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  2. @Vantha@ShadowOfHassen well it seems I was going for historical accuracy when historical ambiguity was decided, which I find suboptimal since it misses the opportunity of teaching history. That's why I was thinking for each scenario to be specific historical events, like Hamilcar gaining control of the gold and silver mines of Sierra Morena, subduing certain Iberian tribes, and expanding to the east, for people to learn more things besides Hasdrubal and the (re)founding of Carthago Nova. At least these things are what I find interesting in historically themed RTS. I agree with not doing “the great commanders a bit of a disservice if you scale them back for a beginners tutorial”, but that's the opposite of what I proposed with the prelude concept (in case a proper Hannibal campaign was also wanted).
  3. Today
  4. To me we already had this discussion like 20 different times . Ultimately, we wanted a short tutorial that was stand alone and historically ambiguous. We wanted it short so if campaigns weren’t someone’s cup of tea, they could get in , learn the basics, and then do multiplayer. The historical ambiguity was so that we had freedom to prioritize teaching game mechanics without justifying every little thing. Also the simple fact is that @Vantha has already started on the maps. He’s willing to put in most of the work (unlike me who while I say I’m willing to work honestly is kinda busy /lazy and don’t) so he does get final say. The last thing is honestly those other campaigns should be separate , they could be beginner campaigns or sequels to the tutorial , but I honestly think it does the great commanders a bit of a disservice if you scale them back for a beginners tutorial (face it , Petra has a steep learning curve and it’s need to be set on very easy or sandbox so that beginners aren’t steamrolled. Not very fun for Alexander the Great or Hannibal then I think.)
  5. I will try to be as open about how I feel about the situation as I can: For me the die is cast. There are of course several ways to go about structuring and designing a tutorial and connecting it to a story. For me, though, the focus and primary goal of the tutorial campaign is teach how to play, the story is secondary. Following this mindset, a while ago (easy to miss in this long thread), I first put together quite a detailed plan for the campaign's structure, what to teach in each of the individual matches. And only afterwards did I search for a piece of history in which this preexisting plan could be embedded. We did a lot of brainstorming and I eventually came to the conclusion that the founding of a colony (and then also the story around Carthago Nova and Hasdrubal the Fair) aligned best with what I envisioned. Also, it was something new and interesting for me personally -- unlike Hannibal or Alexander, whose stories I've heard and dealt with dozens of times in the past. I am well aware that this might not be the case for many players and that a classic Hannibal or Alexander campaign might have been more appealing to some. However, considering the size of this project and that I'm essentially the only one implementing it, motivation and personal interest are important resources for me. I was deliberately trying to aim for something that also excites me personally, even if that comes at a slight cost of appeal for others, simply to help myself stay motivated to work on it. Keep in mind that I am still doing all of this in my free time. The main thing is not to make the tutorial campaign absolutely perfect in every single aspect, but to eventually finish it and get it into the game, to help new players learn the game, and along the way to provide better storytelling features for future campaigns. And again, in my opinion the idea with Carthago Nova still fits really well and elegantly onto the learning and teaching process I had in mind. And it's also historically fairly relevant. For these reasons, I want to make the story of the campaign self-contained and only revolve around Hasdrubal. @Thalatta@Genava55 These are good concepts and I can definitely see how they would make for great campaigns, but for this one, I want to go in a different direction. However, making some usual story-focused campaigns as well for more experienced players is still a big goal, and ideas are always welcome. It could make sense to open a designated thread for campaign concepts like this.
  6. Indeed I think this will be a problem if implemented as proposed, and that there are solutions that could be also applied to other things (I've proposed a base garrison that can't be controlled for ships, siege engines and buildings), but maybe people complaining that the feature is broken will need to happen first.
  7. Come share your thoughts in how to troll players with a personality trolling AI, be it describing ways to annoy them whilst also enjoyable to play with. This is just the idea, feel free to make it a reality. Ally AI - Some ally units will idle/walk randomly for 1-10 min at the start because they want to view how good of a weather it is(snow biome). - Sometimes doesn't contribute in helping you in any way, just becomes economy playthrough and is ignored by enemy until player is dead. Enemy AI - This was my first thought if ship capture was a thing, Imagine me building my first arrow ship and out of nowhere an enemy ai's ramming ship stocked with champions stole my ship and return to fog of war waiting for more oppurtunistic booty and I'm now officially landless for all eternity. - Send a minimum of any unit of 1 to scout the outer edge of the base, they sometimes attack one time and returns back to scouting. - When needed will request resources in synonym of each type from you and call you uncle, old man, old fart, long lost cousin, prince of the garden of Eden(Africa), servant. - Build buildings in your area periodically every minute for free mostly houses and sometimes wonder to assert dominance. - Make corral to produce animals that patrols in your field of vision, if their health falls below 50% they vanish to thin air. And many more~
  8. Former, I gave out how the AI behaves currently and wanted to share where to improve upon its logic so they focus more on efficiency and churn out plethora of basic gatherer units early on then transition to late game with non-gatherer units. VE is fine as it is since they were put a limit. VH is where they become a bit of a nightmare to fight if they can reach their max 15PPM in 25 minutes. If still don't understand its fine~ I'm quite tired.
