Yekaterina Posted May 16, 2021 Author Report Share Posted May 16, 2021 Aha, the problem is with the template xml for arsenals in the source code. In the tooltips section: <Identity> <GenericName>Arsenal</GenericName> <SelectionGroupName>template_structure_military_arsenal</SelectionGroupName> <Tooltip>Train Champion Infantry Crossbowmen, construct Siege Engines, and research Siege Engine technologies.</Tooltip> <VisibleClasses datatype="tokens">City Arsenal</VisibleClasses> <Icon>structures/siege_workshop.png</Icon> <RequiredTechnology>phase_city</RequiredTechnology> </Identity> This is the general template for all arsenals. We should only add this tooltip to the Macedonians. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 16, 2021 Report Share Posted May 16, 2021 2 minutes ago, Yekaterina said: OK I guess I added an extra line in the template file. It doesn't affect gameplay right? 1 minute ago, Stan` said: Doesn't. Just *might* give misleading information. The first time I read it I was intrigued and built an arsenal I ended up not using; otherwise it doesn't affect gameplay. I'm checking the unit tree more frequently now. But I'm also a passionate nitpicker. 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 16, 2021 Author Report Share Posted May 16, 2021 Here are the fixed xml files: Remember arsenal.xml goes into /templates/structures/mace template_structure_military_arsenal.xml arsenal.xml Quote Link to comment Share on other sites More sharing options...
soloooy0 Posted May 16, 2021 Report Share Posted May 16, 2021 (edited) A25 with these mods has some variety and benefits certain civs early attack tactics in phase 2, and rome recovers the splendor of the roman castrum, used for the fall of Numantia and more sites. thx @Yekaterina for this work rome-camp.zip thorfinn.zip Edited May 16, 2021 by soloooy0 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 16, 2021 Report Share Posted May 16, 2021 @Yekaterina nice work. We need to collect everything in one mod. This will make it easier to test. 2 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 16, 2021 Author Report Share Posted May 16, 2021 Here you go guys Yekaterina Mod consists of everything you have proposed: 1. Everything said by @Thorfinn the Shallow Minded 2. Changes to Roman camps according to reza-math and @nani 3. Soliferreum champion units for Iberians as suggested by @soloooy0 4. African Veteran units for Carthaginians and Carthaginian heros can train units. yekaterinaMod.zip Just unzip and install. It is called YekaterinaMod. Tell me which part you like and which part you don't, also report any bugs please. Sorry for the delay I fell asleep while reading the forum @Lion.Kanzen 2 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 16, 2021 Report Share Posted May 16, 2021 15 minutes ago, Yekaterina said: Tell me which part you like and which part you don't, also report any bugs please What version of the game is it for? A24 or SVN A25? Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 16, 2021 Author Report Share Posted May 16, 2021 Just now, Lion.Kanzen said: What version of the game is it for? A24 or SVN A25? Both It should be compatible with both but I designed it for A25, git. 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 16, 2021 Author Report Share Posted May 16, 2021 So @Lion.Kanzen does it work? Are there errors? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 16, 2021 Report Share Posted May 16, 2021 2 minutes ago, Yekaterina said: So @Lion.Kanzen does it work? Are there errors? I just got home, I'm going to have lunch and then I'll let you know. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 16, 2021 Author Report Share Posted May 16, 2021 A25 Stress test against 'very hard' defensive AI (allows me to practice booming) There were a few lags here and there but no big crashes anymore. Carthage remains strong Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 16, 2021 Author Report Share Posted May 16, 2021 The defensive AI needs some work - it's just sitting duck! The AI just builds some lame towers and wait for me to come and destroy it. It doesn't even get enough swords and skirmishers to counter my siege, and sends units one by one into my crowd of spearmen. If you don't use formations, this will happen: Also I don't get how capturing units work. There doesn't seem to be such an option. Here are the replays: 2021-05-16_0005.zip 2 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted May 17, 2021 Report Share Posted May 17, 2021 On 16/05/2021 at 12:28 AM, Gurken Khan said: Why does the tooltip for arsenals talk about "Train Champion Infantry Crossbowmen" when there is no such thing? Because if the Macedonians capture such an arsenal they have the correct tooltip. (@Nescio) 9 hours ago, Yekaterina said: Also I don't get how capturing units work. There doesn't seem to be such an option. Not implemented (anymore?) in vanilla, but useful for mods. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 18, 2021 Report Share Posted May 18, 2021 18 hours ago, Freagarach said: Because if the Macedonians capture such an arsenal they have the correct tooltip. Naturally I'm not against civs having the correct tooltips for their buildings, but if it would work both ways I think that would be ideal. Reminds me: how do flags on captured buildings work? Used to be when I capture a tower for example and then man it, it would show the flag of the civ having built it and not mine; not a big issue, but of course I'd want my flag flying there. Is there a chance we get the +10 pop cap back just for building a wonder? From my experience there was at least a chance that ten additional champs made a bit of a difference, but now with that two minute extra delay I feel building a wonder is basically pointless. