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By Alber 0A.D · Posted
That is a very smart approach, @Asher! Reusing the existing tribute code for the resource transfer and adapting a standard scenario trigger to spawn the allied units sounds like a much easier way to build a first prototype. Also, regarding your earlier ideas: making the Embassy act as a "lifeline" so an ally is only defeated once all their critical units/structures AND all Embassies are destroyed makes the system much cleaner—and it allows the host to simply send tribute resources to revive them! Having civilians automatically flee toward the nearest Embassy, Civic Center, or Fortress when a major building falls would also add amazing atmosphere and realism to sieges. Mentioning the existing survivors-mod is a huge help too! Looking at how that mod handles player defeat and resource/unit transfers could give you (and @Grautvornix) a great starting template for the scripts. Between your Embassy structure setup and @Grautvornix's ideas, we already have a great roadmap for a V1 test mod. Please take your time, and let me know whenever you would like to brainstorm further or test an early version! That is a very smart approach, @Asher! Reusing the existing tribute code for the resource transfer and adapting a standard scenario trigger to spawn the allied units sounds like a much easier way to build a first prototype. Also, regarding your earlier ideas: making the Embassy act as a "lifeline" so an ally is only defeated once all their critical units/structures AND all Embassies are destroyed makes the system much cleaner—and it allows the host to simply send tribute resources to revive them! Having civilians automatically flee toward the nearest Embassy, Civic Center, or Fortress when a major building falls would also add amazing atmosphere and realism to sieges. Mentioning the existing survivors-mod is a huge help too! Looking at how that mod handles player defeat and resource/unit transfers could give you (and @Grautvornix) a great starting template for the scripts. Between your Embassy structure setup and @Grautvornix's ideas, we already have a great roadmap for a V1 test mod. Please take your time, and let me know whenever you would like to brainstorm further or test an early version! -
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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By Grautvornix · Posted
Good plan! The intent of post-Atlas was to allow batch editing of map packages (well still editing one-by-one but you can step through the maps) and outputting everything into a mod. -
By Alber 0A.D · Posted
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! -
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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