Lion.Kanzen Posted June 25, 2021 Report Share Posted June 25, 2021 On 25/06/2021 at 5:45 AM, wowgetoffyourcellphone said: You're asking the wrong guy. @wraitii @Freagarach @Angen @Stan` Expand I thought you had something already, I understand, we would have to speak it well, you know. Hopefully convince our team. Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted June 25, 2021 Author Report Share Posted June 25, 2021 I divised some plans for the unique build : "Fortified Port", now only need a sketch. Its not perfect but I think it can help to visualize the proportions. It's to ocupy roughly the same area a military colony. 2 1 Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted June 25, 2021 Author Report Share Posted June 25, 2021 On 25/06/2021 at 11:55 AM, PyrrhicVictoryGuy said: I divised some plans for the unique build : "Fortified Port", now only need a sketch. Its not perfect but I think it can help to visualize the proportions. It's to ocupy roughly the same area a military colony. Expand Damm, I'm so illiterate, can't even spell roof tiles right... 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 25, 2021 Report Share Posted June 25, 2021 On 25/06/2021 at 11:55 AM, PyrrhicVictoryGuy said: I divised some plans for the unique build : "Fortified Port", now only need a sketch. Its not perfect but I think it can help to visualize the proportions. It's to ocupy roughly the same area a military colony. Expand Enough for a start, tomorrow I'll have some free time, I'll do it on top of Spartan structures. 1 Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted June 25, 2021 Author Report Share Posted June 25, 2021 (edited) On 25/06/2021 at 2:34 PM, Lopess said: Enough for a start, tomorrow I'll have some free time, I'll do it on top of Spartan structures. Expand If you need anything else just say it. And thanks again. Edited June 25, 2021 by PyrrhicVictoryGuy 1 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted June 29, 2021 Report Share Posted June 29, 2021 On 25/06/2021 at 5:42 AM, Lion.Kanzen said: how would that work at the script level? Expand Well, it needs more refactoring and generalisation in the Production Queue code. I tested it a bit some time ago, but there is still too much hardcoding. So for now: not possible. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 29, 2021 Report Share Posted June 29, 2021 (edited) On 29/06/2021 at 7:17 AM, Freagarach said: Well, it needs more refactoring and generalisation in the Production Queue code. I tested it a bit some time ago, but there is still too much hardcoding. So for now: not possible. Expand I figured that . Edited June 29, 2021 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted July 2, 2021 Report Share Posted July 2, 2021 Achemedes death ray concept: death ray.webmFetching info... 1 Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted July 2, 2021 Author Report Share Posted July 2, 2021 On 02/07/2021 at 8:48 PM, Yekaterina said: Achemedes death ray concept death ray.webm 6 MB · 0 downloads Expand Pretty cool!! How did you do it? Is it an aura type thing? Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted July 2, 2021 Report Share Posted July 2, 2021 On 02/07/2021 at 8:58 PM, PyrrhicVictoryGuy said: Pretty cool!! How did you do it? Is it an aura type thing? Expand I made it from a defence tower. I changed the firing rate of the defence tower to 50ms and damage to 3.5 fire. Then I deleted the projectiles on the actor. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 2, 2021 Report Share Posted July 2, 2021 On 02/07/2021 at 8:48 PM, Yekaterina said: Achemedes death ray concept: death ray.webm 6 MB · 0 downloads Expand Where is the light ray? Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted July 2, 2021 Report Share Posted July 2, 2021 On 02/07/2021 at 9:53 PM, wowgetoffyourcellphone said: Where is the light ray? Expand In the real world you wouldn't see one. tbh I don't know how to make one 2 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 2, 2021 Report Share Posted July 2, 2021 May I suggest using the old Spartan "Ballista Tower" as the Syracusan defense tower? 1 Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted July 2, 2021 Author Report Share Posted July 2, 2021 (edited) I think this should be and additional upgrade for the p1 tower, either you upgrade to the p2 tower we already have or you upgrade it to the " Mirror Tower", it would have to be more expensive than the normal p2 tower upgrade but enables it to affect siege machines but not regular units. I think a choice like this, between denying area to units vs denying area to siege would be interesting. Edited July 2, 2021 by PyrrhicVictoryGuy 2 Quote Link to comment Share on other sites More sharing options...
