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Addition of Han Chinese to 0AD


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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 :D 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.

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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 2:33 PM, Stan` said:

Another attempt

2.JPG

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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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?

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1 hour ago, hyperion said:

fish farming ponds

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

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 by maroder
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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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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.

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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 by wowgetoffyourcellphone
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2 hours ago, Stan&#x60; 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. 

 

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