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Showing content with the highest reputation on 2012-12-24 in all areas

  1. 0 A.D. Community Map What is this? The Community Map is a scenario project crowdsourced from the 0 A.D. community. It is intended to show off everyone's design talents and let the community collaborate. It is based on a concept that used to exist in the AoMH community. To get an idea of how this works, here's a Photobucket album of a past community map: http://s797.beta.pho...een314.jpg.html Alright, I wanna do it! To sign up, post your email address below (or PM it to me, you know, for spam prevention) and I'll add your username to the list of Future Designers below. When you're number one on that list, I'll email the most recent version to you. This will ensure that no one is doing duplicate work. Rules: Please contribute in one of the areas designated. You don't have to go in any particular order, but try to paint inside the lines. If you are doing an area that is adjacent to a finished block, try to connect it in some way to the areas before it. You can delete a few trees, change the edges of the terrain, and other such small things to make your area blend in with the surrounding areas, just make sure you don't significantly change or do anything to damage other peoples' work. If you cause significant damage to another person's work and can't fix it, you will have to re-download the version of the map that I sent you and start over. When you blend areas, make sure there is a proper transition. Don't have a desert immediately cut off at the edge of a mountain or have an ocean suddenly end with a forest. Don't change the size of the map. Feel free to change player colors, although be careful about how it will affect other people's work. Save your map as "eyecandymap[YOURNAME].pmp" - this way I can keep track of each version of the map easily. When your turn has arrived, you will have 7 days to work on the map (although it is highly recommended that you finish it sooner if you can, so we can move along faster). I will email you when you have one day left, to remind you that your time is almost up. When you are done and/or when you have run out of time, send the map to me. There will be no time extensions. If you have not finished with what you were making by the time your turn ends, clearly mark the area your finished creation will take up, and send the map to me so I can send it on. You can then sign up again so you can finish your part later. You can sign up again as many times as you like, but only after you have finished your turn that you are currently signed up for. It doesn't have to be much, but if you really think "I'm too busy right now, skip me", then I'll move you one place down on the list and send it to the new number one. When you're done or when your time is up, you have to send the map back to me, and I will send it to the new number one on the list. If you send it to me and there is something inappropriate or against the rules on it I will ask you to change it or in the case that it is inappropriate your version will be deleted and you will no longer be able to participate. My email is kimball.r@meESPN.com without the name of the sports news network in italics. I'll update the full map screenshot each time someone makes a contribution. That's basically it! Have fun, and post/PM your email address so we can get this thing started. Current Screenshot Future Designers plumo Aurium quantumstate Lion.Kanzen If you have any comments or questions, just post them in this thread. I'll be sure to respond.
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  2. If we get triggers, we at least need a "Learn to Play" scenario that tells new players all of these things. I agree that a full campaign is too ambitious, but think about the first scenario you play in Age of Mythology - it teaches you how to move units, what buildings are available, how to attack etc.
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  3. I would take k776's advice on sheep. He is from New Zealand.
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  4. Originally, the idea was that only cavalry would be able to capture female citizens, but that doesn't mean for the sake of simplicity that this needs to remain so. For simplicity's sake, we could just make any military unit be able to capture female citizens. I have no problem with that. With all the capture ideas, I think the simplest ways are most attractive. I proposed that soldiers should capture buildings by their default behavior because to me it seems the simplest way for the player. Using a separate Loyalty stat instead of using Health for capturing separates the two behaviors (capturing vs. attack) and makes most intuitive sense to the player. Animals, like sheep, goats, cattle, etc., would have very little Loyalty, to the point that capturing is nearly instantaneous and not really necessary to even display the Loyalty bar in their UI. Buildings (and perhaps female citizens, elephants, etc.) would have considerably more and would need to display the Loyalty bar in their UI panels. This is fine, since we already have space for it.
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  5. Yes, that is what I was thinking. This is linked with capturing structures within enemy territory. Since structures will by default lose loyalty when not in the owners territory, captured enemy structures would by default lose loyalty as soon as they are captured. This is undesirable for the reasons given above, since the player has the units who can capture the building those units must logically be able to prevent the captured building from reverting to the former owner. I think garrisoning should definitely do this but am unsure if non garrisoned units should also have this effect as long as they are within a certain radius. This is a fair point, I am still not completely convinced though. There are quite a few details to work out in this section. What loyalty should a newly captured building have? What happens if multiple players are contesting a structure? My proposal is how Company of Heroes works, immediately flipping is how C&C Generals does it. The gaia ownership signifies contested ownership where neither player has control over the structure because they are fighting for it. I think how you say matches more closely with the original design for this though. The kick point is fairly arbitrary, I guess 0% makes sense. I was just copying the health one which kicks earlier so that the building doesn't fall down on top of the units, but for loyalty that doesn't apply. I like systems of diminishing returns. e.g. 5 captured camels give a 10% reduction, 10 give a 15% reduction, 15 give a 17.5% reduction etc. This gives a bonus cap of 20% (or whatever we choose) but additional captures always mean something.
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  6. I refered to http://trac.wildfire...A_Carthaginians Name: Roundup History: Not unlike the Iberian Peninsula, North Africa was known as ‘horse country’, capable of producing up to 100,000 new mounts each year. It was also the home of the North African Forest Elephant. Effect: Horses or elephants can be captured in the wild and placed in the Corral. Unlike normal corralled animals that generate food, the corralled Horse and Elephant functions similarly to a relic as in AoK. As long as it/they remain(s) in the Corral, the resource cost of training horse-mounted units (cavalry) or War Elephant Super Units is reduced by a fixed amount of –5% per animal corralled appropriate to kind and for the persians Name: Ability to Corral Camels and Horses. History: Horses were of great importance to the Achaemenids, especially in the eastern provinces. Camels, as beasts of burden, were also prized. Effect: Camels and horses can be captured in the wild and placed in the Corral. Unlike normal corralled animals, which generate food, the Corralled Camel/Horse? functions similarly to a relic. As long as it remains in the Corral, the resource cost of training camel-mounted units (the Trader, specifically) or horse-mounted units (as appropriate) is reduced by a fixed amount. Don't know if this is outdated, though^^
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  7. Kind of unrelated, but maybe we can get Totalbiscuit of Cynical Brit to do a WTF is... on 0AD? Might bring in a bit more publicity.
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  8. Mildly amusing, I must admit, but be nice.
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