hopeless-ponderer Posted July 6, 2021 Report Share Posted July 6, 2021 On 24/06/2021 at 9:23 PM, PyrrhicVictoryGuy said: Can't we have a tech that trains a fixed batch of x troops? I say a tech because it would only be used once. Expand I had some time to code a patch for this this weekend. All it took were a few tweaks to TechnologyManager.js and ProductionQueue.js: tech_triggers.zip With this patch you can add "triggers" to each technology.json. I added @wowgetoffyourcellphone's Epigamia tech as an example: { "genericName": "Marriage Pact", "specificName": { "sele": "Epigamia" }, "description": "Form a marriage pact with the Maurya Empire. Receive a one-time gift of 20 War Elephants, in exchange for reduced territory push for Civil Centers.", "cost": { "metal": 600 }, "requirements": { "all": [ { "tech": "phase_city" }, { "civ": "sele" }, { "entity": { "class": "SeleucusNikator", "number": 1 } } ] }, "requirementsTooltip": "Unlocked in City Phase. Requires training the hero Seleucus I (Nikator).", "icon": "sibylline_books.png", "researchTime": 40, "tooltip": "Receive a one-time gift of 20 Maurya War Elephants, in exchange for reduced territory push for Civil Centers.", "modifications": [ { "value": "TerritoryInfluence/Radius", "multiply": 0.7, "affects": "CivCentre" } ], "triggers": [{ "systemComponent": "Trigger", "func": "TechSpawnUnits", "args": [{ "researcher": "{{ researcher }}", "player": "{{ playerID }}", "unitTemplate": "units/maur/champion_elephant", "count": 20 }] }], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } There are three elements to each trigger: The component name. A component is basically one of the elements in a template like "ProductionQueue" or "Health". There are three types of components you can use: entityComponents, playerComponents, and systemComponents. Entity components are components of the structure or unit that researched the tech, player components are components contained in player.xml, and system components are global, gamewide components like Triggers. This particular example uses a custom-written trigger function in Triggers~tech_triggers.js. The function name ("func"). The available functions for each component are in simulation/components/<Component>.js. The args: an array of args to feed to the function. Certain properties can be parsed into the args if they are contained between double brackets, like {{ playerID }}. Currently, researcher (the entity that researched the tech) and playerID are the only properties that can be parsed like this. You can make your tech spawn any units you want by replacing the value of unitTemplate in the example above. I'll try to submit this for A26. You can add the code directly to your mod as well, but I can understand not wanting to maintain a lot of js code in a faction-based mod like this. In the meantime I'm going to add it to Mare Nostrum, if you want to play around with it there. 1 2 Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted July 7, 2021 Author Report Share Posted July 7, 2021 On 06/07/2021 at 1:05 AM, hopeless-ponderer said: I had some time to code a patch for this this weekend. All it took were a few tweaks to TechnologyManager.js and ProductionQueue.js: tech_triggers.zip With this patch you can add "triggers" to each technology.json. I added @wowgetoffyourcellphone's Epigamia tech as an example: { "genericName": "Marriage Pact", "specificName": { "sele": "Epigamia" }, "description": "Form a marriage pact with the Maurya Empire. Receive a one-time gift of 20 War Elephants, in exchange for reduced territory push for Civil Centers.", "cost": { "metal": 600 }, "requirements": { "all": [ { "tech": "phase_city" }, { "civ": "sele" }, { "entity": { "class": "SeleucusNikator", "number": 1 } } ] }, "requirementsTooltip": "Unlocked in City Phase. Requires training the hero Seleucus I (Nikator).", "icon": "sibylline_books.png", "researchTime": 40, "tooltip": "Receive a one-time gift of 20 Maurya War Elephants, in exchange for reduced territory push for Civil Centers.", "modifications": [ { "value": "TerritoryInfluence/Radius", "multiply": 0.7, "affects": "CivCentre" } ], "triggers": [{ "systemComponent": "Trigger", "func": "TechSpawnUnits", "args": [{ "researcher": "{{ researcher }}", "player": "{{ playerID }}", "unitTemplate": "units/maur/champion_elephant", "count": 20 }] }], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } There are three elements to each trigger: The component name. A component is basically one of the elements in a template like "ProductionQueue" or "Health". There are three types of components you can use: entityComponents, playerComponents, and systemComponents. Entity components are components of the structure or unit that researched the tech, player components are components contained in player.xml, and system components are global, gamewide components like Triggers. This particular example uses a custom-written trigger function in Triggers~tech_triggers.js. The function name ("func"). The available functions for each component are in simulation/components/<Component>.js. The args: an array of args to feed to the function. Certain properties can be parsed into the args if they are contained between double brackets, like {{ playerID }}. Currently, researcher (the entity that researched the tech) and playerID are the only properties that can be parsed like this. You can make your tech spawn any units you want by replacing the value of unitTemplate in the example above. I'll try to submit this for A26. You can add the code directly to your mod as well, but I can understand not wanting to maintain a lot of js code in a faction-based mod like this. In the meantime I'm going to add it to Mare Nostrum, if you want to play around with it there. Expand You're brilliant mate!! Would it be possible to make the hoplite unit something like this? 1 Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted July 7, 2021 Author Report Share Posted July 7, 2021 The design document has been updated, making it the 5 iteration. It now includes a tech tree, more reference images for the unit roster as well as the hero roster and further elaborates on the unique technologies. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted July 7, 2021 Report Share Posted July 7, 2021 THank you! How did you like my death ray? Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted July 8, 2021 Author Report Share Posted July 8, 2021 On 07/07/2021 at 11:54 PM, Yekaterina said: THank you! How did you like my death ray? Expand Brilliant idea ....that i completely forgot to add, oops! It will be there no worries 1 Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted July 27, 2021 Author Report Share Posted July 27, 2021 @Yekaterina what are we missing now? The structure templates? Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted July 27, 2021 Report Share Posted July 27, 2021 On 27/07/2021 at 2:09 PM, PyrrhicVictoryGuy said: what are we missing now? The structure templates? Expand It is pretty much done. I am just fixing bugs right now Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 27, 2021 Report Share Posted July 27, 2021 Another approach. 1 Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted July 29, 2021 Author Report Share Posted July 29, 2021 On 02/07/2021 at 9:53 PM, Yekaterina said: In the real world you wouldn't see one. tbh I don't know how to make one Expand I'm just itching to see this one civ through, really. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted July 29, 2021 Report Share Posted July 29, 2021 On 29/07/2021 at 7:06 PM, PyrrhicVictoryGuy said: I'm just itching to see this one civ through, really. Expand Download from github already: https://github.com/0ADMods/Syracuse-mod Quote Link to comment Share on other sites More sharing options...
PyrrhicVictoryGuy Posted July 29, 2021 Author Report Share Posted July 29, 2021 (edited) On 29/07/2021 at 8:17 PM, Yekaterina said: Download from github already: https://github.com/0ADMods/Syracuse-mod Expand Well i just did and there a lot of problems. Although I suspect this was my fault. Should have made an entirely new repository. Edited July 29, 2021 by PyrrhicVictoryGuy 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.