer(let's assume we get the longer palisade walls in the thread you mentioned). Actually length refers to the extent in the dominant dimension. What matters in 0 A.D. is the footprint, i.e. the radius if the footprint is circular, otherwise the width (left to right) and depth (front to back); the height (bottom to top) is unimportant. Entities (templates) can have footprints that are smaller or larger than their actors (art). Moreover, wall segments do overlap, that's how wall sets work. Entities that upgrade to each other should have the same footprints, to prevent overlap with other entities. An example: suppose you allow upgrading temples to wonders. Now someone builds a tower directly adjacent to a temple and subsequently upgrades the temple to a wonder. Because the wonder's footprint is much larger (both width and depth) than the temple's, the tower's footprint ends up inside the wonder's. As a consequence the tower can't be garrisoned or repaired by its owner, nor attack or captured by enemies, because it can't be reached, since the wonder overlaps and surrounds the tower on all sides. Quote Link to comment Share on other sites More sharing options...
myou5e Posted August 14, 2020 Report Share Posted August 14, 2020 1 minute ago, Nescio said: Actually length refers to the extent in the dominant dimension. What matters in 0 A.D. is the footprint, i.e. the radius if the footprint is circular, otherwise the width (left to right) and depth (front to back); the height (bottom to top) is unimportant. Entities (templates) can have footprints that are smaller or larger than their actors (art). Moreover, wall segments do overlap, that's how wall sets work. Entities that upgrade to each other should have the same footprints, to prevent overlap with other entities. An example: suppose you allow upgrading temples to wonders. Now someone builds a tower directly adjacent to a temple and subsequently upgrades the temple to a wonder. Because the wonder's footprint is much larger (both width and depth) than the temple's, the tower's footprint ends up inside the wonder's. As a consequence the tower can't be garrisoned or repaired by its owner, nor attack or captured by enemies, because it can't be reached, since the wonder overlaps and surrounds the tower on all sides. Would it require a lot more code to not allow upgrading when it would result in an overlap? Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 14, 2020 Report Share Posted August 14, 2020 1 minute ago, myou5e said: Would it require a lot more code to not allow upgrading when it would result in an overlap? Yes, you'll probably have to modify the Upgrade.js file, perhaps others too. It's much simpler to give the templates you want to upgrade to each other the same footprint. 1 Quote Link to comment Share on other sites More sharing options...
myou5e Posted August 14, 2020 Report Share Posted August 14, 2020 Hey, I wanted to try something with building. I want to make a new kind of, lets say, "Large Farmstead", composed of several entities, such as a farmstead, a field, and a corral together, with a wooden fence surrounding the corral, similar to how it is done in some Skirmish maps already. I don't simply want one entity that performs all those roles, but I want to be able to construct it as one entity, where each part plays it's distinct, separate role, so it can be destroyed separately. My reasoning for wanting to do this, is that I am making a mod with a bunch of minor auras, such as corral animals giving a "manure" bonus that helps with farming, but also a "graze" aura, which is shorter, which damages farms. The graze aura is shorter, which means that players will want their animals close to crops, but not immediately on top of crops. This is just to create nice, realistic farming communities. The problem is, it creates a lot of micro to get this optimized if players have to make wooden fence(to keep the animals away from crops), to get the animals close, but not too close. Being able to build all these things at once would decrease required micro. Quote Link to comment Share on other sites More sharing options...
Nescio Posted August 14, 2020 Report Share Posted August 14, 2020 1 hour ago, Servo said: Wow that’s really awesome to have units (more units) on elevated defense structures! @Nescio your 0abc mod has this wall/gate features already? Yes, it does, actually walls can host even more infantry. 1 hour ago, Servo said: The current game works smoothly at .25 speed (which is my preferred SP speed), I had 500 population and 2 Hardest AIs have a combined 700 population (On a 300 max pop game) in my current vanilla game and it’s really satisfying. You might like @Freagarach's world population setting (D2426/rP23873). 1 hour ago, Servo said: Tested a DE last night and was really fun to have a different mechanics that could keep a player think more than just spamming units. I was really surprised that the enemy AI got ahead of me in accumulating honors. And Romans have archers! I will check 0abc tonight and see how the game has evolved, I hope it runs smoothly and enemy AI must make more armies. Keep in mind Delenda Est modifies the development version (A24) and 0abc the latest stable (A23). I haven't actually worked on my mod in months, mostly because of the increased activity on phabricator for the next 0 A.D. version. 1 hour ago, Servo said: Hats off to all the dev team for dedicating their time, to the modders you guys really rock. As I played DoM I learned a little bit of knowledge changing a modded game xml files (easily) and found out that 0ad have almost similar process but looks complicated. DoM xml files are too easy to alter that even very inexperienced player like me can do it. I hope 0ad mods files can be made easier and applicable on OSX too! I don't know what DoM is, but modifying 0 A.D. is really easy, the templates are simply xml. You just have to be aware files inherit values from their parent(s), see the second line in the templates (<Entity parent="*">), e.g. template_unit.xml template_unit_cavalry.xml template_unit_cavalry_ranged.xml template_unit_cavalry_ranged_javelineer.xml units/athen_cavalry_javelineer_b.xml units/athen_cavalry_javelineer_a.xml units/athen_cavalry_javelineer_e.xml 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 14, 2020 Report Share Posted August 14, 2020 3 hours ago, myou5e said: Would it require a lot more code to not allow upgrading when it would result in an overlap? 3 hours ago, Nescio said: Yes, you'll probably have to modify the Upgrade.js file, perhaps others too. It's much simpler to give the templates you want to upgrade to each other the same footprint. While I agree that it is much simpler for both entities to just have the same obstruction size, I think the code to prevent upgrading if the new structure would be too big for the space would still be necessary. Quote Link to comment Share on other sites More sharing options...
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