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Showing content with the highest reputation on 2016-03-12 in all areas
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Hello guys, I'm happy to submit to you my last map : Cyprus Island! Here is Cyprus: And here is my new map: This map is a 2-player skirmish ATM. It will probably need some refinements, I'll improve it gradually. I'll change the "border river" crossing the island later too in future versions. Any feedback is welcome! Here is the file: Update: Now in beta1.2, check most recent posts for the file And finally, some more teasers about the map: Olympus mount Limasol beach Mesaoria: Etc. etc. I hope you'll enjoy the map. Looking forward your feedback, happy gaming. CyprusSkirmishBeta.zip5 points
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I made a simple-formatted PDF version of the manual from the website: 0ad_game_manual_2016-03-12.pdf (LaTeX source is here) You can use it or do one of the following: a. save or print the manual webpage as is b. use browser built-in reader mode (at least Firefox, Chrome and Safari have it) or an extension to remove unnecessary layout and (again) save or print the result c. copy-paste the manual text into a word processor (for example LibreOffice Writer) (this preserves the formatting) and save/print or export as PDF Note that when printing (in any of the options) you can use not only a physical device but also a virtual PDF printer.2 points
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I've tried out this map, it's quite nice, but I do have some issues. The CC of player one is too close to the cliff of the river. A unit can spawn between the cliff and the CC, and get stuck on one of those tiles. Either the impassable tiles should overlap a bit (so units can't spawn on passable but unconnected tiles), or you should make sure the CC is far enough from the edge so units can pass. Secondly, I'd also like some more shores to place docks. A surprise attack over the water would be quite nice on this map, but you have to search really long to find a piece of shore where you can build a dock on.2 points
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I finally figured out how to manage the heightmap tool, thanks to your informations. Indeed, it takes some time to create a file that gives correct render results. There are different strategies to achieve this goal. But in the end, it is probably faster to use the heightmap tool : when I draw the map by hand, I start from nothing so I have to draw first the coast. So I can as well draw it on a blank picture file. There are pros and cons, I still need to improve my use of this tool. But I started a new project from this tool (let's continue with the Mediterranean area!) Here is Cyprus: And here is my map, created from the heightmap tool (still an ongoing stuff even with topography only, I need to correct the mess the tool do in some parts of the map, I started to correct it a bit already): The problem is it created a lot of relief/mountains/hills, with still too much depth, so there is almost no place for players on this map! I need to fix it and create a playable and fun map, not only something nice to see/respecting the topographic truth. Will be done after the Crete map will be completed.2 points
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Excellent! That looks like exactly what my friends will need. Thanx!1 point
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Fixed! Changelog v1.1: Removed river Fixed topography around river Added roads between major Cyprus cities Minors visual improvements I hope it will fix all the gameplay problems and improve experience. I am always looking for feedback to improve it. @Lion.Kanzen: Thanks. Sorry, English is not my native language. I'm trying to do my best, but I often mess up with -ans -ians -nians -ananainainians. I'll try to remember for the next time! Should I create a scenario for this ? I suppose that I can't in Skirmish mode, as you need at least 1 CC for each players. Is it Ok if I build "gaian" villages, and put just a dock for player 1 ? Or should I put some "player 2" buildings ? How many resources should be enought for you ? I can try to create this one for you.1 point
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@sanderd17: Thank you for trying my map, and for your constructive comments! When I tried the map, with the Romanian faction, I didn't experienced any cliff issue. But I am sorry you had some. Anyway, as I said, I was thinking about removing this big river that cross the island. It is actually a mistake I made : I misinterpreted the map I used to draw the island. You probably know that Cyprus is still under a kind of civil war, and there two entities disputing the ownership of the island. So the "river in the cliff" crossing the island is actually.. a military buffer line that separates the island in two parts. But it is not related to anything real on the island topography. Especially during 0 A.D.-600 A.D. time period, it has no sense. So I had in mind to remove it in the end. But when I first played this map, and after I figured out it was a mistake, I found quite fun to have the island separated in two, with only a single bridge, so I decided to upload this version. But it is a source of gameplay issues, and you underlined some. About some dock places. It is a very important point, thank you for that advise. It is complicated for me to modify the topology of the island, because it is so realistic. But the reason I spend so many time in drawing realistic maps is because I trust that the real topography and places of cities is a really interesting source of gameplay fun. If you visit some places with a very old history, you'll see some fortified cities. If people built fortifications on defined places, it is because that's the most interesting place, regarding to the topography and in term of military strategies. So I think you had the right idea, by trying to put some docks.. With the actual map, you probably tried to place a dock in the mesaoria area, again because of my wrong "cliffs/river" won't let you place some anywhere else. I think it should be solved if I remove the cliffs/river part again. If I do so, I think you could easily place a dock in the Larnaca beach. If you look at the real map of Cyprus, you'll see it is the closest coast big city from Nikosia (where player 1 starts). From here, you could set up a surprise sea attack to Limassol (where player 2 starts). If I am right, the Petra bot is quite "direct", and always attack using the closest road available on any map. So it should try to attack you from the mountain area if I remove that "cliffs/river" part. And your sea attack should be successful from Larnaca (bot won't ever see you're building something there). It is the same for player 2 (if played online for example), from Limassol, the closest place for an another dock is Pafos beach in the west. So if player 2 is played by any human (in online mode, are skirmish maps playable ?), he could build a "backup" area in Pafos. So keeping the real topography (removing that stupid "cliff/river" part), and maybe placing some hints like roads (in the malta map, I placed some road respecting some old real roads), would help players to place buildings in natural strategic places. Now I know what I should do, I hope it will solve everything. Thanks for your comment !1 point
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Side note, I like how bright and lush the lighting is in 0 A.D. The Cossacks 3 video the other day looked sooo dark and dreary, like a lot of AAA game.1 point
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Nice, Its weird but this map is common in many rts mountains/ hills rounded by poplar trees. Is highly recommended have one of them in the game. The other common is rounded by pines the game have those. the units have very looking in there( Millenium units)1 point
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There's a bit of documentation missing about modifications to Auras (as done in http://trac.wildfiregames.com/changeset/17809/ ). But the modification of auras also deserves a good warning, as it can cause a cascading effect of modified values, which can cause a lot of calculation in one turn and a lag spike (when you try to set an often-used aura). Apart from that, it looks to be up-to-date.1 point
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Female Clothing Unit Types: Scythian Female Citizens, Maiden Head Hunters Shaman Clothing and Props Unit Types: Healer Animation Refs: Basic Tunics and Jackets Unit Types: Basic and Advanced Soldiers, Scythian Male Citizens, Trader Trader and Cart: (trading goods in lieu of family members)1 point
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