  9. Yesterday
  10. Lol, that's why I said "more beginner-friendly" Maybe a simple symbol, like the one for rate. Maybe.. idk...
  11. That's why initially I proposed a tutorial on Alexander the Great's youth. Aristotle was his primary tutor from the age of 13. In 340 BC, the 16 years old Alexander was regent of the kingdom when his father laid siege to Perinthus and Byzantium. He fought and defeated the Maedi revolt, a Thracian tribe. He colonized their territory and founded a city which he named Alexandropolis. In 338 BC, he participated decisively at the battle of Chaeronea against the Thebans. He is clearly the best historical figure for a tutorial that builds to a crescendo and precedes an epic campaign. Edit, short introductions about the story: Edit: past messages
  12. Hello @wowgetoffyourcellphone, At the moment, I’m more interested in focusing on environment art, especially flora and landscape-related assets. Since this is my first time working on a project like this, I’d like to first settle in and get a feeling for how everything works. Once I’m more familiar with the workflow and the project in general, I can definitely imagine contributing to buildings and props as well. I will reach out to you when I am ready. Is that okay with you?
  13. Hi @Stan`, Hi! Thank you for reaching out! I’d prefer to get in touch via Telegram. That would be great for me. Let me know how I can add you there. I’m definitely interested in contributing, especially with environment art and improving flora, I’ll take a look at the SVN and the art documentation you shared. Thanks again for the guidance, and I’m looking forward to working together!
  14. The tutorial could definitely be a "lead in" to a full fledged narrative campaign. I think that is how a lot of games structure their main campaign now. The first few scenarios are for learning, more than anything else.
  15. @Emma, I wonder if working on German buildings and props would interest you. The new German building set is fine for a first draft, but I think could either use some iterating or additional drafts to bring those assets up to the quality of all of the others. No rush and no stress. Just something to look at.
  16. It would be great if the game (and in Atlas) there was a map filter for "Real World" maps as opposed to the regular more abstract maps in the game. The filter (keyword) can be used for skirmish and random maps.
  17. Its all fixed after re-installing the game so its all good now and I can see other players too in the lobby.
  18. Buenos días ,tardes o noches: -Aquí les dejo un avance de los bocetos de todos los mapas americanos de Tipo Escenario: Civilización------(Mapa) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1 y 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) (El 16 ya existe en otro mod y solo hace falta agregarlo) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1) 3. Arawakos(Antillas Mayores 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) Mapa de tipo Escaramuza: 15.Hisatsinom (Gran cañón del colorado ¿Qué opinan? Disculpen me por las inconveniencias *
  19. I reinstalled the game but now it says the version is even older 11 Nov 2011.
  20. Sorry I don't quite understand: Is this an existing implementation or something you propose?
  21. Right now, its actually the easiest it has ever been. You just need to "uninstall" the existing version, but it will actually uninstall the nonexistent directory 0 A.D. Empires Ascendant, leaving 0 A.D. alpha intact. Then when you go through the next steps it will install to 0 A.D. Empires Ascendant.
  22. The build is dated Dec 7th 2024, which is right before a27 released. (almost) All the MP players are on a27 at the moment, so that's probably why you don't see players.
  23. I had to finish a complete replay, but here it is (should be); the break broke the ai, but at least the actions of my peeps could be mended. replay17-19jan.zip
  24. @RavenKry you are using A26, the current version is A27 and soon will be R28. === We can note that If the errors occurs because a remote resource is unavailable, might be worth looking into and fix that.
  25. Do you happen to have two or more partial files ?
  26. Can you try changing the language in the options to see if that helps ?
  27. @Stan` Thanks for the explanation. (I'm not personally affected since I'm totally fine with just one installed version; I still wanted an answer. And further encourage a more user friendly approach.)
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