hyperion Posted September 14, 2021 Report Share Posted September 14, 2021 34 minutes ago, Stan` said: Of course. And then we (or I in that matter) will have to teach them and then you get at the point where it's tempting to do everything yourself because you know you're gonna be there tomorrow and it might faster to do things yourself. I hate doing that and I I believe mistakes are good for learning. But sometimes it backfires Of course contributors are more of an investment than getting things done quickly. Experienced opensource coders are not the norm. But there is no need for hand holding either, which you tend to fall into all to quickly. Quote Link to comment Share on other sites More sharing options...
MoLAoS Posted September 14, 2021 Report Share Posted September 14, 2021 11 hours ago, ymming said: The application would more be like tomahawk. This is good. Maybe a uniqueish Han trait is their throwy boys are a little shorter range but their archyboys are a little longer range thanks to crossbows. It appears they definitely lacked slings though. Even the literal slingers.com forums couldn't fine pre 900AD sling. Quote Link to comment Share on other sites More sharing options...
maroder Posted September 14, 2021 Report Share Posted September 14, 2021 1 hour ago, Stan` said: you get at the point where it's tempting to do everything yourself The perks of maintaining an open source project But the teaching aspect is very good for building a community. 1 hour ago, Stan` said: You need someone with the committment to test. It might take months before that happen. Which can be fine, but also an extremely confusing / frustrating experience. True I guess. Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 14, 2021 Report Share Posted September 14, 2021 If I may add this: All your very helping hands were right from the beginning when I joined and still are so encouraging for me to dig deeper. I know that I belong to the very slow guys, but if I can add just a tiny bit and learn something (and I do), I am very happy and thankful. Cheers! 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted September 16, 2021 Report Share Posted September 16, 2021 About the rice again: On 02/07/2020 at 2:33 PM, Stan` said: Another attempt From my point of view, this could be a middle ground between the extreme square rice fields that are currently left in the han mod and the eyecandy round ones (Although the eyecandy ones would still be my first choice). And I guess one could also make this design adaptive to the terrain as it is also comprised out of smaller units. But I would still like the rice to be a little less perfect grid like and the dividing lines a bit less straight. 4 Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 16, 2021 Report Share Posted September 16, 2021 4 minutes ago, maroder said: And I guess one could also make this design adaptive to the terrain as it is also comprised out of smaller units. Currently it isn't. What you see there are a bunch of planes with a texture. Quote Link to comment Share on other sites More sharing options...
maroder Posted September 16, 2021 Report Share Posted September 16, 2021 13 minutes ago, Stan` said: Currently it isn't Yeah, I thought that they need more work, but I wanted to mention it here for the case that the general public really has too much issues with the round ones to include them. Quote Link to comment Share on other sites More sharing options...
hyperion Posted September 16, 2021 Report Share Posted September 16, 2021 25 minutes ago, maroder said: From my point of view, this could be a middle ground between the extreme square rice fields that are currently left in the han mod and the eyecandy round ones The square ones look like rice fields to me, the eyecandy version to me looks more like fish farming ponds designed by Botta. And gravity will always be an issue, maybe restrict rice fields to flat terrain as a malus? Quote Link to comment Share on other sites More sharing options...
maroder Posted September 16, 2021 Report Share Posted September 16, 2021 (edited) 1 hour ago, hyperion said: fish farming ponds That would be another option to use those models the Chinese did use some freshwater fish farming back then. http://www.fao.org/3/y4762e/y4762e04.htm 1 hour ago, hyperion said: maybe restrict rice fields to flat terrain as a malus? I don't think the engine is able to do that. But as I wrote, the can be made adaptive to the terrain since the are made up from smaller pieces. Edited September 16, 2021 by maroder Added link Quote Link to comment Share on other sites More sharing options...
