All Activity
- Past hour
-
scr0llbaer joined the community
-
I think the point could be to keep selectable options limited and uniform among civs, while allowing for actual differentiation and evolution if wanted. I've come across this issue so many times, and one has to end anachronistically simplify things, which could indeed be solved if "a unit can represent more than just the soldiers equipped in the exact same way". For example, the Athenians had hippotoxotai (cavalry archers) substituted by prodromoi ("scouts") in the first half of the 4th c. BC. With the proposal, both could appear, depending on progress, but the icon, or just the "generic" name, could be the same, and quite common for most civs (Mounted Skirmisher could be an option), but the actual model would change (among civs and with progress), have different stats, and the "particular" unit name also be written somewhere, but the "generic" name would tell you basically its function. Other examples I came across just this last week is that Alexander's mounted skirmishers went from javelineers to archers, and his prodromoi apparently from javelineers to lancers. And I guess it would simplify dealing with things like the Roman Army. Regarding mixins, if you can irreversibly upgrade them such that they also change in the buildings that produce them, and show also their "particular" name somewhere, maybe it could work, but those working on it would have a better understanding on why it wouldn't.
-
Besides my previous comments on why I think most of these rules could simply be removed, following that same line, I didn't comment on "entities you captured or converted from another player (or from Gaia) are not refunded", I wonder why this is the case: tons of monumental architecture has been dismantled by conquering states, using then the stone to build in their own style (even the Ayyubids tried to dismantle the Pyramids of Giza, Menkaure's has been left with a big gash since). That's what's great with stone and metal, quite reusable… which makes me think if wood should have some penalty, but also wouldn't want to add rules, my philosophy being the exact opposite.
-
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
@Thalatta happy it was not in my code - Today
-
Map making support and conversion tool: post-Atlas
Thalatta replied to Grautvornix's topic in Scenario Design/Map making
Oh hell naw! Just by pressing Learn to Play one can read "Civilisation", no one cares about guidelines . Will consider it for my upcoming renaming PR. -
Just something to consider: I don't think there are any examples of ancient sword guards looking like a nihonto's tsuba.
- 68 replies
-
- delenda est
- spartans
-
(and 2 more)
Tagged with:
-
Couldn't you do that through a "mixin"?
-
Here is an intermediate step recover-resources.mod V1.32. - not taking into account @Thalatta's latest comments yet, unfortunately. Version 1.3.2 · for 0 A.D. release 28 and the release 29 development builds When you delete one of your own structures, ships or siege engines, you get back a share of its resource cost, provided the situation allows it. What comes back is the salvage rat (30 % by default) multiplied by the object's health condition, meaning its remaining health. Food is never given back. Rules and Constraints: Only your own deliberate deletion (Delete key / delete button) triggers a refund. Nothing is refunded when an enemy destroys the entity. The refund is based on the entity's current cost, including cost modifiers from technologies and civilisation bonuses. Food is excluded: it was eaten during construction, while timber, stone and metal can be carried away. Entities you captured or converted from another player (or from Gaia) are not refunded. Ships are only refunded when deleted within 30 m of one of your own finished docks. Otherwise the message says how many ships gave nothing back. Siege engines are only refunded while they stand inside your own territory, e.g. a catapult abandoned deep in enemy land gives nothing back. The refund shrinks with condition: a ram at 40 % health gives back 40 % of the usual amount. Buildings (nw including walls and towers) must pass three rules: not attacked or captured in the last 15 seconds, no enemy capture progress and not decaying outside your borders, and one of your worker units within 20 m to do the work. Fields are never refunded. Nothing you delete dies at once. Buildings are dismantled and units disbanded over 10 seconds, losing health as they go, and any resources only arrive at the end (units don't give back resources). Pressing delete again calls it off and the drained health is given back; an enemy hit interrupts it the same way. Units take just as long even though they hand nothing back. Anything under threat is the exception: it falls the moment you press delete, because under fire there is no time for an orderly teardown. That means anything hit in the last 5 seconds, or with an armed enemy within 40 m — enemies closing in count even before the first blow lands. Whether it still pays out is decided by the ordinary rules, so a building under attack dies at once and gives nothing. Unfinished foundations are skipped because the base game already refunds the unbuilt part of their cost. Deletions the game itself blocks (for example, a building that is mostly captured) get no refund. A short message shows how much was recovered. recover-resources.zip README.md
-
Thanks; I'll bring more images and news soon.
-
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
A new realease of post-Atlas is available (see intial post of this threat). It covers these bugs: changed to the game's standard spelling (hopefully captured all issues) show natural food resources placed on the map in analyze tab/resources table make the finding table sortable allow re-reading the map after changing (re-analyze button) conversion process can be stopped. added support for nomad mode And these new features: Assess balance of resources amongst players (imbalance might be an intended challenge hence this is only an indicational warning) Added a way to edit map properties (analyze tab, edit button), so that it is possible to edit description, names, map characteristics, players etc. without re-opening Atlas. Please let me know your observations, criticism, found bugs, new ideas, improvement suggestions etc.! -
I know. I'm currently working on too many other things to implement it myself, but if anyone does (preferably without an LLM) I would be happy to review and merge it. I suppose the main question is where and how big to display each of the names.
-
It's also not really made for a navy; you could fish or park a military vessel in the bits of water, but good trade over water not so much.
