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Hi! Is that something you would consider for future versions? The advantages of having theaters, wonders, additional civil centers, libraries, fortresses,etc. is tremendous. I will hopefully have more balanced version available on Monday morning. Currntly, in a 2 vs 2 between Upper+Lower Egypt vs Sinai+Siwa, Siwa has the hardest start. For reasons unknown to me Alexandria directly expands to Giza while Thebes and Sinai just play agressively but don't expand early. Siwa does expand but gets crushed first often, so i intend to give them either additional supplies or another civil center. I will report asap. Tomorrow morning I will host a LAN-party at my home, which will yield further inside. This s very interesting information. I would love to implement that! But the Kushites are not planned for this release, are they? Greetings mimesot2 points
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From what I've read on other threads, mono is preferred so that the engine can do some stereo positioning according to where on the map things are happening.2 points
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Update of map post alpha 23 (version 1.0.7 in the download section) --------------------------------------------------------------------------------------------------- Hi everyone! I wanted to share my first 0 A.D. map - well, rather a preliminary version - with you. I was inspired by the map of Assassins Creed Origins which just crammed everything Egypt into a single place, often disregarding realism in favor of aesthetics and gameplay, which I did as well. I did for example borrow the idea of moving Cyrene, which is around 700km to the west into Alexandrias vicinity in order to add some Mediterranean environment. A further reason for me to pick that setting was that it allows me to have a lot of different cultures on the map. The upper Nile area is dominated by ptolemaic retro-egypt buildings, whereas the city of Alexandria is dominated by hellenic influences. Cyrene gave me an excuse for adding the Romans with some greek buildings, while I put the Persians, who were admittedly not really present at that same time, in the east. For purely aesthetic reasons I let Carthage occupy the Siwa oasis, and the Red Sea became a tourist destination for Mauryan coral reef divers. Map variants First of all, please take note, that this is not a final product, not even close. The map already includes most of the geological features and special locations I intended to add, but there are many areas that severely lack in detail, which is quite ok for sand deserts, but looks odd in places like coasts, riverbanks and rocky deserts. Blocking the map is also an issue, mainly because it feels strange, when the AI builds farms in the middle of the desert. The greatest thing that needs to be taken care of is balancing. Basic properties Type: skirmish Map size: giant Players: 6 Game version: alpha 23 (re-release) Right now (8.2.2018) I will only publish a 1 vs. 1 map. This has the benefit of being at least a little easier to balance out. I will provide A regular day version And a full-moon night version, because it looks just darn beautiful. I really love what you can do with the lighting and ambient conditions ... Update march 2018: A 3 vs. 3 map variant is now available and several small fixes regarding terrain, blockings and balancing have been made. On the long term I will try to release two varieties of the map regarding gameplay An all-in map: This one is outfitted with full grown cities and you will start with huge amounts of resources and a sizable army. Don’t try to play this with 7 AI players, as it will probably lag horribly. A stripped down version: Everything, except for the most prominent points of interest (e.g. the library) will be deleted. The difficult thing about this is that I will need to create a mod in order to achieve what I desire: See, if I make these buildings actors, all units will just pass through it, and if I leave them as entities, they will be taken over by the players within a few seconds and this would severely unbalance the game. Thus, I need to create a mod, which has all these buildings in a special version. I will increase those buildings capture points by a huge amount and also make them invulnerable, such that capturing them remains the only option. In some cases I might also try to reduce their functionality. Thanks to all the guys who helped me with useful tips and insights regarding modding. Gameplay In this map I tried to elongate the distance between neighboring players and create straight routes between the distant ones. In order to achieve the first requirement, the rare shallow banks of river Nile, meandering mountain tracks and marauding packs of soldiers prohibit straightforward shifts of large armies. On the other hand far away players can often be reached via wide patches of desert, which act like highways on this map. One major problem was the city of Memphis, which is located almost in the center of the map. I order to provide this city with a slight