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Showing content with the highest reputation on 2014-07-02 in all areas

  1. Hi to you all! With the 5th anniversary of 0 A.D. being open-source nearing, we thought of organizing a design contest: Mapping Contest 16. (Number 16 because the current release is Alpha 16) The aim of Mapping Contest is to create a playable skirmish map that fits in one of the predefined themes. I'll elaborate the requirements further down the announcement. The theme list for this contest is as following: 1. Northern Highlands: In the lands where rocks and mountain rule the earth and snow and rain dominate the air, a few remnants of humanity dare to resist the supremacy of the forces of Nature. 2. Ancient Lands: Once there was a highly civilized kingdom, now only pain and rocks. However, rumors say that great treasures are to be found beyond the walls of this destroyed city. As for every contest there is a set of rules: The jury is not allowed to participate in the contest.Taking inspiration from other maps is allowed, literally copy-pasting isn't. Note that too obviously being inspired by other maps results in a lower originality rating.The jury always has the final word.It is up to the designer to use either the SVN repository or Atlas 16. Note that in case of SVN, triggers are not allowed yet. Jurying is twofold: The community votes for the best map in the category (which are listed a bit below) and the jury rates every map. Then the results are compared by the jury and the winners are announced. This is the points-breakdown the jury will handle: Gameplay 30Aesthetics 30Originality 30Overall Harmony / Coherence 10 As for the jury, the jury consists of the following members: Shieldwolf23: Lead jury, veteran scenario designer Hephaestion: Co-jury, Javascript programmer Thamlett: Co-jury, initiator of the Council of Modders' Mappack Niektb: Co-jury, creator of the Schwarzwald Random Map For each theme we do have the following awards (note that the italic awards only apply when there are more than 15 submitters): Best overall mapMost originalMost aesthetically pleasingBest gameplay These awards are: A badge / medal to beautify your forum profile, as well as an icon in the map preview image. The ultimate victor (the best of both themes) lands as the default map in the next release, Alpha 17. WFG reserves the right to make little tweaks and / or additions to this map.Winners get into the Council of Modders' Mappack if they're not included in the main game. In a submission we require a zip with the following: All the map files should be included.One screenshot and a 400x300 map preview image. (Reduce the fog if you have many to get a clear overview, please no signature in the preview image) To create a screenshot in Atlas: Zoom / rotate till you have the part at the screen that you want to create a screenshot of, then click Misc hacks in the top bar > screenshot. Check the message for the save location.The map should be either normal or medium sized and should have 2-4 players (depending on the flavour of the designer). The map should logically correspond to one of the two themes. We also require to release the map under the CC-BY-SA 3.0 license to be able to land in 0 A.D. or in the CoM Mappack. By submitting your map you automatically release it under the CC-BY-SA 3.0 license.The deadline on the submission is 00:01 GMT 23th August 2014. You can submit your map by posting an attachment in the topic that will be created at the Wildfiregames forum, a week before the deadline. After this deadline the community is allowed to vote (in a topic that also will be created) and the jury will discuss the winner behind closed doors. We're planning to do a contests every Alpha release, so no worries if you don't win this time. One last tip: Make use of the Post Processing settings to enhance the look and feeling of your map. Edit: I've opened a submission topic: http://www.wildfiregames.com/forum/index.php?showtopic=19019 For technical discussion refer to this topic: http://www.wildfiregames.com/forum/index.php?showtopic=18896 For any other question you can ask in this topic: http://www.wildfiregames.com/forum/index.php?showtopic=18897 (The announcement in the WFG forums) Have fun and may the best win!
    2 points
  2. I've commited in svn a new ai bot (Petra) which was developped starting from Aegis, but heavily modifying it with the goal to be more robust according to external conditions.This is only a first version, so still very WIP. Nonetheless, any tests and constructive comments are welcome.
    1 point
  3. @Shield colour: Unfortunately we can't colour the shields. Colours have not survived into our age. That means we need to keep them as bare bronze. (Reducing art workload as byproduct) @Helmets: Awesome, you tackle those! The iron one is still needed for sure. Either for elite units or later with flow of time with time tag to slowly replace the bronze one. (approx. 900BC..700BC, zenith: ?, last: colonial?.) May sound confusing. Here the most important part: Thank you for modeling. It feels like you'll soon fully master textures too. Then only have to learn XML and there you go, a fully equipped artist with skills: model -> UV unwrap -> texture/paint details -> xml -> git versioning. If we only had more of you, don't you have a twin?
    1 point
  4. Committed assyrian banner, mod info file for the mod configurator / launcher and half of the templates are somewhat ready. We could/should derive the textures from the Persian 0AD faction. @Lion: Interesting concept. They state that the unit was a commander. They also said that the shields may have had ornaments + be coloured, but there are nothing but theoretical hints. No archeological evidence. Thus we can live with pure bronze (outer shield metal, the inner was made from linen + leather for the bigger shields while the smaller Assyrian shields may also have been bronze only).r @Bronze vs. Iron: The german text about Assyrians mentions Iron swords were introduced from 900..700B.C.
    1 point
  5. Let's see, Ghengis Khan was born in the 12th century. How would you combine that with the timespan feneur mentioned? Yes, the Mongols met the Byzantines, but it was Attila with his Huns who fought with the Romans. But even Attila falls beyond the timespan.
    1 point
  6. In celebration of the five year anniversary (It's really been five years?! Time flies!) of 0 A.D. going open source the Council of Modders are hosting a map making contest! Please head over to the thread to read more about the rules and rewards, and to submit your maps of course
    1 point
  7. I'm a Mac user. Note: I do have Eclipse and Xcode on my computer if I need to compile code to do it.
    1 point
  8. This is a Bronze Age era mod, is it not? The Minoans, much like Hittites and Mycenae, were wiped out at around 1200 BCE when the Bronze Age collapsed and the first dark age begun. Then again, this mod does seem to extend beyond the Bronze Age, though to be Fair, I can't find an exact year that the next Age, (Iron, I assume) actually begins in full... and I've tried.
    1 point
  9. I noticed that it is fairly easy to break Petra's economy down. Demolish a house and the AI repeatingly sends females to rebuild it and these are easy to kill which leads to slowing down the AI's eco.(tested using Alpha 16). Also when they are hit by a projectile they run away but almost instantly turn to continue building. commands.txt
    1 point
  10. PLZ don't limit anything (I'm already annoyed with limited towers/fortresses). Balance things instead, please. (even a population cap would become unneeded if we had some kind of "upkeep" system e.g. gather rate decreases with population/number of buildings to simulate payment and administration costs)
    1 point
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