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Showing content with the highest reputation on 2018-06-30 in all areas
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It's here! Check out the trailer: And download it here: https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-033 points
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I believe too that it's either already supported or very cheap (and probably good practice) to support it, since phases are techs and and phase choices would be tech pairs that we do support. Phases might have some specifics to them somewhere. It depends on the likelihood of it being used by anyone (0ad or not) whether the payoff of maintenance cost is hypothetical or actual. Avoid adding features noone is ever going to make usable. Like implementing the first 10% and then deciding to leave it in there because someone else might do the other 90%. But that's more misleading than helpful (if 90% are missing one has to start at the design stage and it's likely that design constraints were not analyzed by the 10% one). If a feature is fully implemented but not used by the 0ad mod, it's indeed disadvantageous because devs have to understand that code but don't get playerfeedback and bugreports on it and never see the code work in practice. If there is a modder specifically wanting to use something, then the preposition to not add features if they are not used is not fulfiled and we can see the code being used in practice, maintain it a bit more easily too. if the feature itself is as polished as 0ad features then there is no part of that code adding an unfounded burden to development either. So it depends on the feature quality and likelihood of use at all.2 points
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How difficult is it to create a game modification for 0 A.D.? Is there a guide where to start? Things I would like to do include changing unit statistics (e.g. health, armour, training time), introducing new unit types, overhauling the damage counter system, and adding six new factions (Armenia, Attalids, Boeotians, Parthia, Ponthus, Scythians) but reusing the existing graphics etc. Any advice or help to get started would be appreciated.1 point
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Jebel Barkal - Illustrated Walkthrough Jebel Barkal is the holy hill at the Kushite city Napata at the Nile river, see release announcement. The procedurally generated Napata city spawns attackers reoccuringly. This article presents some common strategies and tactics to become successful. Introduction 9 weeks of development, including 6 weeks of playtesting went into both this map. The guide is the result of the experience made while playteting and most of the screenshots come from these matches. Time to thank @Skhorn for the creation of the mountain template, @Sundiata for the consultation on the history and geography, and the playtesters: nani, Hannibal Barca, smiley, bb, temple, fpre, Dizaka, faction02, ValihrAnt,Uran238cz, s0loooy0, FeldFeld, causative, servo, borg-, mapkoc, CAGD_lulofun, ITRELLES1, gaius22, Dunedan, Imarok, santa, tgodtaylor, AlexanderKirck, s0600204, Emperior, d_stan, mord, Vladislav, Cesar, Vick, Retardado, Medrannozz, TYLER1, Angen. "Jebel Barkal" random map Procedural Cityscape Generation (The following screenshots were taken at the lowest quality, because my graphics card is cheap.) Attacker Waves The city starts attacks on players about all 5-7 minutes. Each of the buildings of the city spawns a different set of attackers. For instance the temples spawn only champions and the elephant stables only elephants. Players can chose a difficulty level at the gamestart. It will influence the total attackercount and city fortifications proportionally. However, since the city is randomized each matchstart, the resulting difficulty level can vary tremendously (most importantly the number of elephant stables on a normal map can be between 0 and 9). In Nomad mode, the first attack is delayed. Docks and Naval Warfare The nile river makes up less than 10% of the map area, yet it is vital to survive and thrive. Some players (most famously nani) start building docks in the first two minutes already. The dock gives you faster food income than fields. Additionally it continues to generate food income while your units on land are either fighting or garrisoned. The dock also adds as a dropsite that is far away from gaia as possible. So women have a good chance to gather there without being killed off. Even outside of the territory. Notice that players sometimes can only win by having some ships around while all enemies wiped out on land. So the river is important from the first to the last minute! Players compete for the final stand on the sea When gaia was too strong for all players, the winner is decided on the sea. So always keep an eye on your enemies ship activities. Don't keep the backside of your city unattended. Once the sea is indisputed, the shoreline can be wiped without great losses. Hunting Elephants, rhinos and boars are valuable huntable animals, because once attacked, they follow you back to your base where you can easily kill and hunt them. Use this trick to boost your economy in the first 5 minutes while already getting some units to defend. If you start out as Mauryans, use your Worker elephant and immediately start hunting in the desert. Wood The players that start in the desert start with much less wood than the players that start in the fertile banks of the nile river. To compensate, these players start with treasure that give them an huge boost. Deserted players can and should build a dock much sooner. The roads leading from and to Napata provide some desperately needed trees for deserted players. Metal/Stone In the fertile banks of the river, there are very few mines. Players have to get out into the desert. Since it can be more sustainable than fighting