chance for survival I shaped the eastern and western desert like a bypass circumventing Memphis and relocated the city to the eastern shore of the river Nile, which I made impassable from north to south, while only the western riverbanks remained open. The Mediterranean Sea and the river Nile are navigable, which serves as much better means of transportation than the walk along the river by foot. Every player has wood in close vicinity to the starting point. No player will run out of wood easily. The banks of river Nile are especially rich in palms for obvious reasons. Stone is predominantly located in mountainous regions. Limestone can be found close to the pyramids and there is a rather large granite quarry in the very south. As I wanted the player to travel through the sandy dunes a lot metal can be found on the borders of sandy deserts. If you play the map, please let me know where you found too much resources and where they are missing. Players & Matches (and faction recommendations, mostly for esthetic reasons) Currently (9.3.2018) only the six players are available. Player #1: Alexandria (with greek and ptolemeaic entities) in the center north as Seleucids Player #2: Thebes in the very south as Kush Player #3: Siwa/Charga Oasis in the west as Carthage Player #4: Sinai in the north east as Persia Player #5: Memphis in the center as Ptolemeis Player #6: Cyrene in the north west as Romans Player #7: Red Sea in the east as Mauryan (buildings might be reverted to random later) Player #8: Desert nomads from the south west (random) Note: The AI does not get along with that map too well. It will soon be very crowded and very laggy if you choose a game with too many players. Proper matches would be: 2 players: Lower Egypt (#1 Alexandria) vs. upper Egypt (#2 Thebes) Lower Egypt currently has the edge, due to access to the Nile delta. 3 players: Lower Egypt (#1 Alexandria) vs. upper Egypt (#2 Thebes) vs. Siwa (#3) 4 players: Egypt (#1 and #2) vs invaders (#3 Siwa and #4 Sinai) Slowly approaches being balanced (version 0.19.10) 6 players: Egypt (#1, #2, #5) vs invaders (#3, #4, #6) Slowly approaches being balanced (version 0.20.7) Points of interest (selection) Alexandria: library, harbor, lighthouse Memphis: necropolis, pyramids, Apis sanctuary Fayyum: Crocodile sanctuary, Bahr Yussef channel & dam Thebes: Temple district, valley of kings Western desert: Siwa oasis with fortress, Great sand sea, Quattara depression, guelta Eastern desert: Red Sea coral reefs, mount Sinai, "Suez channel", deep wadi I collapsed some more screenies for you here ... ToDo and Changelog My ToDo-List is growing and shrinking all the time. If you have suggestions, please let me know. Unfortunately I cannot promise you, when or if I will implement them. You know, real life can be unpredictable ;-) Download Download the files and put them into the specific folders for maps and preview images. The paths I will state below are default paths for typical Windows 10 installation but may vary depending on your system and installation path. In case subfolders do not exist yet on your system, simply create them. Map files: Download: Version 0.19.6 (1 vs. 1) Version 0.19.10 (currrent) Version 0.20.7 (for upcoming release alpha23, new route through the red sea for balancing) Version 1.0.7 (30.12.2018, based on published version of 0 A.D. version alpha 23, design enhancments: red sea riffs, more nile river bank vegetation, parapets for persian base, fire places for town centers, small secret garden, other small fixes like missing ground textures, etc.) Path: “C:\users\yourname\documents\my games\0ad\mods\user\maps\skirmishes” When is the good time for deleting older versions from a post? Can I make the XML files all use the same PMP file? I noticed a zipped xml is about 10 times smaller. is the community OK with zip files? Map preview images: Download: Path: “C:\users\yourname\appdata\local\0 A.D. alpha\binaries\data\mods\public\art\textures\ui\session\icons\mappreview” In case you are playing this map, please let me know about anything that can be optimized. Thanks a lot in advance. Greetings mimesot1 point
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Please excuse the silliness of the question but I'm new and can't find any. What I was hoping to find in one of these forums was a simple page full of user created scenarios and campaigns. Can you please direct me to such a place? I really love the game by the way. I've seen a lot of reports of other people having problems but it plays flawlessly for me until populations start to get too large. Best answer to that is to go and reduce someone else's population. Build 23 running on Fedora 27 straight from F27 repository Core i5 6500 builtin graphics, 16 Gb ram. Cheers, Andrew1 point
