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  2. "No surrender" is an obviously false statement, that's exactly what they did. I'd advise not to use AI too much, there's plenty of things it doesn't consider. But I prefer to discuss these kind of details by PM and not here. Thomson's gazelle is certainly from East Africa, so that's quite wrong. I'm not familiar with all maps, plants and animals from the game, I don't know if it has lynx or ibex, but goats, rabbits, wolves and bears could be used, for example. There should be hard-leaved bushes, semi-evergreen forests, and depending on the exact region, the landscape can be dry-looking. But all these things can be easily found out first (and then check what the game has, and even propose to add what it lacks).
  3. Today
  4. Hi @Thalatta Quick question on environment I picked one of 0 A.D.'s existing maps as a base for the visuals. Could you help me confirm the flora and fauna fit the setting?
  5. Hi @Thalatta END - NO TRIUMPH, NO SURRENDER Tantalus lays down his arms. Caepio, for once, is merciful. The Lusitanians are given land — not as conquered slaves, but as a people allowed to live. The war ends. Not with a triumph. With a silence. In eight years of war, his army — drawn from a dozen scattered tribes — never once turned against him. They followed him to the end. And beyond it.
  6. @Perzival12Great idea; I’ve tested things like that in the past—it’s really good! @guerringuerrinJust a reminder: all victory conditions in the game are optional. In other words, if a particular victory method doesn't appeal to you, you simply don't have to play with it—and that's perfectly fine.
  7. So, I'm not quite sure if this is some kind of development bug, or something on my end, but I've been setting up VSCodium so I can work on some mods for 0ad, so far the .rng schema's from the base files (mod and public) have been working quite well and linking them as references for the xml files hasn't been difficult. But when I created and then added the entity.rng as a schema for the entity xmls in the simulation folder, I get a ton of validation errors for nearly all of the entity xmls. I did check that when dumping the entity.rng schema from the game, I did not have any mods enabled apart from the base game. I'm just wondering if this is purely an issue with using the redhat xml extension, or if this is a larger problem with how the entity.rng file is made, if this even is an issue? Mind you, I'm just testing against the base files from public.zip. entity.rng settings.json
  8. There might be ways to exploit this with markets, corrals and scouting
  9. As long as it’s optional, I don’t see why it would be a bad thing. Although personally, I doubt I’d ever be interested in using it in an MP game.
  10. Indeed. Some optional flexibility could be implemented in addition to an absolute score being reached by player A: -Add a timer condition: a timer would start. Player A wins if no one surpasses its score in that time. Otherwise, if player B surpasses A score, the timer resets and same winning condition applies now to player B. -Add a relative score condition: a score difference has to also be achieved between the two highest absolute scores. One can try many combinations from this. Setting these two new conditions to 0 would just be the original case proposed. On the other hand, the absolute score condition could be set to 0, and with the other conditions one can achieve different game modes.
  11. A absolute score sounds like a nightmare. You have a competitive game going on with armies clashing and suddenly it ends because one team has score X and the other maybe 100 points less. I got a relative score as a announcement in the oddity detector that tells you when it's time to resign. As clear victory condition would be also good. First I had the scores too announced. Some felt it were disclosing information. Although I see no real game play affecting change, I removed the score announcement. Besides it only tells you when it is time to resign. There is rarely a draw but still too many games dragging on unnecessary long because the players refuse or don't understand when it is time to resign.
  12. Are they include errors? If so, you probably just need to add some specific directories to the "includePaths" of your config.
  13. The problem I see is that that's only taking Ceasefire into account. What about other events, like the ones you mentioned at the beginning? To solve that (and other issues mentioned), here my take on combining what I liked most of your ideas ("Ceasefire" should be also in green): And objectives without a time limit could follow below.
  14. The version/build information might then be placed between the ressource information and the emblem.
  15. Up! Lots of games has been broken because of barrack hack. Players resign at the start of game because they are losing cc. Players are trying to prevent barrack hack by game rules but sometimes somebody dont respect rules or forget to say rules. Fix of this issue with a bug fix update will be best solition.
  16. Thanks, that is better. Although I like the a attack where one could capture a barrack and place a cc foundation in the decaying territory within a full developed city.
  17. @Stan`but i dont think i will ever want to touch neovim, i want to stick to vscode. But vscode doesnt even show what functions it has.
  18. it seems like vscode is bad in specialised things, and clion can work with my files.
  19. No problem. I'm always happy to contribute towards historical accuracy, which I think, and read was others' motive to check the game, should be a characteristic of it. It's not that easy to achieve unique things in RTS nowadays, and one has to try to make a difference with whatever possible. Another observation: if you are going to name the campaign "The Fire of Freedom", then Scenario 2 has to have a different name, maybe "The Flames of Carpetania", since "The Raid of Carpetania" would be too literal when compared to the other scenario titles.
  20. @Thalatta Thank you! I think we're aiming for a solid, official-quality campaign something that could help people rediscover 0 A.D. a 5th scenario is worth it. I'll keep it in. I might find more people to help along the way too I actually found someone for the voice-over on my intro and draws !
