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Showing content with the highest reputation on 2020-12-20 in all areas
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2 points
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Gallic Highlands. Attempting to make a nice open Temperate map with some heights you can claim, using the newer tree assets and DE's new terrain textures.2 points
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The syntax is wrong, just pass the x and y numbers. If it's not rmgen u need to import the libraries. See how on the map codes, you can also check balanced-maps on github1 point
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Array of Vector2D with the coordinates u want. e.g. let fixedPositions = [ new Vector2D(x1, y1), new Vector2D(x2, y2), //... ]; For a programmatic approach see distributePointsonCircularSegment, e.g. for a circle: let points = []; let angle = []; let startAngle = 0; let maxAngle = 2 * Math.PI; let center = g_Map.getCenter(); let radius = fractionToTiles(0.35); pointCount = Math.round(pointCount); for (let i = 0; i < pointCount; ++i) { angle = startAngle + maxAngle * i / Math.max(1, pointCount - 1); points[i] = Vector2D.add(center, new Vector2D(radius, 0).rotate(-angle)); }1 point
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I love a bit of gratuitous conflict on a Sunday morning 0AD 4v4 Insane Body Count!1 point
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The GPL means that the source code needs to be available along with your game. Attribution is mostly or the CC licenses used by the art assets. So, that depends on which of these assets you use.1 point
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You can if you distribute the source code too and give proper attribution. See https://github.com/0ad/0ad/blob/master/LICENSE.txt for details. You can also create a mod instead of a full game if you want.1 point
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@Grapjas Implementation is simple, store an array of n positions of the coordinates of the starting locations you want (or whatever is the number of max players you want for map). The algorithm below randomizes position assignments: let fixedPositions = [...]; // your fixed set of positions let playerPositions = []; for (int i=0; i<playerIDs.length; i++) { fixedPositions = shuffleArray(fixedPositions); // shuffle available positions to take random spot or do whatever you want to assign player positioning playerPositions.push(fixedPositions.pop()); // add position to players, pop to take one available position out of the array } let playerPlacements = [playerIDs, playerPositions]; // Pass to placePlayerBases To make it respect adjacency you'd have to make it a bit more complicated, sorting playerIds as I mentioned on post above and sorting fixedPositions with assignment respecting that could work, though I'd require a bit more work to handle edge cases.1 point
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Hi @gameboy, after vladislavbelov investigation and finding source of the issue, I have added proper lake to the map.1 point
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Fuentes; -Fauna; Anexo:Mamíferos de la península ibérica - Wikipedia, la enciclopedia libre Anexo:Aves de la península ibérica - Wikipedia, la enciclopedia libre Anexo:Reptiles de la península ibérica - Wikipedia, la enciclopedia libre Anexo:Anfibios de la península ibérica - Wikipedia, la enciclopedia libre Anexo:Peces continentales de la península ibérica - Wikipedia, la enciclopedia libre -Flora; Anexo:Árboles de la península ibérica - Wikipedia, la enciclopedia libre Flora Iberica - Wikipedia, la enciclopedia libre En estos enlaces se encuentran solo algunos de los muchos animales que existen hoy día o los que se extinguieron en los últimos tiempos , ya que en la época de lusitanos , íberos , celtas... había mucha más diversidad de fauna y flora que hoy . En la antigüedad había mucha más flora y fauna autóctona además de que la Península hacía de unión de especies de África y Europa junto a ser un sitio de paso para la migración de animales tanto terrestres , marinos o aves. Disculpen las molestias ocasionadas*1 point
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Buenas tardes/días/noches; Para acabar el tema de la naturaleza por ahora; -Fauna terrestre; 1-Asno salvaje; 2-Puercoespín ; 3-"uro" (antiguos toros y vacas salvajes); (aspecto parecido a los actuales toros ibéricos , pero mucho más grande , de colores negros y marrones y mixtos) 4-Bisonte europeo; Hay que diferenciar al "bisonte europeo" del "Uro" , por eso subí esta última información ya que ese error lo cometí y quería aclararlo Los puercoespines han sobrevivido a nuestra época en esta zona , pero burros salvajes y "uros" se han extinguido y los bisontes europeos ya solo quedan algunos en Polonia , Bielorrusia y Georgia. -Fauna marina; 1-Calamar -Flora ; 1-pino piñonero Disculpen me las molestias *1 point
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1 point
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Correct. Root represents the base of the main object. Placing your props in Blender as you want to have them and then using it as attach point will do the trick.1 point
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Hello everyone! I hope you all are fine Today, im making this post to inform you that i made a YouTube channel in the one i'll be uploading matches, strats and tips to improve in this game In first videos i'll be speaking spanish (i think that could be nice that someone makes videos in spanish) but i don't discard to make videos in english too. I'll try to puut subtittles in videos to make it understable to everyone With no more to say, i send you huge greetings The name's channel is: Stockfish0ad Link:1 point
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1 point
