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[Campaign] Gallic Wars


Radagast.
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Dear comrades,

Niektb, shieldwolf and my minor self have assembled a trigger and campaign map.

post-15921-0-60234400-1408913921_thumb.j

We had to modify almost everything, from taking out the AI to not interfere with the triggers and our very own storyline machine.

Have fun with heaps of Romans.

Keep an eye out for your best units, else all of Gaul will soon be in the hands of the Roman Emperor Julius Caesar.

Download:

https://github.com/0ADMods/map__gallic_wars

Change your working directory to the /path/to/0ad/binaries/data/mods/ and execute:

git clone https://github.com/0ADMods/map__gallic_wars.git

(for other than SVN/Git players, according to GameDataPaths to figure out your mods/ path)

Then launch 0AD as follows:

~/0ad/binaries/system/pyrogenesis -mod=map__gallic_wars
Edited by Radagast.
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By now the map is fixed. It didn't take long ... lol

Increasing and declining attack strengths working.

Without takeing an active part and defending the harbour and conquering key points it will be difficult. Though by now the Roman attacks begin pretty weak.

yea, i had some issues running in alpha 16, player 3 resigned and the

Triggers are only in the SVN version. It's working with A17 though but may probably not come bundled with it but is easily added using the Mod Configurator.

roman base deteriorated, very good looking map though! congrats.

that's fixed by now, there was a tech issue. Now the triggers directly manipulate the Decay of the Romans and only in this map and not for all 0AD maps which contain the Roman army base.

very good looking map though! congrats.

All credit goes to Niek and shieldwolf. They did a fantastic job.

Edited by Radagast.
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oh, good idea. We just thought of the problematic onslaught, it's definitely a battle map. Were you realize the limits of the pathfinder if you fail to get rid of the enemy centurio early enough.

We might have to exchange every 2nd tree entity with an actor. But it's purely optional.

Still if you manage to rescue the druid, you have a good time, with gallic reinforcements of your Gallic neighbour villages.

By now the map is balanced, all features are added too (e.g. sudden and random major assaults, siege attacks, decline and increase in strength, trader visits, ...)

We might have to react when the Gallic chieftain dies, we are open to ideas.

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(It's been a major overhaul. Please retest the map, the random functions were broken prior to the version of tonight!)

https://github.com/0ADMods/map__gallic_wars/commit/f06219cc40177e32c3b6bb0a832475dbefc59616

The druid now returns home when rescued.

The enemy centurio is harder to finish off and returns to a random hiding place when his excursion didn't lead him to an importan Gaul.

Have fun with this map. It's A17 ready.

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It's a quick map if you now what to do:

- Rescue the druid.

- Hunt the Centurio.

- Finish off the Roman fortifications and hope for Caesar not sending a new Centurio in time.

You can finish all this easily within 5 to 10 minutes. The longer you have to stay defending your village, the more Roman units you have to counter. Finally you will be doomed, as the Romans even will overrun your heroes at some point if you stay idle for too long.

Have a look at the minimap in the screeny. A Roman garrison just left its fort to lay siege to your village.

post-15921-0-86245700-1409262648_thumb.j

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I have low settings to allow more units. I like the water, both water types, the blue and the HQ ones. And with your environment settings it's really a sunset feeling. :)

The map is rebalanced and the Gauls now have more time, but their heroes are less strong. Send them out early enough to find the Roman Centurio and the Gallic Druid or the Romans grow too strong.

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The latest SVN issues are resolved. The AI wasn't set up properly for Player 3 (the trigger controlled trader).

The map was once again rebalanced, the major attack frequency of the Roman garrison lowered to allow the Gauls to also spend some time gathering resources.

Try to projtect your gatherer using palisades or conquer key points in the forrest that are easy to hold. Other than that you'll notice, that wood is a critically difficult to get resource.

If you encounter the Windows SDL or something bug, when selecting the mods, then either use the command line:

-mod=public -mod=map__gallic_wars

or

1. Tools & Options -> Mod selection2. Select mod 0ad / public -> Enable3. Select map_gallic_wars -> Enable4. Save configuration5. Restart the engine/game.

If you encounter errors in the process, click Suppress.

Hey rada, awesome, could you make the ai use the testudo formation ?

We could add it when the Romans reach their siege/attack positions, but our investment into more awesomeness is proportional to the community's interest and the community is ceasing to exist.

Thus my current motivation is rather for adding my surrender system, new animals, surrender animations, inventory and other things related to 0AD Extended.

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Gallic Wars is not applicable for being integrated into 0AD SVN. Things needed to be outsourced into the TriggerHelper.js and the Gallic heroes needed to be removed as well as the Roman Centurio needed to not be overridden. (currently we increase his lifepoints, otherwise it'll all be too easy with those strong heroes)

Fallen Empire Studios already thought of making it compatible, the uniqueness would suffer and it had to be rebalanced again and I'm against it as we now have a mod configurator, so no problem to launch 0AD once with Gallic Wars Part 1 and once without.

Once we have the full campaign ready, including a system to change maps dynamically on a overview screen (which will not be this year), we'll make it fully historical accurate and get rid of the ultra-strength heroes.

But for now it's a fun map, an alternation to 0AD with still a lot of historical accuracy, but quite strong and speedy Gauls (the druid's recipe still works).

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