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5 points
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Hi everyone ! I should have thought people here have not much time to spare editing my script and try the settings. My bad... So in the script below, I have randomized the main settings to show the maps one can get with the library. Changing the map size and random seed in Atlas will show a large variety of maps, from flat landscapes (with or without sea) to steep mountains. It's a tour, so don't tell me there's no control on the map and the result is not predictable ! There's no need to update the library if you already install it. I put it here for those who don't have it. Friendly, aTour.zip yamg.zip4 points
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Well, I've gotten most of the units for the second civ (The Gerudo) and their animations in the game: Here's a bit more details on their units: And some more screenshots of their unit variations:4 points
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This simple mod wants to modify the current alpha 22 version balance in a "conservative" way with no use of any counter system as long as units in the current version already have different attributes and this concept tries to stay away from a massive use of hard and soft counters. The patch isn't finished since technologies aren't included yet but they will surely included in the next release of this patch as long as can I do some tests first. Why did i publish this mod? I think that the intent to introduce soft and hard counters by setting the attributes of all units with a given value then add counter bonuses is time spending and the result would be partially the same as simply tweaking the already existing values with the difference that the latter requires less effort, it is more polished and doesn't remove the "realism" factor like light armored units being faster than heavier equipped soldiers. A counter system requires the player to remember the bonuses and the weakness of each unit against each unit. As long as it is a mod, here will be implemented new features and units / structures rearrangement. Newest Version: Monkey Wrench 22.1.4.3! Download You can download the mod here: Changelog: 22.1.2: monkey_wrench_22.2.zip 22.1.3.1: monkey_wrench_22.1.3.1.zip 22.1.4.1: monkey_wrench_22.1.4.1.zip 22.1.4.2: monkey_wrench_22.1.4.2.zip 22.1.4.3: monkey_wrench_22.1.4.3.zip Installation Drag and drop the content of the .zip archivie in one of the folders listed below depending on your operative system. Vista or newer: C:\Users\USERNAME\Documents\My Games\0ad\mods\ XP / 2000: C:\Documents and Settings\USERNAME\My Documents\My Games\0ad\mods\ OS X: ~/Library/Application\ Support/0ad/mods/ Linux: ~/.local/share/0ad/mods/ from https://trac.wildfiregames.com/wiki/GameDataPaths Launch 0AD and click on Tools & Options -> Mod Selection then select the mod Monkey Wrench from the list of the Available Mods and click Enable, Save Configuration and Start Mods. At this point the mod is ready to be played. What Does it Changes? Units Now citizen soldiers loot increases with rank. Woman training time increased to 10 Elephant Worker Now can build basic civic structures and research economy technologies. Cavalry Citizen Solzier Increased training time to 16. Capture Rate decreased from 2 to 1. Ranged Cavalry base HP decreased from 120 to 100. Melee Cavalry base HP decreased from 160 to 150. Decreased Vision Range to 50. NEW! Barracks removes the limit of 1 Cavalry only. NEW! gain more Vision Range per phase. Spear Cost increased by 5 wood. Now has 1.25x bonus damage against Cavalry class. Attack rate decreased from 3.5 seconds to 3.0. Movement speed decreased from 22 to 20. Sword Cost increased by 5 wood. Movement speed increased from 20 to 21. Javelin Attack Max Range reduced from 28 to 24. Archer Attack Max Range reduced from 72 to 60. Champion Capture Rate decreased from 5 to 4. Ranged Cavalry base HP decreased from 270 to 180. Reduced training time to 32. Spear Now has 1.25x bonus damage against Cavalry class. Attack rate decreased from 3.5 seconds to 3.0. Movement speed decreased from 25 to 23. Sword Pierce Armor reduced from 7 to 6. Movement speed increased from 23 to 24. Javelin Iberian unit Crush damage increased from 13 to 18. Iberian unit Pierce damage increased from 5 to 18. Archer Pierce damage decreased to 12 Infantry Citizen Solzier Decreased Vision Range to 40. NEW! gain more Vision Range per phase. Javelin Attack Max Range reduced from 24 to 20. Pierce damage decreased to 15. Slinger Attack Max Range reduced from 42 to 40. Pierce damage decreased to 9. Archer Attack Max Range reduced from 72 to 60. Pierce damage decreased to 5. Champion Reduced training time to 24. Sword Mauryan Yoddha Crush damage increased from 10.5 to 11. Mauryan Yoddha Hack and Pierce armor increasedfrom 6 to 