  21. @lilypoppy, Scenario 4 seems fine to me, just rotated to align a bit more with geography, and more dropsites: The premise of Scenario 5 seems ok (just rotate it, leaving Saguntum on the right, and that should be on the coast), but my "Ending" was just the outro of the whole campaign, and since you said you wanted Viriathus story in three scenarios, I made it as short as possible, with four. But if you want to add it, it's title could be "The Lands of Sunset", because it's the end of the campaign and their independence proper, and for the lands given and their western location in the Empire.
  22. @lilypoppy, remember: §67) Servilianus marchs to Itucca (Tucci in a previous map), the big battle follows, Servilianus retreats to Itucca; §68) Viriathus returns to Lusitania (which we won't place so far), Servilianus attacks Baeturia, the Cunaei, and then Lusitania (so, took a northwestern direction); §69) stops at Erisana (shown west of Tucci, so he went back southeast, but the exact location of these towns is not really known), which Viriathus then attacks, but instead of killing them, Viriathus obtains peace. This is good because, like it was in part in Scenario 2, you are putting the final targets too close to the base, which in this case would render the southern part of the map almost useless. Thus, to make more chronological and geographical sense, and encourage the use of the whole map, for Scenario 3 the Roman CCs would be Erisana (left) and Tucci (right), the routed units placed on the path of retreat (turning the tide of the battle should be the first thing), and the other settlements should be in control of the natives, but weak and about to be taken by the Romans. So one starts in the lower part, retreats to the upper part, and has to come back to the lower part, with lots of the action taking place on both right and left of the map. To make it more historical, the capture (not destruction) of Erisana would be the objective, but whatever similar could work. It might actually be better to rotate this since the "up" direction would be a bit northwest: Edit: I'm thinking that maybe routed units should be located only below the centre of the map (another settlement could be placed about it), they are there just to defeat the Roman army (which, historically, would have retreated to Itucca, the CC on the right) before a long retreat. They should not be enough to challenge the Roman CCs.
  23. Yesterday
  24. Hi @Thalatta scenario 5 Viriathus is dead, murdered in his sleep by men he trusted, bribed by Caepio. Tantalus is made leader in his place. He marches on Saguntum but Rome answers, and Caepio gives chase. The war Viriathus once turned in his favour now turns against his people for good. Setup The player starts as Tantalus, with a weakened army and dwindling resources no fresh economy, what you have is what you'll have Caepio's army pursues relentlessly from multiple directions, growing stronger as the player grows weaker Saguntum appears on the map as a target, but is unreachable/repelled a reminder that this fight was already lost before it began Objective — this scenario cannot be won militarily There is no victory condition. The point is how long you hold, not whether you win: Retreat to a final defensible position and survive as long as possible Protect as many of your remaining people/units as you can while resources run out Once your strength is exhausted (a survival timer, or army/resource threshold), a scripted surrender triggers automatically — not a "Defeat" screen, but the intended ending What happens at the end The surrender fades directly into the campaign's closing text — no failure state, no retry prompt. This is the ending: Tantalus surrenders to Caepio, the Lusitanians are given land to live in peace, and the war ends.
  25. Hi @Thalatta Scenario 4 Introduction Viriathus' last victory forced Rome into a peace treaty, recognizing him as a friend of Rome. But Caepio is furious at these terms — he pressures the Senate until hostilities are reignited, breaking the fragile peace. Setup Normal economy on both sides, but Rome starts with the advantage Several Gaia dropsites scattered across the map Vettones and Callaici present to distract the Romans Objective Destroy the Gaia dropsites before Rome captures a set number of them — a race for control, not straight conquest. Idea to add Since the Callaici were a coastal Atlantic people, I was wondering if it's possible to include a bit of sea in this map — maybe Rome resupplies by ship along the coast, and the Callaici could get fire ships (brûlots) to intercept and burn them, slowing Rome down. Could also add one Gaia dropsite on a small island, only reachable by boat, for a bit of variety. Not sure if this is too much for the editor though, let me know what you think! Here's a draft map:
  26. Hi @Thalatta Senario 3 Introduction After the winter defeat against Aemilianus, the war spreads to other regions of Hispania. Rome sends Servilianus, backed by cavalry and Numidian elephants gifted by King Micipsa. After several engagements, Servilianus seems to gain the upper hand — Viriathus is cornered, forced to retreat before an overwhelming force. Setup No buildings, no resources at the start The player begins with a small army, immediately attacked by a much larger Roman army, backed by African elephants Scattered around the map are passive units (routed Lusitanian soldiers) that become controllable once approached — representing fleeing troops rallying back to the cause Objective — 4 stages 1. Immediate retreat A frontal fight against Servilianus is unwinnable (elephants + overwhelming numbers). The player must flee from the start toward a defensible position — the Hill — without seeking a fight. 2. Rally the scattered troops Along the way, several groups of passive units are scattered across the map. Approaching them makes them join the player's army (a proximity-based "capture" mechanic) — the only way to rebuild a fighting force. 3. Secure an economy The player must capture abandoned/neutral buildings (villages or Gaia settlements) to start gathering resources — essential since there's no builder and no starting CC. 4. The turnaround Once regrouped and reinforced at the Hill, the player must go back on the offensive and capture one or more Roman Command Centres to win the scenario. Win condition Capture the designated Roman CCs (e.g. 1 of 2, or both depending on difficulty). Lose condition Total loss of the player's army before rallying enough troops or reaching the Hill.
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