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A little, but probably not enough to get this working. Though, it may not be that hard, because you can already send tribute; if there is already a button to do that, then we could probably copy the code and use that, and, there is probably a trigger script or thing that we could modify to do the units. Maybe it wouldn't be that hard
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Thank you very much for offering to help, @Grautvornix! To be completely honest, I have only been playing 0 A.D. for two weeks, so I do not have any experience coding for the game yet—my strengths are mainly game design, ideas, and playtesting. Having you set up the Embassy structure (and confirming that the survival rule already works in standard Conquest mode!) would already be a huge step forward for a first test version. @Asher, do you happen to have any experience with JavaScript scripting or triggers in 0 A.D. for the "Restore Fallen Ally" option (and @Grautvornix's resource transfer idea)? If not, maybe we could ask for a bit of help in the modding section of the forum, or I can also try to get some help drafting a basic script for us to test! Thank you very much for offering to help, @Grautvornix! To be completely honest, I have only been playing 0 A.D. for two weeks, so I do not have any experience coding for the game yet—my strengths are mainly game design, ideas, and playtesting. Having you set up the Embassy structure (and confirming that the survival rule already works in standard Conquest mode!) would already be a huge step forward for a first test version. @Asher, do you happen to have any experience with JavaScript scripting or triggers in 0 A.D. for the "Restore Fallen Ally" option (and @Grautvornix's resource transfer idea)? If not, maybe we could ask for a bit of help in the modding section of the forum, or I can also try to get some help drafting a basic script for us to test!
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I'm not really that great at coding for 0 A.D., but I'd be willing to help. @Alber 0A.D, do you have experience with coding in 0 A.D.? I think I could help setup the embassy structure (unless someone else wants to), and the survival rule should already work (unless you are doing a different conquest mode). I am not sure how to do the Restore Fallen Ally, we would probably need a script for that
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Atlas-Tools, a package combining Mercator and post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
Is the .spec file like the build file, so everytime you build it, it runs that? - Today
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WalterFish joined the community
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Oh, you are right, of course! The reason I asked Claude to provide spec files was that I wanted ensure all documents and the additonal data set for mercator's world map (forms a possible basis for selecting terrain tiles from public DEM sources) are included. the result is ratehr complex and unpleasant to read while your script is straightforward and understandable. I prefer yours actually.
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That is a very good idea, @Grautvornix! Transferring the defeated ally's remaining resources to their surviving ally fits the theme remarkably well. It also creates a great strategic synergy with @Asher's revival concept: those inherited resources can directly help the surviving player afford the high cost of restoring their ally at the Embassy later. We could even make it so that you inherit 100% of their resources if you already have an Embassy built (acting as a secure diplomatic treasury), or 50% without one.
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Thanks a lot, @Grautvornix! Building a test mod around this with you and @Asher would be awesome! You make a great point about allied garrisoning already existing in the base game—turning that into a real, structured comeback mechanic is exactly what we are aiming for. If you're up for prototyping a mod for testing, we could start with a simple V1 to see how fun it feels in-game before adding complex rules: The Embassy building (unlocked in Town Phase, using an existing building model as a placeholder). Survival rule: As long as at least 1 allied citizen is garrisoned inside, that faction isn't defeated. "Restore Fallen Ally" option: A hefty flat resource cost (e.g., 500 food/wood/stone/metal) at the Embassy to spawn 4–5 allied citizens if they were eliminated. Mechanics like continuous resource upkeep, healer requirements, or XP gain could always be added later in a V2 once the core loop works. Let me know how I can help with the game design or playtesting!
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Hi, I've known about 0ad for a long time, but I'm still a total beginner when it comes to actually playing the game. I play a little every few months—usually as Christmas approaches. Are there actually any pre-made Kamania maps out there that I can download and play? with best
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Hi, I'd like to test ModernGUI R28. Right now, I'm only playing single-player against the AI. What will it be like later in online mode? Will all players need the same mod for it to work? with best
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New cultures are already being implemented into World Rising! We're expanding our world even further, introducing new civilizations, buildings, units, and unique historical features. Each culture is being carefully developed with attention to historical detail, aiming to deliver an increasingly rich, immersive, and diverse gameplay experience. The world of World Rising continues to grow, and many exciting new features are still to come!