7. Javelin Pierce damage decreased to 24. Archer Attack Max Range reduced to 6. Siege Bolt Shooter Included fixing patch for a bug that allowed bolt shooters to deal more damage than intended. Decreased pierce damage from 150 to 130. Decreased crush damage from 25 to 10. Decreased splash pierce damage from 75 to 65. Decreased splash crush damage from 10 to 5. Increased training time from 20 seconds to 25. Siege Tower Decreased training time from 60 seconds to 40. Decreased Crush damage from 2.5 to 2. Now has attack minimum range of 8.0 . Support Healer Reduced cost from 250 food to 200 food. Reduced xp required from 200 to 150 from Basic to Advanced. Structure Civic Center Increased Vision Range from 90 to 100. Barracks Now they cost some stone for any civ. Embassy Limit increased from 2 to 3. Now all embassies have same cost and build time. Military Colony Removed the max arrow limit. Sentry Tower Decreased Vision Range to 75. Attack Max Range decreased to 72. Defense Tower Decreased Vision Range to 80. Attack Max Range decreased to 78. Outpost Decreased Vision Range to 70. Fortress reduced batch time multiplier from 0.8 to 0.7. Wall Towers Now can't be garrisoned. Technology Blacksmith armour and attack technologies have been revisited. Iron Hero Armour removed the effect +50 metal cost for heroes. NEW! Now this technologies reduces hero training time by 20%. Houses: REMOVED! Home Garden NEW! Pair Tech: Home Garden: Increases houses garrison limit from 3 to 4 and big houses limit from 6 to 8 Increases by 20% the population limit given by houses Home Harem: -50% training time for women trained from houses. Increases by 20% the population limit given by houses Elephant Stable Now the elephant stable is buildable in village phase. Farmstead Grainfields gather technologies increase from 15% -> 15 -> 50% to 25 % -> 25% -> 25% Storehouse Wood/stone/metal gather technologies increase from 15% -> 15 -> 50% to 25 % -> 25% -> 25% Library NEW! Improved Siege Tower Defense tower technology "Crenellations" affects also siege tower. Defense tower technology "Arrow Shooters" affects also siege tower. Defense tower technology "Murder Holes" affects also siege tower. Defense tower technology "Sturdy Foundations" affects also siege tower. Fortress / Siege Workshop Armor plating Now increases also Crush and Pierce armor by 2 levels. Hero Athene Themistocle NEW! Now Naval Commander aura globally affects units trainable in docks. Gauls Brennus Metal loot increased from 15 to 20. Rome Fabius Maximus Now the aura has a 60 mts range. Scipio Aura range increaed from 10 to 60. Seleucid Anthiucus the Great Now the aura has a 60 mts range. Ptolemies Cleopatra Consort aura range increased from 30 to 45. Civ Bonus Athene NEW! The bonus is limited to infantry citizen soldiers only. Carthage NEW! Now Carthage can research a technology to upgrade mercenaries to Elite rank. Team Bonus Rome The bonus is limited to infantry citizen soldiers only. Enjoy the few changes.2 points
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Hi @Pyrophorus I haven't looked into the code or generated some maps but I wanted to at least give you the feedback: This is awesome! Please continue I especially like the "some areas harsh, others more even" part! @realistic and fair: It is possible by choosing a symmetry matching the number of players and use realistic design for the part left. The symmetry will leave a notable global pattern but locally the map will be mostly realistic. In hope I'll find the time to take a closer look next week...2 points
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You could have your own thread for game art. They also make great wallpapers. I had one of the ponies for a long time.2 points
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that could be a good idea too, maybe the houses and resource depot used for wood/food and the blacksmith & barrack/archery range for metal and stone ¿they should use stone? as for buildings 4 are done, the blacksmith is nearly done for future work the barracks should work for infantry/archers but not for cavalry, it will need something like a corral with horses for cavalry a mix between corral/archery range also they shouldn't build farm's but instead use the corral, so this faction will be more force to build corral and train herd's for hunting or maybe resource trickle with corrals if it works, or automatic spawn of the animals they hunted in the corral with some kind of cooldown. Something like the game total war attila, they can't get food, they just get them invading. and this make the faction force the player to find a new kind of gameplay.2 points
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@Lion.Kanzen Ayer me quede hasta las 6:00 am mientras aprovechaba las ideas de las decoraciones de las yurtas antes de que se me olvidaran y resultaron buenas. @wolflance also the resources depot is this: when finished it will have prop points inside for tools, resources or any kind of use it can have2 points