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 18, 2021 Report Share Posted May 18, 2021 4 hours ago, Gurken Khan said: Is there a chance we get the +10 pop cap back just for building a wonder? From my experience there was at least a chance that ten additional champs made a bit of a difference, but now with that two minute extra delay I feel building a wonder is basically pointless. Indeed. I feel like whatever bonus a Wonder gives should be automatic or free. The worker downtime used to build the thing, plus its cost, justifies the notion that whatever the benefit of building a Wonder, it has already been paid for. 2 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 18, 2021 Author Report Share Posted May 18, 2021 13 minutes ago, wowgetoffyourcellphone said: Indeed. I feel like whatever bonus a Wonder gives should be automatic or free. The worker downtime used to build the thing, plus its cost, justifies the notion that whatever the benefit of building a Wonder, it has already been paid for. I agree. Ban Mauryan and Persian wonders? They already have too much pop by default Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 18, 2021 Report Share Posted May 18, 2021 1 minute ago, Yekaterina said: I agree. Ban Mauryan and Persian wonders? They already have too much pop by default Ban them? No. Just remove the default pop bonus for these civs. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 18, 2021 Author Report Share Posted May 18, 2021 Just now, wowgetoffyourcellphone said: them? No. Just remove the default pop bonus for these civs Ok. Do you think I can make a git push request to A25? Quote Link to comment Share on other sites More sharing options...
maroder Posted May 18, 2021 Report Share Posted May 18, 2021 18 minutes ago, Yekaterina said: Ok. Do you think I can make a git push request to A25? I don't think that's possible. If you want to get some change in the game you have to use this pathway: https://trac.wildfiregames.com/wiki/SubmittingPatches 2 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted May 18, 2021 Author Report Share Posted May 18, 2021 I won't be able to use svn until 2 weeks later... Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 18, 2021 Report Share Posted May 18, 2021 11 minutes ago, Yekaterina said: I won't be able to use svn until 2 weeks later... You do not need svn to make patches. Quote Link to comment Share on other sites More sharing options...
Freagarach Posted May 18, 2021 Report Share Posted May 18, 2021 @Yekaterina You can use the git repo to make patches ("git diff -U9999") and upload those manually to Phabricator (code.wildfiregames.com). 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 18, 2021 Report Share Posted May 18, 2021 Mod needs an update for A25 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 19, 2021 Report Share Posted May 19, 2021 Stupid moving Ok, my units are stupid and they move stupidly. But maybe some things can be better, and some even have been better in a23. I. Getting stuck. Really makes me mad when my units find a way into the woods and then can't find a way out. Haven't had exactly that in a24 so far, but recently some units were stuck behind a short, single line of trees and couldn't find their way around. So maybe still some room for improvement. II. Single file line. I thought there was some push mechanic now, can't really tell a difference. Gatherers still bump into each other when they're on the same resource and drop-off point. What really annoys me though is that overtaking is just not an option, so the slowest unit sets the pace for all others. If for example my cav was a little less stupid, they could 'open a second lane' and advance much faster; I guess on maps that would be the difference between the shortest and the fastest connection. Spoiler Notice how my stupid cav jams themselves in the back? III. Turning times. I think they're ridiculously high now. Yeah I know, dancing and stuff, but maybe this could be reconsidered. ~Flowing around a CC to find their position to capture has always been a challenge for my stupids, but now - I suppose because of the turning times- it takes them like three or four times longer. IV. Stopping to advance after attack order. What prompted my rant feedback. It changed from a23 and I really hate it. When I gave a group of units an order to attack a unit, they used to go to a point where they could attack and then take it from there. Now, if that target is killed or temporarily out of sight, they stop dead in their tracks or do some stupid stuff, like capturing a house or something I'm really not interested in. So if that behavior could be changed back to how it was in a23 I think that would be just great! Quote Link to comment Share on other sites More sharing options...
soloooy0 Posted May 20, 2021 Report Share Posted May 20, 2021 I still like the mod version of A25 better. by @Yekaterina the phase 2 for Hellenes becomes more important, the castrum has a real function, the soliferrum ibero gives rush option in phase 2 the difference of using one civ or the other needs to be important in the next version. for the champion chariots, adding the option of melee and ranged would also be good, the question is with a blacksmith tech, castle or a cost each time it is done. the roman hunt so that the siege or horses are not stuck so much, is it feasible? for the Iberians the Campos frisio, would it be possible( desing by @Duileoga) ? 1 Quote Link to comment Share on other sites More sharing options...
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