-
- 68 replies
-
- 2
-
-
- delenda est
- spartans
-
(and 2 more)
Tagged with:
-
Map making support and conversion tool: post-Atlas
Stan` replied to Grautvornix's topic in Scenario Design/Map making
Then it's bad https://gitea.wildfiregames.com/0ad/0ad/wiki/EnglishStyleGuide -
Phantastic! Beautiful! Awesome!
-
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Exactly - had Claude analyse spelling through the game and maps and the verdict was rather US English, although not fully consistent throughout maps and modules. So most probably I continue in an inconsistent spelling (changed Analyse to Analyze and colour to color, but not yet civilisaiton to civilization). As this change took a lot of tokens, I'd park that for the moment. -
I've desired this for a long time. A decade.
-
Hello everyone! I’m here to share some more news about my mod, World Rising! Over the past few days, I’ve had to spend quite a bit of time fixing several meshes from the 3D models I created, mainly to make sure the lighting works properly across all objects. There are still a few meshes that need some adjustments, and this work ended up changing my plans a little for the next few days. Since I’m developing the project on my own, I’m trying to follow an approach that I consider very important: create, test, and optimize at the same time. Instead of leaving all the problems to be fixed at the end, I prefer to make some progress, fix what needs to be fixed, study the results, and constantly evaluate what can be improved. One of my biggest priorities is making sure that World Rising remains lightweight, visually appealing, and runs smoothly, even with thousands of assets being rendered on the map in real time. Because of this, I’m reviewing models, meshes, textures, and other elements to find the best possible balance between visual quality and performance. It’s a huge challenge! Especially when working alone on a project of this scale, but we’re moving in the right direction, and little by little, World Rising is taking the shape I originally envisioned. For now, here are a few images from the development process. I’ll be sharing more news and updates soon! Feel free to comment, share your opinions, criticism, and suggestions, and take part in the development. Your feedback is always very welcome! And a special thanks to Stan, who pointed out the mesh issue and helped me notice an important problem that needed to be fixed. Thank you to everyone who continues to follow and support World Rising!
-
there's a red sea map, but oman is missing a chunk
-
what games do you play besides 0ad?
LeJardindEpicure replied to grepmaster's topic in Introductions & Off-Topic Discussion
Arma III Arma Reforger Holdfast : Nations at War Sim CIty 4 Deluxe edition ps : Holdfast is a wonderful game with a fantastic community ! And defending our empire against the perfidious Albion is a must. - Yesterday
-
Map making support and conversion tool: post-Atlas
Thalatta replied to Grautvornix's topic in Scenario Design/Map making
Wouldn't it be better to use what the game uses? "Civilisation" appears in the UI, UK English then. Although I don't know how consistent this is. -
Map making support and conversion tool: post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
I think I activated it in-game after the program was already running, but I had to restart the program for it to recognize it. Maybe if you could add a refresh button? You should be able to edit these things in the Atlas editor, but I was thinking it would be nice to change some of this stuff in your program. Maybe it is not that important though I think it could show the naturally occurring food (excluding fields and corrals that spawn with the map), and you could just put a note that says "excludes fields and corrals". But, do whatever you think is better, I don't think it is that big of a deal Oh, sorry. I didn't realize that. Then I guess it isn't a spelling mistake. I probably doesn't matter that much, it is close enough I mean, like if you clicked start, but then realized you forgot to do something, then you could just click stop instead of having to let it finish running -
lilypoppy started following Grautvornix
-
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
@AsherThanks for your comprehensive review! Let me try and resolve things ... Was the mod that provided the missing resource for the map activated in your game (and saved) ? (if not, the tool does not see it.) This is a great idea - normally I would have thought that this is defined by the map creator in Atlas already, or on an existing map the map author has a specific scenario in mind (hence the name scenario map). Will integrate that - with that warning, though. In any case the original map is never modified by the tool unless you explicitly request that using the "edit map in place" button. Please clarify! That was a decision is because food resources are also part of what you will be building (fields, corrals). If you consider it useful we can certainly add natural food resources like fish, berries/fruit trees/edible animals etc. This could show a maps initial nutrition potential. Will change. Ok, got me - I used UK English and you are requesting US English. Will change. Had the same observation when I had installed the map already in the target folder in game. This is a logic bug. Will change. But wouldn't that potentially stop the process in the middle of something, i.e. in a non deterministic situation? This should then remove the product of conversion. Or do you want to stop the process when processing batches of maps after one map has finished befaore the next one is started? That's another bug to fix. The conversion from persian to achaemenid somehow was wrongly assumed to have happened pre-R0.28. Will change. -
Indeed the GUI of Atlas is powerful but not particularly user friendly in my opinion. Started working on it using python. Approaching the editor from two sides - a map analyser/checker/covnerter called "post-Atlas",see this thread: and a map skeleton preparation tool referred to as "prep-Atlas" (not yet published). Actually I would like to modify the ATLAS UI itself but this is a larger task.
-
It just needs a more accessible layer on top of the JS code. I've been using it for my campaign, and despite the bugs and complexity, I see a lot of good qualities. Heightmaps, for example, are super fun.
-
Map making support and conversion tool: post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
I would add (see below) to _CIV_DISPLAY_NAMES in civ_data.py, because if you are using 0ad 28, they are pers, but if you are using 29, they are achae "pers": "Persians",
-
Latest Topics