for mines in the desert, it is recommended to start trade near the nile soon (which incidentally is historically accurate too :-)). Few trees but abundance of mines north of the river. Treasures/Hill There are few treasures at the pyramids and many treasures on the hilltop. They are guarded by Kushite defenders however. Experienced players will find the best opportunity to hunt the treasure at the pyramids. After taking out the Kushite units on the hilltop, players have a chance to build a civic center on the hilltop which can be very easy to defend and provide a perfect place to remain the Last Man Standing. The city contains treasures too, but these are hard to reach due to the Walls and City Patrols. Not a cakewalk. The hill is easy to defend once conquered. A long wonder victory duration ensures that players - or gaia for that matter have chance to break fortifications. Surviving the first wave Gaia attacks all 5-7 minutes and leaves a bit more time between waves in later stages of the game. Make sure to have at least 30 ranged units to defend your base then. Place your fields in the back of your base. Until the first wave started, keep your units in the back of the base. This way the gaia attackers might be deflected by your enemies encountered on the way. Don't expose your units to enemy fire unless it is really important, as here In Nomad mode, players end up with one piece of the fertile land each Walling After the first wave, quickly build a palisade, so that gaia units have no chance to reach your units. Pay special attention to elephants. Rebuild destroyed palisades as quickly as possible. Remember at which places gaia units managed to walk past your walls and fix all holes. The irrigation canals act as a natural barrier, so you only need to wall a small area. Multiple layers of walls provide additional security and obstacles. Do team walls. Mauryans benefit from their stone walls that only cost wood and Carthaginians have walls that are three times as strong. Irrigation canals provide a natural shield Cheap but effective - wooden walls Quickwalling - Fixing walls even during an attack The first line of defense fell Irrigation Canals can only be crossed at one point each Close the gate quickly! double palisade walls to defend an elephant rush A successful team wall Attacking The Opponent Unless you are playing with custom rules, remember that the goal is to defeat your enemy. So in general it is recommended to not invest resources on destroying Napata, but focus your attacks on the enemy players. If you wait for a Napata wave to end, you can be sure to have enough units remaining for an attack and your city is not left empty when an attack starts. Focus on the player opponents first Only invade the city when overwhelmingly outnumbering the enemies. This fortress was too close - an easy target for Elephants.1 point
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My first map. The battle of Vikingland 8 players with fjords, woods and mountains. unzip and insert into ..../My Games/0ad/.... 0ad file paths mods.zip1 point
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GNU/Linux and mac OS people can't install Hyrule Conquest, because it's a windows installer. (I don't know which format that ClickTeam Installer uses, I couldn't unzip/unrar/un7zip the exe on linux except with wine.) Maybe it's easier to just distribute a zip or pyrogenesis file of the mod? Or as an alternative download format? I guess the installer exe file counts as distributing the source of the modified files, but you must also include the license_gpl-2.0.txt and mention which files are licensed under that (the javascript ones) and the creative commons one for art files that came from Wildfire Games, see LICENSE.txt for which license applies to which file. Are the other art files licensed correctly? There is stargus for example which comes with free source code but requires the user to provide the starcraft files, this way stargus doesn't distribute any files that they don't have the right to use. 0 A.D. started as a total conversion mod of AoE2 too in 2001.1 point
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Apparently @Itms told me that the version should be something like 1.0.0 to fit with mod.io schema (MAJOR.MINOR.PATCH) this will allow mods to be incompatible among versions. Because if you use 0.0.23 there is no way you can know the difference between mods. It seems that some mods should fix this too.1 point
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One of them is currently in holidays for some months, the other two ones moderate the lobby chat. We cannot afford to moderate rating fakery if we want to do it properly, because we first have to hear the other side of the story (otherwise someone could make up rating fakery and get innocent people banned). It's a problem which must be solved on the program level. It should be technically impossible to leave a rated game without influencing the rating. But for that we will have to implement Wildfire Games hosting rated games, for that we will need the dedicated server and for that we will need players to be able to setup the game and for that we need to rewrite the way gamesettings are handled in multiplayer gamesetup. I'm tired of both the rating fakery and the repetition of the story and we have planned the implementation for the most part, so unless fate stops me, I'll write it down. (But then again I don't know if I should do it for this lobby or one that I host under my terms.)1 point
