Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2021-12-11 in all areas

  1. Hey guys, since release of alpha 24 in februrary I've worked on some special map as my old alpha 23 map has been deleted by installing alpha 24 - don't know how and why. This new map, The Legend of Avilava, shall be it's replacement. I've tried to make this something unique - featuring huge mountains and dense forrests, including marshes and tiny pahts to walk on troughout the map. Furhtermore, I tried to depict the landscape with lots on beauty and small details. I've also included some bridges and quarries to enhance not only the look, regarding the latter to give some players a satisfying amount of resources at their starting position - so that they do not need to build new headquaters in new areas. The Legend of Avilava generally is based on the the area of eastern france and western germany, splitted by the river Rhine that floats into the English Channel. Behind it the Brits are stationed. However, it is important to note that this map does not aim at depicting geographical accuracy and rather tries to tell some sort of "mystery" about this area and how it could look like based on the imagination of people that were told how central (well, not that central, but you get what I mean) europe does looked like back in 0a.d.. Generally there are 8 players in the map: Roman (1): Southeast - starting as the player withouth teammates and thus has already a bigger city and lots of resources at the beginning Gauls (3): Southwest - stationed on the highest mountain; well defendable but may lack of resources Brits (4): Northwest to Northeast - being split into small villages throughout the foresty mountain they firstly need to find space to build and to grow crops on; player 7 & player 8 start with one dock and a merchant ship each To be honest I have to state that matchmaking was not my first thought while starting to build. I might see some advantage of the Brits since they're able to grow rapidly respectively exponential if they achieve to deforst large areas. Also the Romans may be a bit OP as they start with approximately 60 women, an already existing city and lots of resources - not even mentioning their fortresses, bolt and catapult tower systems. Nevertheless, for me running simulations with bots had been downright entertaining. Maybe it's just me, but I somehow find Romans fighting against barbarian tribes amusing. ;D For me it's not about winning or loosing - it's about enjoying the beauty of 0ad (especially regarding its graphics and battles!) :))) But I think I might show you some screenshots of it. The map on its whole: The "gallic" mountain / island: The "roman" mountain / island: The "british" mountain / island: To also give a view of the type of landscape we're facing here: Lastly i want to show the starting positions of each player, starting with the Romans, afterwards the Gauls followed by the Brits (the seventh player does have two beginning headquarters): I hope you can open these files: Until now, thank you guys for reading my post until this point. Feel free to download and play as long as you want to. If there are some complications or any issues I do my best to fix them - as the name of the files say - it's the seventeenth edition. Edit: As time goes by I will fix little issues and load up new editions of the map. The Legend of Avilava 17; The Legend of Avilava 18 etc. The Legend of Avilava 18.xmlThe Legend of Avilava 18.pmp 550969231_TheLegendofAvilava17.xml 311602329_TheLegendofAvilava17.pmp
    14 points
  2. I think this is should be the focus. We don’t want to "burn" people with the administration of the tools that will be adopted. This is the main reason I’m mostly advocating in favour of Gitlab, because as a Gitlab administrator and maintainer myself this is something I could help with both in the short term (helping in the setup and migration) and long term (helping in the maintenance and administration). I don’t think it is a perfect solution, I actually have more than a couple issues with Gitlab, but I have been working with it long enough to know of its shortcomings and can help working around them. I would still be willing to help if another solution is chosen, of course, but I would be much less efficient with other tools if I need to learn how to use/maintain them from scratch.
    2 points
  3. well.. yes, I mean the idea to give maybe two broad categories is that we can possibly include a variety of resources without getting stuck over a single choice. So we may have blue-looking minerals, as well as other mineral sources. Pretty much like in 0ad metal/stone are represented by different types of boulders and elements. To give an even more "scenic" flavour, some of this metal could be sourced also from relicts of fallen ships or satellites (similarly how in 0ad you have shipwrecks containing treasures and resources). Anyway to be really honest, the problem is not to find other good ideas (there're plenty), but just to stick with a few good ones. We can call them "metal", we can call them "minerals" or "spices", I don't really care. The important is to find something functional and coherent that can help move the project forward. So, in our case, I would argue that a good combination of customized resources for this mod would be: some material + source of energy (and we'll can debate which what), and having settled this down will allow to create further docs / templates and such
    2 points
  4. thanks!! I was wondering if there was also some hidden trick to create maps procedurally using code and formulas, but I imagine it's a lot of hard work and persistence! It's quite an inspiration to be persistent as well, and it will be possible to get some similar results! Thanks a lot!