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lilypoppy started following Atlas-Tools, a package combining Mercator and post-Atlas
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I've been working on including some ancient greek ceramics to the game, that I found and modified to work for 0 A.D. Everything is baked on the same texture. I'll add a mod for anybody wishing to test it. This is some of the current pottery in the game: We could use them for eyecandy objects with food, trees, plants, on shelfes etc: Normal Map: Some common pottery shapes as reference: Here are the sources for the highpolys. Except for the pithos (the large one) which uses CC-BY, all models are licenced under CC0. We might have to give attribution to the author or I would remodel it myself. I still need to make a procedural material to bake a proper diffuse for the terracotta amphora. The actors also need some editing. If there is an interest I'm thinking about adding more products to fill into it, which could be pomegranate, figs, pears, grapes, olives, onions, fish, grain, wine, water, dirt for the plants etc. heleprops.zip
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I'm going to test an existing mod to observe its behavior; indeed, I've noticed that the Atlas Tools Kit seems designed for mods built with the most recent versions. So I'd like to check whether it still works with an older mod or if it needs adjustments. I also have my own mod (made up of 20 files); @Grautvornix how will the output process work with my mod ?
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Atlas-Tools, a package combining Mercator and post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
I saw that you cannot use the -w flag with using the .spec files @Grautvornix, so I think just building from the .py files will be ok. Was there a specific reason you did the .spec files? Here is an update version of the build script: build-1.0.1.zip -
Cool! But does that script work? (shouldn't it be e.g. "pyinstaller mercator.spec" instead of "pyinstaller mercator.py" ?) Embarassingly stupid remark, apologies for that!. Now that is a challenge! No, I don't have any yet, possibly something like the attached (still ugly with the tongue hanging out)
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Atlas-Tools, a package combining Mercator and post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
build.zip (remove --onefile from build script so it doesn't take as long to run the program) -
@Alber 0A.D @AsherI like your proposals! If you have options to recover from an almost total defeat, this addds a nice twist to an otherwise straightforward win/loss result. Part of it seems possible already I keep seeing single ally's units garrisoning into my CC etc. It is just not a strategy I was using so far. Wonder if we can build that into a mod for testing...
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Atlas-Tools, a package combining Mercator and post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
Do you have icons for these, @Grautvornix? And here is the update build script build.zip (I included the files @Grautvornix posted above) - Yesterday
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Hi @Asher thanks for the quick reaction -and the good idea! The tool needs PyQt6, Pillow, numpy, scipy, and pyqtgraph/PyOpenGL. Your script is great, but there are actually two tools in the package (Mercator and post-Atlas) and they need to have their specific environment. My intention was to keep it open as editable python code so anyone can inspect and modify it as needed. But you are certainly right - not everyone has python installed or would like to look into the code. Here are the two pyinstaller spec files Mercator.spec and post-Atlas.spec . A plain pyinstaller --onefile Mercator.py only follows Python imports. It misses non-code resources that get loaded relative to the installed files — docs/ (Help, User Manual, Design notes, Credits), CREDITS.md/LICENSE, and most of all mercator/world/*.json.gz (the real-elevation-data feature). Attached are pyinstaller spec files that can be called by pyinstaller Mercator.spec pyinstaller PostAtlas.spec This would work as a standalone double-click exe, however: The hand-over between the two tools will not work as built: Check or convert in post-Atlas... and Convert > Edit in Mercator launch the sibling tool via sys.executable -m <module> (atlas_ui/other_tool.py). Inside a frozen exe, sys.executable is that exe, which doesn’t understand -m — and worse, the check for “is the other tool installed” (importlib.util.find_spec) will always say no, since each exe only bundles its own tool. So the button offering the hand-over won’t even appear. That’s a significant regression for frozen builds specifically. I ask my coding buddy (Claude) to find a solution for this as I believe the linking o fhte two tools is an important aspect. @lilypoppy suggested to create a single tool but that would make the GUI even more complex than it is today, I am afraid. But he does have point here. Size: Mercator.exe is ~140 MB, Post-Atlas.exe ~116 MB on windows. They are bundling PyQt6 + NumPy + SciPy + Pillow + pyqtgraph/PyOpenGL for the 3D views). Versus the ~6 MB release zip, this is a very different distribution. This would clearly call for a single exe only. @Asher @lilypoppy Claude just implemented a fix in version 0.23.0, see initial post of this thread. So the only remaining issue is size. Still unsure if we should dare going for a single tool. Mercator.spec PostAtlas.spec