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Looks good! Just a fiew tips that i would like to see: Not shure if its ment to be a realistic map or not, but your could make the starting area's a bit higher above sea level with cliffs on each side, or just drop the sea level. And make the end of the fjord lower for harbours. see the pictures i send with this reply Also a bit more green could look nice! since a lot of fjords in real life are full of trees and bushes Second, the trees, i am not shure if 0ad has pine trees (have not played for a while) but i am pretty shure it has, you should use more pine tree's instead of the european ones. (if they are pine trees and i am just blind ignore this xD) and mabye place a bit more tree's in a more random path. try to use google earth or just pictures to recreate a fjord. the concept is good! i think there are not a whole lot of maps like this :)1 point
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Hi, today I learned a new strategy to get points without winning: user GVIT was losing the game, then he just kicked me. I asked him to create another match and resign but he just kicked me again.1 point
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1. b: .local/share/0ad/mods/mynewmod 2. Yes, we have hard counters, though most hard counters have been removed from the stats, as they were considered confusing for users and balancers. Without hard counters, you have some less variables to take into account, and it makes balancing easier. The code is still present though, and we still use it in a few templates, like spearmen still have a hard counter against cav: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_champion_infantry_spearman.xml#L14 3. That's defined in the "RequiredTechnology" key, you can make buildings available on any tech research, and phases are mostly just like other techs: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures/maur_elephant_stables.xml#L26 4. adding ".DELETE" to the end of the file name will delete the file from the parent mod. But in this case, you can also remove it from their Builder Entities list for all Mauryan units: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/maur_infantry_archer_b.xml 5. For a building, add it to the Builder Entities of certain units, for a unit, add it to the ProductionQueue of a building. Do watch out with the {civ} codes, as it makes a difference with captured buildings. The civ is the civ of the owner, so the units you can make in a building depends on who has captured it, unless you hard-code the civs in the templates, in which case the capturer can produce units of a different civ. 6. Millenium A.D. is a good example of this (adding 2 factions with custom art and only few other changes). So best take a look there. If you don't want to modify the art yet, copying the unit and structure templates and the civ.json is probably enough. http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/civs1 point
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Thank you all for your quick and helpful replies! I've had a look at those links and indeed, the data structure seems pretty straightforward, and i think I understand which files I need to modify unit statistics. If I would like to lower the health of all champion swordsmen, I simply edit template_unit_champion_infantry_swordsman.xml, and if I want to improve the attack of the Mauryan champion warrior (yoddha) only, i edit the units/maur_champion_infantry.xml file. However, I do have several additional questions: 1. Where exactly do I put the files of “mynewmod”? a. in .local/share/0ad/mods/ ? b. in .local/share/0ad/mods/mynewmod ? c. in .local/share/0ad/mods/mod/ ? d. in .local/share/0ad/mods/mod/mynewmod ? e. in .local/share/0ad/mods/public ? f. in .local/share/0ad/mods/public/mynewmod ? g. in .local/share/0ad/mods/user ? h. in .local/share/0ad/mods/user/mynewmod ? i. somewhere else? 2. How can I add damage counters? For instance, I would like to have melee cavalry inflict 0.5× damage vs all elephants (because a horse won't attack an elephant; one of the main functions of elephantry in Indian warfare (until the British changed everything) was to shield the vulnerable infantry against cavalry attacks), 0.75× vs camels (because horses don't like the smell of camels, which is why several camel corps were created in late Antiquity, to panic the enemy cavalry), and 1.5× vs ranged infantry (the primary function of cavalry on the battlefields in Antiquity was to take out those enemy skirmishers). Cavalry javelinists should have a normal attack vs all those, but 1.5× damage vs chariots (because Alexander's light cavalry (skirmishers) devastated the Indian chariotry during his campaigns there). 3. How to change the availability? For instance, I want to make the Mauryan elephant stables available in age I, disable worker elephants at the civic centre, and enable them in age I at the elephant stables. 4. How to remove a unit? For instance, I would like to disable the Mauryan bireme, because they already have a more powerful trireme (the Britons, Gauls, and Celts don't have biremes either). 5. How to enable a newly added unit? For instance, I would like to have quadriremes (basically an improved trireme; age III, 1600 health, 40 garrison capacity, 4 population, 4+12 arrows), available to Carthage, Rome, Macedon, Seleucids, and Ptolemies, because quadriremes were one of the most widely used hellenistic warships. So I create: template_unit_mechanical_ship_quadrireme.xml units/cart_ship_quadrireme.xml units/mace_ship_quadrireme.xml units/ptol_ship_quadrireme.xml units/rome_ship_quadrireme.xml units/sele_ship_quadrireme.xml What else should i do to make them available in game? 6. How to copy an existing civilization (e.g. the Persians) to start as the basis for a new faction (e.g. the Parthians, who peaked in the middle of the first century BC)? Which files do I need, and which can I omit? PS No, I'm not a “Windows guy” (any version newer than XP is too difficult for me); I'm currently using Fedora 24.1 point
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Apparently we avoid to add features we do not use :/ at least it was the case for another patch of mine. The reason is the extra maintenance needed. Could probably be another mod as a dependency.0 points