Dasaavawar Posted October 3, 2021 Report Share Posted October 3, 2021 The water looks darker and deeper. Should units avoid walking on it and just walk on its borders (females)? Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted October 4, 2021 Author Report Share Posted October 4, 2021 10 hours ago, Dasaavawar said: The water looks darker and deeper. Should units avoid walking on it and just walk on its borders (females)? They have to go into it to plant the crops... 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted January 9, 2022 Author Report Share Posted January 9, 2022 Update to mod on github: I fixed the deepfreeze error. Someone added this line to the template files of infantry units: <Entity parent="civ/han|template_unit_infantry_melee_spearman"> This is NOT CORRECT! It should be <Entity parent="template_unit_infantry_melee_spearman"> The reason is, there is no directory civ/han before simulation/templates/unit/ Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted January 9, 2022 Author Report Share Posted January 9, 2022 I have fixed the mod. @Stan` waiting for your permission to commit the patch. Should I do it on phab? Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 9, 2022 Report Share Posted January 9, 2022 19 minutes ago, Yekaterina said: I have fixed the mod. @Stan` waiting for your permission to commit the patch. Should I do it on phab? The syntax <Entity parent="civ/han|template_unit_infantry_melee_spearman"> is valid. In that case civ/han is a mixin, in other terms it's a partial template. We have to understand why we added it in the first place before removing it. Maybe the person who added it wanted Han units to have common properties. 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 9, 2022 Report Share Posted January 9, 2022 Should the unit textures be reduced to 256x256? 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 9, 2022 Report Share Posted January 9, 2022 (edited) 2 hours ago, Yekaterina said: Update to mod on github: I fixed the deepfreeze error. Someone added this line to the template files of infantry units: <Entity parent="civ/han|template_unit_infantry_melee_spearman"> This is NOT CORRECT! It should be <Entity parent="template_unit_infantry_melee_spearman"> The reason is, there is no directory civ/han before simulation/templates/unit/ 1 hour ago, Stan` said: The syntax <Entity parent="civ/han|template_unit_infantry_melee_spearman"> is valid. In that case civ/han is a mixin, in other terms it's a partial template. We have to understand why we added it in the first place before removing it. Maybe the person who added it wanted Han units to have common properties. It's so easy to verify this, I'm shocked that neither of you bothered to look into it. This is the mixin: han_china\simulation\templates\mixins\civ\han.xml <?xml version="1.0" encoding="utf-8"?> <Entity> <Builder merge=""> <Entities datatype="tokens"> structures/{civ}/imperial_court structures/{civ}/imperial_ministry structures/{civ}/great_tower structures/{civ}/laozigate -structures/wallset_palisade structures/{civ}/wallset_earth </Entities> </Builder> <Identity> <Civ>han</Civ> </Identity> </Entity> It was a way to add the other structures to their build list with less duplication. I did not make this mixin. I bypass all of that in DE with 1 simple master build list (I have no idea why the main game doesn't do this, but *shrug*). Edited January 9, 2022 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 9, 2022 Report Share Posted January 9, 2022 (edited) 11 minutes ago, wackyserious said: Should the unit textures be reduced to 256x256? Yes. I did that with DE's version of the files to save tons of space. han_uniform_e_05_spec.png is particularly hilarious. Edited January 9, 2022 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wackyserious Posted January 9, 2022 Report Share Posted January 9, 2022 We could make something new for them too 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 9, 2022 Report Share Posted January 9, 2022 4 hours ago, wackyserious said: We could make something new for them too As long as there are good references. Though, there is some chatter that there are too many texture variants already, harming actor recognition (and graphics memory). Some more hero textures would certainly be welcome though, I'm sure. 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted January 9, 2022 Author Report Share Posted January 9, 2022 I don't understand... if you want to make Han units special, just change the individual units? Your civ/han mixin is causing deepfreeze errors. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 9, 2022 Report Share Posted January 9, 2022 It's not mine. Lol. Mixins are used so you don't have to add those Builder lines to each Han unit template. I don't use them extensively in DE tho. You don't have to use the mixin, but it's clear why it's there. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 9, 2022 Report Share Posted January 9, 2022 @Yekaterina what's the error? Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted January 9, 2022 Author Report Share Posted January 9, 2022 2 hours ago, Stan` said: what's the error? Deepfreeze error: when you select your unit, your screen is covered with error messages and the building panel doesn't show up. However, the units can still move, you just can't build or train anything. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 9, 2022 Report Share Posted January 9, 2022 Can you upload the log, please? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 9, 2022 Report Share Posted February 9, 2022 On 22/04/2021 at 6:18 AM, Yekaterina said: Where are our balancing advisors?! we can invite to lobby multiplayer experts to balance our new Faction/Civs. 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.