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Asher started following Atlas-Tools, a package combining Mercator and post-Atlas
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Atlas-Tools, a package combining Mercator and post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
build.sh Just made a build script to make this into an executable. (Should work across systems). Maybe you'd want to add this @Grautvornix? Also, does it just need pyqt6 and scipy to also be installed, or are there more? -
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
OK, so now I had no choice (more or less): I am now terminating the single packages of mercator and post-atlas in favor of a common single package "Atlas Tools". The new package is available on https://wildfiregames.com/forum/topic/170271-atlas-tools-a-package-combining-mercator-and-post-atlas/ Unfortunately, every user of the previous tools wanting to upgrade will have to de-install the previous versions as they will not be compatible with the Atlas Tools package anymore. @Stan` could you please freeze this thread? -
New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
OK, so now I had no choice (more or less): I am now terminating the single packages of mercator and post-atlas in favor of a common single package "Atlas Tools". The new package is available on https://wildfiregames.com/forum/topic/170271-atlas-tools-a-package-combining-mercator-and-post-atlas/ Unfortunately, every user of the previous tools wanting to upgrade will have to de-install the previsous versions as they will not be compatible with the Atlas Tools package anymore. @Stan` could you please freeze this thread? -
Grautvornix started following Atlas-Tools, a package combining Mercator and post-Atlas
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Mercator and post-Atlas are now one package with one version number: Atlas Tools 0.20.0. It holds everything of Mercator 0.17.0 and post-Atlas 1.19.0, the last separate releases. They stay two programs, because the two jobs are different, but what you install is now what was tested together and they share the same codebase. The tools are also closeley linked so that you can start editing in mercator and then handover to post-Atlas for verification or conversion, and back. Mercator is a tool to create maps either from scratch or from digital elevation models, sculpt the terrain add features and textures. It however does not replace Atlas, the games's map editor. Mercator's sole purpose is to ease some of the pains the powerful but complex atlas tool creates to users like myself. In fact, Mercator allows handing over its data to the actual Atlas tool for refinement and can then take the map back for the final touch creating a mod or an installation. post-Atlas is a map checking and conversion tool that can be used to process maps and map collections in differnt formats an convert them into R28 and R29 game format. I also verifies map propserties and provides support to correct issues. post-Atlas also works with mercator and Atlas allowing to handover to these tools and take the result back afterwards. Maps can be tested in-game (headless) to verify there is no blocking issue left. The package is still delivered as python souce code (see Readme.md for installation instructions) and should run on Windows 11, Linux and MacOS. While I can only test it on Windows currently, @lilypoppy has kindly tested it extensively on Linux and @Asher used it on MacOS. I am keen to receive any feedback, criticism, ideas, suggestions, error reports etc. Please let me know! As per @Asher's suggestion, here are also specfiles that can be used with pyinstaller to create two executables (each > 110MB). Call them by: pyinstaller Mercator.spec pyinstaller PostAtlas.spec README.md CHANGELOG.md atlas-tools-0.23.0.zip Mercator.spec PostAtlas.spec
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Maybe what would be better is that a play is only defeated if all their critical units/structures (or whatever mode you are playing) and all embassies are destroyed. If an embassy survives for a mostly fallen ally, you can send them stuff to revive them. You could still garrison refugees, but with this, you could loose all your units, and not be dead, yet... Maybe also civilians could flee to the nearest embassy or civic center or fortress (yours or ally) when a civic center/fortress/embassy is taken There also is an existing mod, maybe related, survivors-mod that when an ally is defeated, all units and resources go to ally(s) maybe? (iirc)
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