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Thanks for your feed-back and appreciation ! OK... Yes, I don't forget the maps must be round and they shall be. BTW, it's easy to set the round flag in the json file. But it's still a work in progress, so it's easier to see accurately how the script works on square maps. For now, I'm working on improving relief variety. Basically the script produces homogeneous maps, e.g. steepness and smoothness are everywhere the same. In the last picture I posted, maybe you noticed there is a rather flat part of the map. The idea is to have steep peaks and flat valleys, and more maybe (underwater and shore relief also are different). let peakHeigth = tRelief /3; for (let i = 0; i < mSize; i++) { for (let j = 0; j < mSize; j++) { if( tMap[i][j] > peakHeigth) tMap[i][j] = -1; } } var tRough = 1.05; // this one rules the ground irregularity, from 0.1 (smooth) to 1.2 (very chaotic and probably not playable) var tProgress = 64; // difficult to explain this in few words, try it from 2 to mapSize (power of two). See algorithm for details. createAltitudes(0, mSize, 0, mSize, (tRelief * 1.5)); // redraw high peaks It's how it works: parts of the map higher than some limit are redrawn with parameters giving this kind of chaotic terrain, leaving the lower parts untouched. Yeah, I will do that But I'll try a rather ambitious idea. Instead of spreading resources everywhere equally on the map, I will try to put them in rather realistic places (like stone at the foot of the cliffs and so on), and later try to find optimal settlements, given this resources layout (some kind of barycenter of resources, on flat places and so on), just as real people would do colonizing a new land. I have no idea if this could work and give rather balanced maps. Spontaneously, I would say: certainly not. But who knows ? Friendly,2 points
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Gaia strikes again along the sides of the river. Players: West: mord (athen), SarhaElda (gaul), PricipalityOfZeon (mace) vs East: bb (sele), juniormaster (mace), pablek2 (mace). Spoiler below gives a short summary: Replay below: commands.txt1 point
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Hey RTS-lovers all around the world, Following project looks amazing, considering it is the work of 1 man! He is asking for a small sum to fund the development. What he did so far impressed me. Check out the video and the kickstarter page.1 point
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I have a few questions on some things I can seem to figure out" 1. How can I edit the turn rate of units so they are slower? I tried messing with this: <Position> <TurnRate>47.0</TurnRate> </Position> But my units still seem to turn almost instantly instead of slow and smooth. 2. Is there a way to change how quickly a specific projectile vanishes after it hits the ground? I have a few magic based attacks in the game that linger around on the ground too long after they hit. Some I need to vanish instantly like lightning bolts. 3. Is there a way to control the flying arc of certain projectiles? Some of my magic based attacks should not be arching through the air like arrows. My lightning bolt attacks should fly in a straight line at targets. 4. This was brought up earlier, but what file controls animation sets and definitions? The file that controls things like "Idle", "Walk", "Run", Attack_Ranged" etc. I can't seem to find any file that defines these and I'd like to create a swimming and spawning set for animations. 5. What file defines and controls damage types like Hack, Pierce, etc? I'd like to add a Magic damage type and resistance to. I might end up doing that then. Sometimes the fact that 0AD is open source slips my mind.1 point
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I'm gonna have to apologize, but nobody will be able to play multiplayer because of the arrow markers. You could update it with the code from a23 though.1 point
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Instead of a temple the shaman's yurt would be used as they where important/powerful figures in clan politics so just a yurt with special props. Enjoy the Choice1 point
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The Roman citizen soldiers and mercenaries can only build and can't gather any resources?! In single player it's ok but in multiplayer IMO they will be weak because humans can defend small skirmishes easily. If they can't gather might as well give them extra loot so that they become the most aggressive Civ and could be a training Civ for battle. I liken them as the Astecs in RoN which has not much bonus except higher loot. The game mechanics becomes more interesting. The 2 seconds rate of combat units execution works pretty well (especially on melee cavs) as well as the accuracy of every units! The champions aren't too OP which is fine. The aura thing is awesome but i have to find a way to strategically accumulate it efficiently. The unit spamming is still easy but cavalry rushes are now not much effective as in the vanilla. The blacksmith techs are so cheap but lets give it a try for a couple of games if it's really good or bad for the game. I haven't gone through all but I'm really impressed.1 point
