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Showing content with the highest reputation on 2016-04-07 in all areas

  1. - Post is updated to V2.1 (latest) Hi all, This is my first post ever here aswell as my first attempt on making a map. I wanna start off saying that i love the work everyone has done in this game so far. Ya'll are some smart folk Alright ill get to it. Rapa Nui (Easter Island) is the name of the map i created. Rapa Nui is the name of the people that live on this island called- yes you guessed it- Rapa Nui . Though its better known for it's nickname; Easter Island. Map discription; Map overview Rapa Nui topography Starting positions (Default) Area Preview I've captured the topography of the island best i could (also balance wise). I also wanted to match textures (Shape and textures should be more on par with the actual island as it is today) place Moai statues like it really is, but i do not have the resources or skill to obtain/make them. and i wasnt satisfied with the grass texture available. If someone could help me out on that, that would be awesome and I'll place the Moai's on the map. Though i understand alot of people are busy with higher priorities. For the people that are interested to help though, here is a to-do list (Updated list, V2.1); - Convert it to a skirmish map so you can choose Civilization/colours - Done - Grass textures that fit the Easter island style Not neccesary, but still welcome if you feel like you got better fitting textures - Moai statue models (Image in the spoiler below) - Critical for the atmosphere and uniqueness of the island - Explanation on how to make player 5 (Bot) garrison units in the ford - Fort is now garrisoned with 10 ranged units. - Explanation on how to create a foamy coast e.g. below For balancing, Not all hills/mountains (actually most of them should be Volcano's, same resource problem) are capped. Though the biggest ones are definetely there. I gave my own twist on Volcano Terevaka (It's still the biggest one ingame aswell as you can see), but the differences between all Volcanos/Hills/Mountains in height, are there (Ratio wise). To draw this island historically correct is hard, actually rather impossible. Because most of its history is actually speculation. Not to mention 3 vulcanos have been busy on that island for a while so no one really knows how it looked like when we talk about ancient times. Besides that, when i look at wiki, the dutch and english pages have rather opposite points of view. e.g. The english page says that there was pretty heavy cannabalism going on, the dutch page however completely throws that away. Saying that they were skilled farmers and knew how to survive well. Also anything related to nature that gets burned returns as even more furtile ground. Therefore the terrain is not accurately drawn but the shape is I'ts accurate (not perfectly) to how the island is today, but not historically (Impossible). At least i did my best and still gave it some of my own twists. I will still gradually update the map based on suggestions and/or ideas. Aslong there is a to-do list, this map is not 100% finished but it is playable. If you guys and gals like it i will expand it for more players. At least this makes a solid map for a good round of; THIS IS MY F***ing ISLAND! (I will delete this if it's not allowed to swear. At least i censored it :P). Extra information about the map: Well that's the story for this noob P.S. IM DYING FOR FEEDBACK- GUD OR BAT! P.S.S. English is not my native language, so excuse my england. Oops. Peace! - Grapjas Rapa Nui (Easter Island)[V2.1].zip
    2 points
  2. This doesn't work if the walled opponent can set up trade routes with himself behind his walls. Even trading on a short trade route for 5 or 10 profit per trip is enough to keep his economy going, if you have to spend 5 or 10 times as much resources to attack his position as he has to spend to defend it. Sure, it would be nice if a "starve" strategy worked, because it would be more historically accurate. Perhaps it could work with some modifications to how trade works. Although, trading with yourself is necessary on many low resource maps, so it wouldn't be a good solution to simply remove that option. "20 champs to destroy a wall without losing any troops" - not if there's a garrisoned fortress behind the wall, or some workers repairing it on the other side. "you can easily destroy a wall with 1 siege ram" - see my screenshot earlier in this thread in which that was impossible. Siege rams can be easily killed by melee or catapults, and in fact a wall can be repaired faster than 2 siege rams can damage it. "Making siege stronger, or walls weaker is not a good option as it will affect everything else" - making walls weaker would only affect walls. Making siege stronger wouldn't affect everything else, if you only give siege an attack bonus against walls specifically, rather than increased attack against everything. Minimum distance between wall turrets would be great and would solve much, although not everything. Requiring a minimum distance might complicate wall placement since it would require wall segments to only be the long kind. I have a suggestion to solve this: make wall turrets be very cheap (e.g. 5 stone) when initially built, and not shoot. They could be called "corners" instead of "turrets." But you can upgrade a wall corner into a turret that shoots, for 100 stone, similar to making a gate - but only if there are no other turrets within a minimum distance.
    2 points
  3. The Council is both happy and proud to announce a brand new release!!! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Brytenwealda. This word can be translated as "Wielder of Britain" and is a moniker given to any Anglo-Saxon Ruler that managed to dominate or issue overlordship to the other kingdoms. What is new? We'd like you to present a whole new playable faction (the shield emblem is made by Lion.Kanzen): Remember Hvanndalir? This town has issued a raid in the Anglo-Saxon kingdom. The army is led by the dreadful chieftain Hastein. However, King Alfred the Great has assembled the Fyrd and has marched towards the mountains to intercept Hastein. These two armies now face on the field of battle. Do you know what the outcome will be? (the unit textures are made by wackyserious, the few Anglo-Saxon buildings by stanislas69) Next to that, we've been experimenting with the minimap colors to enhance it over the vanilla game. We've also added a couple of new unit icons for the Norse, in order to reflect the current unit textures better. We've also made a bunch of gameplay and balance improvements (done by niektb) Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: ModDB In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: http://wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/ The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
    1 point
  4. Here is the RC for Rise of the East 20: https://www.dropbox.com/s/cu7t9s4w35ycciw/han_china.zip?dl=0 Install Instructions: 1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. 3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 4. Enjoy the mod
    1 point
  5. Also - kind of related to damage and damage mitigation - priests shouldn't be healers. Considering the backwards state of battlefield medicine at the time, there was very little a priest or doctor could really do to help a wounded soldier. Priests should instead have a morale-boosting effect like a hero aura. Temple technologies should decrease training costs of troops, because of religious propaganda ("Athena is on our side, so join the army today!").
    1 point
  6. No errors on A20, indeed! Nice work!
    1 point
  7. I think, he means not browser version, but usual lobby match, and players can control units (as usually), terrain/environment too. It's not so hard as a browser port.
    1 point
  8. An online map editor (as being able to edit the map online) will be very hard to implement. We'd basically have to port our entire game to the browser, which won't happen soon. But I would like having some "mod repo" available, where mod-makers can just upload their mods, and players can download them from an in-game menu. Perhaps with some voting system and comments etc. A map can also be packaged as a simple mod, so could also be downloaded from there.
    1 point
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