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Following the thread below, @wraitii and myself have tried out several ideas to limit the possibility of dancing. In fact 8 different patches have been worked out by the two of us. A thankyou goes to @ValihrAnt and @Feldfeld for some preliminary testing. Links to all the patches are available in the relevant ticket https://trac.wildfiregames.com/ticket/5106. TL;DR. As it stands now two patches have been committed. Firstly https://code.wildfiregames.com/D2913 by wraitii to stop the case of patrol dancing (arguably the easiest way of dancing). This will make units patrolling wait a few seconds on each waypoint. So at the waypoints the unit is immobile and thus will be hit by arrows. Patrolling units will keep responding to nearby attackers, even if they are standing still at the waypoint. Secondly https://code.wildfiregames.com/D2837 by myself, to limit the dancing possibilities for all moves. This patch lets unit take time to rotate while moving. Hence the unit will be shortly immobile each time it turns. Again arrows will hit the target much easier each time the unit rotates, and thus dancing should be limited. Notice the rotation time takes effect on ALL moves and ALL rotations during the move. So big masses of units will slightly clutter en move slower (one can use formations, which have a much better performance compared to A23b, to counter this). Albeit we hope dancing is fixed now, there is no way for us to be sure. The best way to get more certainty is for you, the experienced dancer, to try out the svn version and dance away. Bring your best dance moves to the contest and please upload any replays showing your dancing skills in svn. In case dancing is still intrusive in gameplay, some additional fixes are in stand-by.1 point
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Buenas Por último queda la fauna marina , costera y litoral , que al ser una encrucijada entre "Atlántico" , "Mediterráneo" y la "Corriente del golfo" es muy diversa y abundante; Fauna submarina ,marina , costera y litoral; -1-anguila europea -2-ballena asesina "Orca" -3-ballena jorobada -4-"Centollo" , cangrejo de patas largas -5-Nécora, cangrejo pequeño -6-delfín común -7-delfín mular -8-gaviota sombría -9-Raya (pez plano venenoso y muy peligroso) -10-medusa aguamar -11-salmón atlántico -12-atún -13- lubina -14-"Morena "(pez) -15-Rodaballo (pez plano no venenoso) -16-pulpo de roca -17-tiburón blanco -18-tiburón peregrino (no peligroso pero gigantesco) -19-tortuga baula (es negra y gigante) -20-tortuga cayume (verde) Total; 20 animales Escogí a los más grandes y característicos que darán colorido a las aguas y e intentado poner algunos peligrosos que podrían atacar a las balsas pesqueras , matar a las balsas que estén cerca o a las unidades que estén en el borde de la costa. Algunas de estas especies no son grandes pero se mueven en manadas por los que sería muy interesante de ver como los delfines, algunas necesitan salir a la superficie a respirar y otras aunque vivan en alta mar van a las playas a tener a sus crías . Disculpen las molestias *1 point
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Fauna ; Aves; 1-águila imperial 2-alimoche 3-ánade real ( pato) 4-Buitre Negro 5-cigüeña negra 6-ciugüeña blanca 7-garza fauna fluvial ; 1-barbo común ibérico 2-esturión 3-Pez Gato 4-cangrejo de rio europeo ( color oliva o marrón) 5-nutria 6-galápago europeo (tortuga negra moteada de puntos amarillos) fauna terrestre; 1-bucardo ( cabra montesa grande y parda ) 2-ciervo rojo ( muy grande) 3-comadreja 4-conejo 5-Corzo (ciervo marrón diminuto) 6-gamo (ciervo moteado pequeño de astas blancas) 7-jabalí 8-liebre ( mucho más grande y rápida que un conejo) 9-lince ibérico ( gato montés gigante) 10-lobo ibérico 11-oso pardo 12-Sorraia (caballo salvaje) 13-tejón 14-Turón( hurón salvaje) 15-Uro (bisonte europeo) 16-zorro ibérico Total ; 29 animales -Puse los animales más grandes y característicos de la zona aunque hay cientos de especies de fauna de todos los reinos animales , algunos extintos hoy día en estas regiones o a fecha de este año en el mundo . Pero creo que con estos son suficientes. Disculpen las molestias*1 point
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Well it really depends on the focus of the gameplay. Stronghold series is known to focus more on the buildings and the economy. The military is more about strategies than tactics, more about macro than micro. Siege defense also plays a big role, with a more dynamic system than 0AD and AoE. So everything stresses the need for open field and wide space. At the opposite, I would say Ancestors Legacy is the perfect example of the reverse situation, focusing more on tactical decisions. Terrain diversity, closer field, chokepoints etc. this is clearly suited to the gameplay.1 point
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I love the way walls are placed. Another thing I've noticed about a lot of RTS games, that 0 A.D. may be getting wrong, is that maps in other games are largely open space, allowing a lot of space for the player to build without the frustration of random trees or rocks blocking the way. Now, in Delenda Est I fixed this by allowing trees to be built over (the tree is removed). It just needs the tree to turn red when the building preview is waved over it and it would be feature complete. Also, maps in other games tend to have maybe 3 or 4 main terrain textures for that map and that's it. 0 A.D. currently may use way too many terrains per map. It's something I'm trying to fix with the new biomes, reduce the number of terrains, make them super textures so they can take up more of the terrain grid with less repeating pattern.1 point
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1 point
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New map, Magadha, is inspired by some gameplay videos I saw on Youtube. I noticed that people play 1v1 matches that tend to be on smaller maps, that kind of just spread resources out over a relatively open map with few choke points. So, this is potentially what an "India" biome map could look like in EA, minus cool stuff like mercenary camps and farmlands of course :1 point
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1 point
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Hydaspes River 2 players The Hydaspes, aka Jhelum, River in the Punjab of India. Here was the site of the great battle between the Macedonian forces under Alexander the Great and the Indian forces of the king Porus of Paurava. Map features: A broad river bisects the map. Players start with 6 free army tents for a population boost, a free Elephant Archer, a free Indian Dock and a free Indian transport ship for early river crossings. The river is unfordable except for a small ford at the south end of the map.1 point