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Code looks ok. 440 lines of code sounds like a lot, but the file is really small in comparison. Pass by at our Coding_Conventions page and compare with our codebase: use ++i where possible remove braces if in if-statements and loops if they contain only one statement a space after if and while open a scope with { on a separate line space after a comma stick to JS doc defined syntax (i.e. dash after @param variable, http://usejsdoc.org/) less indentation for these = function() statements few unneeded braces (a && b || c && d) (https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Operator_Precedence) Also might want to checkout FeXoRs heightmap library that is used for Caledonian Meadows and Wild Lake. It distributes the resources depending on height. (Argh, those ugly 3 black tiles at the map border and incomplete skyset again. Had this issue in the trailer and release screenshots. They only make sense when playing in a top-down perspective, so perhaps we should switch to a complete skyset and enlightened map border if the horizon is within the camera view) Make sure to end up with a map that we can commit for alpha 231 point
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Sadly the problem is not your computer it's the game. You could try to play on smaller maps on lower population cap.1 point
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At first glance there's no much in common between the equipment of Sarmatians, Xiongnu, and Han Chinese. Except that hat. I don't think Xiongnu used the "back shield" of the Scythians either.1 point
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Speaking of carts... The Mongols have a fairly unique "cart-train" design, presumably Xiongnu also had it? I need to research more into this cart.1 point
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You as the leader(inside you) as you are give us light. @wolflance indeed they use style for Iranian Nomads , no need armor only fire quickly and Parthian tactics. With lancer shock cavalry.1 point
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@Thebes That was the point. Your comment all the more answers against the logic of the Original Question: 0 A.D. Maps are displayed too near to the ground to display the spherical shape of the globe.1 point
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Nice work Pyrophorus! I'd advise to create one or more random map scripts for multiple reasons. Foremost, lobby players almost exsclusively play random map scripts (because they can change the number of players and any other setting arbitrarily). Secondly because it is very rare that someone actually proposes a polished map for 0ad that was done with the map editor. With regards to your code, you should take care that the generated map is round (thats the convention, looked better with the minimap. Is also better for gameplay as noone can hide in a corner and all players have the same distance to the center of the map. Also square maps have 4/pi times more area on the same mapsize, i.e. 27% more which often causes unintended performance-lag). Put some players there, straggler trees and details and try to make the resoures balanced (as in guaranteeing 40 starting trees for each player). It'll be important that there aren't wide areas void of entities. There can be open space, but the eye should always have something to look at. I saw water can be generated as well, so you might have to paint terrain below players (like archipelago random map script does) or ensure that there is sufficient space for each player. Most of the maps generated with your script have very steep terrain. That's fine for some map generations, but not for every. Would be great to include a map that encompasses all these considerations in alpha 23!1 point
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I can't resist the pleasure to share this, produced with yamg in Atlas: Now, I have another question. I think I see two use cases of random maps in OAD. - Map designers can use them as a starter for their work (I think painting by hand something like this picture above, would cost a lot of time) - Random maps designers try to write scripts creating playable maps out of the box, of any dimension and random seed. Which is the most important one ? Friendly,1 point
