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By Grautvornix · Posted
OK, so now I had no choice (more or less): I am now terminating the single packages of mercator and post-atlas in favor of a common single package "Atlas Tools". The new package is available on https://wildfiregames.com/forum/topic/170271-atlas-tools-a-package-combining-mercator-and-post-atlas/ Unfortunately, every user of the previous tools wanting to upgrade will have to de-install the previsous versions as they will not be compatible with the Atlas Tools package anymore. -
By Grautvornix · Posted
OK, so now I had no choice (more or less): I am now terminating the single packages of mercator and post-atlas in favor of a common single package "Atlas Tools". The new package is available on https://wildfiregames.com/forum/topic/170271-atlas-tools-a-package-combining-mercator-and-post-atlas/ Unfortunately, every user of the previous tools wanting to upgrade will have to de-install the previsous versions as they will not be compatible with the Atlas Tools package anymore. -
By Grautvornix · Posted
Mercator and post-Atlas are now one package with one version number: Atlas Tools 0.20.0. It holds everything of Mercator 0.17.0 and post-Atlas 1.19.0, the last separate releases. They stay two programs, because the two jobs are different, but what you install is now what was tested together and they share the same codebase. The tools are also closeley linked so that you can start editing in mercator and then handover to post-Atlas for verification or conversion, and back. Mercator is a tool to create maps either from scratch or from digital elevation models, sculpt the terrain add features and textures. It however does not replace Atlas, the games's map editor. Mercator's sole purpose is to ease some of the pains the powerful but complex atlas tool creates to users like myself. In fact, Mercator allows handing over its data to the actual Atlas tool for refinement and can then take the map back for the final touch creating a mod or an installation. post-Atlas is a map checking and conversion tool that can be used to process maps and map collections in differnt formats an convert them into R28 and R29 game format. I also verifies map propserties and provides support to correct issues. post-Atlas also works with mercator and Atlas allowing to handover to these tools and take the result back afterwards. Maps can be tested in-game (headless) to verify there is no blocking issue left. The package is still delivered as python souce code (see Readme.md for installation instructions) and should run on Windows 11, Linux and MacOS. While I can only test it on Windows currently, @lilypoppy has kindly tested it extensively on Linux and @Asher used it on MacOS. I am keen to receive any feedback, criticism, ideas, suggestions, error reports etc. Please let me know! atlas-tools-0.22.0.zip README.md CHANGELOG.md -
Maybe what would be better is that a play is only defeated if all their critical units/structures (or whatever mode you are playing) and all embassies are destroyed. If an embassy survives for a mostly fallen ally, you can send them stuff to revive them. You could still garrison refugees, but with this, you could loose all your units, and not be dead, yet... Maybe also civilians could flee to the nearest embassy or civic center or fortress (yours or ally) when a civic center/fortress/embassy is taken There also is an existing mod, maybe related, survivors-mod that when an ally is defeated, all units and resources go to ally(s) maybe? (iirc)
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By TheGreatAIA · Posted
Great mod. The biggest issue I have found (which I believe is also on Petra) is mid to late game when the AI expands so much they may find a small corner behind my teams bases where they then build a market and reroute there traders there since its the farthest distance. But this leads to their traders walking within distance of my teams defenses/troops causing them to die and tank the AI's economy leading to a very unrewarding win. Is there an option I can adjust to prevent this. If not could you add something for that like Trade routes stay within connected territory. Another option may be Trade routes must avoid being in range of enemy defenses or a significant distance away from enemy starting points (idk, personally i think that first idea would solve the issue). I dont have the screenshot but I did a 4v4 match with a 35min ceasefire then within like 3 minutes of the ceasefire ending you see on the market graph it flattening out due to the above issue.
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