Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2014-08-06 in all areas

  1. The process for publishing mods is under development (currently making a mod manager, which will be expanded to mod downloader in the future). As for learning to mod, our wiki has a lot of info: http://trac.wildfiregames.com/wiki (though also some outdated info). But you can also look at existing modding projects, like the mods by CoM: https://github.com/0ADMods
    2 points
  2. Here's just another approach to generate terrain in Random Map Scripts. Aim - Realistic Terrain - Great Variety (see screenshots or better try it yourself) - Fast Generation (about 10 sec for a Giant Map) - Parameters to tweak (For a more general purpose of this approach) Parameters easy to tweak and fast to implement with this method: - General Terrain Shape (Island, Islands, Highland, Continent, Lake, ...) - Terrain Smoothness (Already implemented) - Water Coverage - Max. Water Depth - Amount of Plains/Mountains - Amount of Resources close to the start positions - Amount of Resources in total - Wind Speed/Direction (Changes Erosion, could also change cloud speed, water (e.g.) waviness and (if implemented) how far/fast trees swing) Other things that could be tweaked but are to slow yet (or not implemented at all): - Water Erosion forming riverbeds (implemented for RMS but to slow, see here, No ingame implementation). - Water actually flowing ingame or at least forming lakes at different hight (No ingame implementation). With an interface implemented to choose (some of) those parameters before game creation (then given to RMGEN) this could also be used to generate more "random" random maps. Task of this topic and the actual RMS Since there is some (reasonable) doubt that this can lead to playable maps at all the task of this topic and the map (hopefully) evolving here is to demonstrate that a well playable realistic random map can be generated this way (and even faster than the average random map as is now). So it's only meant as a proof of concept to later (hopefully) add support to choose parameters from the GUI and then generate the map according to those parameters. First fast actualization The first implementation mainly generates a realistic hightmap (well, more realistic than the average random map or scenario). Then some simple and fast global erosion functions smoothen the hightmap (decay (gravity, sun, low seismic activity) and wind). I just added some terrain textures from the random biome system and some actors (this is far from final - I just threw them in). So the focus is ATM the realistic hightmap which can be later improved for playability. Screenshots Some random screenshots to show the vast variety (already - without any parameter changed): The map: RealisticTerrainDemo2013-9-22.zip NOTE: This is an old version of the map! Later ones are added to later posts.
    1 point
  3. 25-7-14 EDIT: Images on last post now, by page 3. I may now disappoint you. That said… Reading first how do I ideally want to be 0AD in this thread…(look all the images): http://www.wildfireg...showtopic=16085 I open this thread to announce this and to force myself to complete it. Is a fictional scenario called 'The Last Stand' 200dC. In the western coast of Ireland, the emperor of the Celts (I know) resists the assault of thousand of Roman minions in his island fortress: This is the image: Romans in the south have a massive army and a little base. Celtic fortifications in epic proportions are all throughout the map. The map is nowhere to be finished, but I want to show you what are my ideas for maps. (Please, add highness to the maps!) EDIT: .xml and .pmp are in a compression file in page 3 post 7
    1 point
  4. Fixed version for those using svn : https://github.com/0ADMods/ponies_ascendant News in this version - Updated Aura (I don't know what you intended at first so for now it's a building boost for nearby units) for Wisebiscuit. - Fixed AO's. You may have not noticed it since your are not maybe using the uberfancy graphics but using AO's on model with one uvmap crashes the game.
    1 point
  5. Possibly base the emblem on this:
    1 point
  6. wow, awesome. Why not keepit as such. I think in The Settlers territories also were covered in fog of war, when there was no own/allied unit or building. It's quite like in real world then. Thank you Itms for adding an additional layer of strategy. Feint manoevres and reconnaissance may be much more important now.
    1 point
×
×
  • Create New...