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Well, Kushites were active as far as Thebes during our timeframe, and were quite influential politically and religiously in the Thebaid region in general. They even built temples and monuments in Southern Egypt, like the original temple of Debod in Philae (currently in Madrid, Spain) built by Adikhalamani and the original temple of Dakka built by Arqamani. These were built in periods of Kushite supported revolts against Ptolemaic rule in Upper Egypt and Lower Nubia, against Ptolemy IV and Ptolemy V. Even the massive Kiosk of Taharqa, in the first courtyard of the temple of Amun in Karnak (Thebes) was built by... Taharqa, in addition to other monuments like the Edifice of Taharqa by the Sacred Lake in the precinct of Mut, in Karnak. Admittedly, the Kushite heartlands were significantly more South than this map. It's an amazing map though, can't wait to play it1 point
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Hi ! This is a (long) technical post. Don't read if you're not interested in programming. This is a proposal to address integration problems. The point is open to discussion, but my development will be stalled until I have a reply. Friendly,1 point
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Hello and welcome again to the forums, First let me thank you for your interest and say I'm really looking forward to hearing from you. As you saw there are a lot of sounds to be made in the sound fx missing sounds thread. If you read the above waiver you have to create a topic called ===[TASK]===[SOUND]=== Sound name for every sound you make in that list. If you have sound suggestions you can post it in the sound fx thread. If you nevertheless want work on a sound not in the list and don't want to ask you also can but you'll have to post a request thread in the art forum (Not the tasks one) Assuming you make enough valuable contributions and stick around for a bit you'll get an invitation eventually. @OmriLahav and Lion.Kanzen me and @LordGood will review your sounds and Omri will have the last word. If you need a review after two weeks you can ping me and I'll also notify Omri by email1 point
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Why in the hell would the game hide only specific heads...1 point
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Hi ! Here come some previews of the fractal painter. As shown before in this thread, it creates a little height map to modify a region of the g_Map. This region is defined by a pair of coordinates array, i.e. something like {x:some_value,y:some_value}. So it can be anything including Vector2D, cell objects and even PointXZ (converted on the fly). In the former version, the painter replaced indistinctly all the heights of the regions, which gives this: The result is not great, because it's possible to have chiasms at the border of the region. This mode is still available but the default is now to modify only the parts where the computed height is higher than original terrain: The merge is now much better. What if we want not a mountains patch but a depression ? There is a new painter for that: It creates a bumped hole in the map, but the default here modifies only the parts lower than the original map and it merges better: Now another painter. Mesas or cliffs: The top of the mesa (deep green) is perfectly flat, but this can be changed easily: at the end of the painting, the painter stores into a member array all the top points. The top of the mesa is painted using this region. A new fractal painter (or anything else) can be applied to modify this part if something less plain is desired. The counterpart of this painter obviously creates holes whose bottom is flat: In the same way, the flat part is available after painting, for morphing, painting or populating. Just put an Orthanc tower here, some Fangorn forests around and you've got Isenguard ring Please note the painter can be applied on any kind of regions, not only the rather round one I use here. More of it, everyone can define easily a new fractal painter because they all inherit from an abstract object holding all the code complexity. The child painters hold only the part where the two maps are mixed. Here is an example: function MyNewFractalPainter(area,centerHeight,bump,rough,progress, your_parameters_if_needed) { AbstractFractalPainter.call(this,area,centerHeight,bump,rough,progress); this.param1 = your_parameters_if_needed; } MyNewFractalPainter.prototype = Object.create(AbstractFractalPainter.prototype); MyNewFractalPainter.prototype.paint = function() { let res = this.maps(); // this computes the temporary fractal map let depx = res[0]; // these are the offsets of the fractal map in the main map. No need to change them. let depy = res[1]; for (let pt of this.region) { // melting the g_Map and the temporary map. This is the only part to modify. let xg = pt.x - depx; let yg = pt.y - depy; if(g_Map.height[pt.x][pt.y] < this.tMap[xg][yg]) continue; // we skip this value g_Map.height[pt.x][pt.y] = this.tMap[xg][yg]; // we keep this one } } Not in Github for now. The reason is I don't know yet in which format the flat regions created by the two last painters should be created. Friendly,1 point
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On Windows those files are in a hidden folder(M$ policy) check https://trac.wildfiregames.com/wiki/GameDataPaths for exactly where to look. Enjoy the Choice1 point