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  2. Thanks Vantha I removed Ballomar leaving the list below. The PR is here if you approve. "Ariovistus", "Arminius", "Catualda", "Claodicus", "Gannascus", "Maroboduus", "Vannius", "Veleda"
  3. Today
  4. @phosit Can't say much about that, but if you think it's feasible... Coming back to the map: I believe I have played it, maybe when it was first included with vanilla, with my usual settings. Anyway, what's keeping it from just putting the players in a circle?
  5. To fix the issue, the map has to somehow expose the restrictions. Those restrictions could then also be read by the random selection algorithm. At least that's how I think of it.
  6. I don't see it. Are you referring to this part? I still don't think this is applicable with random random random games. The application doesn't ~know what map it will roll and thus doesn't know whether it will work with the selected options; so it couldn't disable the Start button at that point.
  7. I would like game presets in game setup. Then you know all intended settings are fine according to the selected preset. It is sometimes surprising which settings in background were set to default and which one stayed on the value of last game. Different in multiplayer and single player game setup. Best surprise is after a 4 v4 game switching to a 1v1 which is won in second 1 due to both players being in team 1 (happens to me up to one every half of the year, forgotten about that)
  8. Oh, so you choose random as placement - I understand now. I think it would be a hard to delay the random selection to the mapgen script. One would also have to change replay-summary: there it shouldn't be displayed as "random". The more complete solution is the one stated in the ticket.
  9. Most of them lived after AD 1, which I'm not a fan of, but fine. The only one who's definitely too late is Ballomar, since he lived in the second century AD, so I wouldn't include him. @manowar If you make those changes to the PR, I'll merge it.
  10. Thanks @Frederick_1 that provides useful reference points for any future challenges / changes.
  11. Oh, "someone" had a similar experience... #8148 seems to me like a different case, as one deliberately sets up a specific match versus playing a random random random game. So, the above message is the intended behavior when player settings and rng result aren't compatible? Could the game be forced to comply with the settings so that an error won't be shown to the player?
  12. When I search for these names, I get these german wikipedia pages, with some more information about the names and variants (not on all): https://de.wikipedia.org/wiki/Arminius https://de.wikipedia.org/wiki/Marbod https://de.wikipedia.org/wiki/Veleda https://de.wikipedia.org/wiki/Vannius_(Quaden) https://de.wikipedia.org/wiki/Ariovist https://de.wikipedia.org/wiki/Catualda https://de.wikipedia.org/wiki/Ballomar https://en.wikipedia.org/wiki/Gannascus
  13. I don't know of a remaining issue of persistent map settings. Also the name of a game should be causally unrelated to the placement. I know #8148 which is related especially this link.
  14. This map recreates historical Calabria — not the modern Italian region, but the ancient heel of the Italian peninsula, home to the Messapians and the Spartan colony of Taras (modern Taranto). Set between the Ionian and Adriatic seas, the terrain reflects the flat, sun-baked limestone plateau characteristic of the Salento, with open Mediterranean scrubland, scattered olive groves, and a coastline that made Taras one of the most prosperous trading ports of Magna Graecia. The map uses the Aegean biome, which fits the region's deep Greek cultural roots: by 400 BC, Calabria was thoroughly Hellenized, and Taras alone rivaled Athens in wealth and influence. To admins, please accept the new version of earth-maps mod. For players who want to play just now the new map, I append map files here (not the map preview) calabria.js calabria.json
  15. I once tried to create vassals, but in a different way.
  16. The stone slabs look fine. They may blend better if they are closer to the sand color of the buildings and the ground.
  17. @wowgetoffyourcellphone just a “differentiating” idea, maybe use that the Sacred Band was formed by homosexual couples? And those relationships were part of its strength. Either by producing them in pairs (but each independent) or, a bit more weird but similar to Rise of Nations, by making each unit actually a couple, with one HP bar.
  18. Yesterday
  19. A Fort yes. A Fortress although should be a stronghold to withstand. In 0ad an ungarnisond Fortress is captured that fast that an upcoming 100 solders+ Army is not noticeably slowed down at all. Sometimes foreward structures to bother an attacker only helps him more to concentrate his army, than to help you to organize a defense. I would like some techs to make buildings stronger. e.g. Fortresses could be ramped up with an outer bailey. Giving them more of all, especially a larger garnison like Han-Civic Center. I would also like when "sentries tec" would be like a garnisoned unit in all aspects, so that fully equipped tower is like 6 garnisoned units and fortress 21. (Could be a citizen soldier normal and a champion with professional garnison tec combined)
  20. I really play hard to prepare me to defend my self against the IA in very hard, but if i play with just 300 pop population and in medium size i will fell very lack of emotion to my mind and will fell very unsatisfied
  21. Elephant Stable: Before After:
  22. I can probably wip somthing up this weekend or next week, just so people can get an idea of how they work, their implemented right now but very half hazardly in a way thats not very user friendly, for example they dont project the players territory yet and so can be reclaimed by gia after a while unless you build a town centre next to them, another issue is their units taking up player pop, these are simple fixes that can be implemented when i have time Here's the current messy basic version with a bunch of bugs in if you want to try, they might not spawn every game, so reveal the map when playing if you want to test them, they currently dont create an attacking army but the rest is there. Give vassals a second to spawn in after the game starts. Edit: Quick update on the internal build i have, vassal units now do not take up pop and cannot be controlled by the player! The vassal also projects player territory. vassal_settlements.7z
  23. Is there an early release for the mod?
  24. Right now, vassals spawn as gia structures on the map randomly at the start of a match. they can be captured and then become player controlled, once captured they activate their ai, produce workers and a patrolling army, and then produce a small fighting force to attack your enemies. This does mean you can technicaly control their units, but the basic ai implemented will order them back after, usually within 5 seconds of you giving their units orders. This is a vassal i captured, and as you can see its harvesting basic resources and its army is patrolling its territory. Edit: i will probbaly have them produce a patrolling army when gia controlled, its already there but ive deactivated this for now for testing purposes but it adds a fight before claiming the vassal prize. Ideally once i have more time im looking into having these spawn as seperate players once captured, they can still use this basic ai i have in place but it would stop players from acidently selecitng their units.
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