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Addition of Han Chinese to 0AD


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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! :)

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About the rice again:

  On 02/07/2020 at 12:33 PM, Stan` said:

Another attempt

2.JPG

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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.

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  On 16/09/2021 at 3:45 PM, 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

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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?

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  On 16/09/2021 at 4:19 PM, hyperion said:

fish farming ponds

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That would be another option to use those models :D

the Chinese did use some freshwater fish farming back then.

http://www.fao.org/3/y4762e/y4762e04.htm

  On 16/09/2021 at 4:19 PM, hyperion said:

maybe restrict rice fields to flat terrain as a malus?

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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 by maroder
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  • 3 weeks later...
  • 3 months later...

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/

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  On 09/01/2022 at 1:04 AM, Yekaterina said:

I have fixed the mod. @Stan` waiting for your permission to commit the patch. Should I do it on phab?

 

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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.

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  On 09/01/2022 at 12:35 AM, 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/

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  On 09/01/2022 at 1:25 AM, 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.

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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 by wowgetoffyourcellphone
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  On 09/01/2022 at 4:07 AM, wackyserious said:

We could make something new for them too

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As long as there are good references. :D 

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.

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  • 5 weeks later...
  On 09/02/2022 at 2:21 PM, Yekaterina said:

For some reason I can't, because I can't log into my dev account. I will create a smurf dev account then. 

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And you can't use the "forgot password" feature?

  On 09/02/2022 at 10:44 AM, Lion.Kanzen said:

you should make a patch to include the xml.

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I think @Stan` is already on it.

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