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Yes, realistic and good looking maps for the win! Naturalism adds so much to the immersion felt by by players, which is something that should be a top priority, aside from the incessant balancing discussions. I always wondered if it isn't possible to have well balanced, and relatively flat area's, for the beginning CC's, so everybody gets a fair chance to start, but wildly varying, extremely natural hinterlands? And these two elements should integrate seamlessly, I'm talking realistic glowing hills, valleys, mountains, thick forests, open meadows, little streams, swamps and scorched areas, plateaus and depressions... No recurring patterns of any sort, and meticulously painted (overlapping) ground-textures. Quite a number of impressive maps have been made by individuals over the years, and the best of those should be used as a benchmark for the rest of the maps. A total overhaul, focusing on natural terrain elevations and ground-textures would do magic for 0AD. Some of the big immersion killers in my opinion, are the stretching of textures on hills and cliffs, and unnaturally shaped, inaccessible flat topped hills, a lack of more grasses and bushes, and not enough diversity in ground textures in some maps, monotonous patterns of forests. Not enough detail on the shorelines and vegetation around shorelines, and mines should really be integrated in rocky formations, not just plumped right next to your CC. I think it's completely out of context and awkward looking. I believe the secret to beauty lies in the details. I believe the 0AD community should be focussing more on updating the aesthetics of the game, to make it more attractive. Don't get me wrong, the game looks amazing already, and people have done an amazing job so far, in so many fields, it's just that it could look even better with some very doable visual adjustments, especially in regard to realistic looking, natural maps. Sorry, for my ramblings... But could anyone point me to the best tutorials on making maps for 0AD, and tell me what are the important pitfalls to avoid, things to watch? Basically the basics... Maybe I'll try making one myself (and probably regret the decission later )1 point
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Currently I'm playing against 2 to 3 very hard AI but so far there are very few maps that I have interest...I know no one "GAS" but... 1. Tuscan Acropolis very nice map but would love to have either 3 Acropolis on one side against 1 on the other. Or 2 vs 4. In addition the rivers should be wider and deep with maybe 3-4 shallow crossings. More animal types(horses, elephants for civ purposes) esp the wild ones. One nice addition are Gaia structures and ranked mercenaries or champions guarding. 2. Alphine valley is awesome but maybe larger to accommodate another player or more. In addition more animals and Gaia structures and toughest mercenaries or champs. 3. Greek Acropolis is nice but one player on the right is not on the Acropolis. That river shouldn't be shallow with 3 crossings(wide). Maybe a larger map or right side player bigger with Acropolis farther away from the river. 4. Caledonia meadows needs more animals. I once managed to have a map with a very big lake in the middle like a Mediterranean map in RoN but more land mass on opposite players side. I can't regenerate anymore unfortunately. 0AD naval maps are just not very interesting to play IMO. I think with 0AD gameplay naval battle is more interesting than AoE and RoN with ships being garrisoned. Skirmish and random naval maps lacks space to maneuver naval vessels. RoN maps like Atlantic Sea power and East Vs West have more water spaces in the middle. Very plain terrain on many maps just don't look good except on Mainland which doesn't look plain though because of some trees and resources placements. RoN Sahara plain/flat map posses better tactical gameplay because there are small mountains. I think there should be no stone and metal resources if there's no mountain like in Alphine Valley. Just watched one Aleksu YouTube for 3v3 on Red Sea and it was a nice game where all players are initially on one half side of the map. That map is good too but hard to generate. If it has Gaia structures and mercenaries on the other empty half it would be very interesting too. BTW evertime the game is loaded the CCs are always facing downward of the screen?! Wouldn't it be nice if they are facing opposite enemies?1 point
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Not sure this is worth having in the FAQ as well as it is included both in the in-game manual and the manual in the wiki which is linked from the in-game manual. If someone doesn't find the information in those places I'm not sure they would find it in an FAQ either1 point
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