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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
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Thanks; I'll bring more images and news soon.
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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). I 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.! -
Carlosiele joined the community
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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.
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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.
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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!
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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.
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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!
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there's a red sea map, but oman is missing a chunk
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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
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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
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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.
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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.
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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", -
Map making support and conversion tool: post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
Another thing, I changed the current map, but on the convert page, the Test in Game button stayed the same, instead of changing back to Convert. Also, a stop button would be nice in the convert section -
Map making support and conversion tool: post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
Also, it says in the Analyze section under Resources that food is not counted. I guess, why? Is there a certain reason why you didn't count it? Also, the tab Analyze is spelled wrong. It is currently spelled "Anaylse" (replace the "s" with a "z") -
Map making support and conversion tool: post-Atlas
Asher replied to Grautvornix's topic in Scenario Design/Map making
@Grautvornix, so I was getting some warnings and errors from a certain things on the map which weren't in the base game, then I loaded the game and the mods folder, but the warnings were still there. They didn't go away until I restarted the program. If you could make a button so you can refresh the errors. Also, if you could be able to edit certain things, like description, what civs the players are, if the players are bots or humans, ect. I think that would be helpful, so you don't have to have both this and scenario editor open at the same time, to make some of the smaller changes. Hopefully you don't think that I think this is horrible, it is just my feedback, to make it better; I think this tool will be a pretty usefully helpful -
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
@Asher Here is a bit of feedback on dependencies on entities in other mods: post-Atlas already reads dependencies and shows them on the Analyse tab. What it does not do is connect them to the entities a map places — which is your actual request A maps mod.json provides Dependencies as a real key: "dependencies": ["0ad>=0.28.0", "millenniumad>=1.0"]. Operators are <=, >=, =, <, >. A dependency with no operator is not checked at all. CheckForIncompatibleMods only compares when it finds an operator in the string, so "dependencies": ["millenniumad"] is documentation, nothing more. Write millenniumad>=0 if you want it enforced. CAVEAT: It requires the other mod to be enabled, not merely installed — the version table is built only from the mods in that launch list. It names the mod's name key, not its folder. The base game is 0ad, though its folder is public. Proposed solution: Today a template that isn't in public or the map's own mod produces entity-template-missing, a FAIL, while another mod might have it. Four steps: When templates are missing, search the other mods in the selected install — its own binaries/data/mods and the user's Documents\My Games\0ad\mods, both of which Session already knows — for simulation/templates/<name>.xml, and for actors under art/actors/. Only when something is missing, so nothing slows down. Report what was found by name: "structures/mil/tower is in mod millenniumad (Millennium A.D. 1.2)" — the finding turns from "broken map" into "enable this mod". Where nothing is found: say plainly that these are probably from a mod not installed here, and name the count. Check the map's own mod.json against that: entities from mod X with X not in dependencies → WARN, with an automatic fix that adds X>=<installed version>. write_mod_json already preserves keys it doesn't own, and the converter already writes the file. Conversion and Test in Game: carry the dependency into the converted mod's mod.json, say in the report which mods must also be enabled, and add them to the -mod= list when launching. The other issues, inactive buttons not being visible on dark schem, missing light scheme, missing tooltips Are also addressed. As usual I'll put the release into the top message of this thread. Let me know if something is missing or failing! -
Dang, I really should start tryharding 1v1s
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the one big potential i can also see in 0ad is that you can write an entire js code and then use it in your maps. This opens a new horizon to many new opportunities of making new and innovative maps.
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