    1 point
  5. Thank you for your respond and commendation, I actually had to create about ~75 editions, but the the last 17 of them had been just little fixes or logical / beauty corrections. - actually I even can tell you something about reaching such polish (thank you if you say so!): Just build. You reach it by building itself - By time you'll notice how something - e.g. the lilies and reed look beautiful if placed (each rotated) behind the bridge's stilts (indicating that there the water wouldn't float too fast resulting in an accumulation of for example plant remains or lilies). Just mean there's no magic formular or 0ad map editor semester, the polish comes on its own.
    1 point
  6. Wow looks super fly.. I gotta try this!! Thanks for sharing it!! To be honest, is one of my goal to reach such polish in creating maps.. very ingenuous question but how you get to that level of details and variety? Just a lot of patience and 17 interactions? Haha just wondering
    1 point
  7. Woo.... You made a new record. 7:09 is a remarkable time.
    1 point
  8. 1 point
  9. Go with DE style heroes and you can have as many heroes as you want.
    1 point
  10. Chapter resources: again, is difficult to reach a consensus or proper namings that can satisfy all, but I think they can be synthesized into 2 types : metal (to produce structure, vehicles etcc..) and energy (to actually run the vehicles). We can decide how to interpret these elements and how they can be harvested. There may be also multiple ways to source them, but at least by having 2 defined categories helps to get things down, since resources are an important element in the simulation before creating further templates.
    1 point
  11. I am a Gringo from Miami Florida, from Cuban exiles extraction, so that make me a Latin, I speak English and Spanish fluently, can understand some Italian, Portuguese and French, and if have a hard time, I use the translator from Google...So Im cool about communicating with people from other cultures,and Actually enjoy doing so. I like to meet people from all cultures and nations, and the translator if a great tool for doing so. I love History with a passion, especially military History. Greeks, Persians, Egyptians, Romans, Napoleonic age, World War 1 and 2 are topics I really enjoy among many others. I do really love to learn about other cultures and their Historical experiences as a civilization. As a gamer, I love Age of Empires, Rome total war, and Napoleon's Total war. And Now 0 AD...I do really love the Job you all have done to give life to this game. In my personal life I am a Commercial Graphic designer that own a small print shop in the city of San Juan, Puerto Rico, a very lovely tropical island in the middle of the Caribbean Sea.
    1 point
  12. you are right, it is because they are slow, but that has little to do with the friction aura in fact. How friction work is this: units that are overlapping are slowed down, so that are left befind by the rest of the mob, and thus can stop overlapping. Instead, I'm convinced that the thing with livestock having a harder time overlapping is caused by the fact that a maximum value for unit pushing is hardcoded in the unit motion system, and that value is measured in meters per game turn, minimal pushing in pathfinder.xml also uses the same unit. Now of course, if a unit moves very fast, for hard that you can push it, you will only deviate its path so much, because of how many meters they cover in little time, but if a unit is very slow, pushing it will truly move it away from where it stands. I think maximum pushing should depend on unit speed. Also, in the engine there is still a form of "unit bumping", and you can tell sheeps and cattle bump on each other quite easily. That feature is coded at line 242 of the already linked file, but that control is less sensible to faster units, to the point that I don't believe it ever works on cavalry at all (it sometimes does on infantry, but only on extreme cases).
    1 point
  13. I remember that part of A24. A25 pushing mechanics really smoothed things quite a bit, which was great. Unfortualy it came with a cost, which is not so great. But at least it can be fixed (eventualy). I checked you mod and your pathfinder values are indeed smaller than the base game. But what it seems to make the most difference, for me, is the Friction aura. It seems that slower units have a more difficult time overlaping. If i'm not mistaken, in another post by @nani, there was a discussion about how farm animals seem to overlap much less than other units, even with the push mechanics. Since they have the same "Default" parameters most other units in the game, it might be because of their speed (which is very slow). Yeah, that mod also has a great AI, Catilina. It does 3-4 minute cav rushes and booms to full pop in 13 minutes. I went as far as extracting just the AI (and the pathfinder file + friction aura) just to play against it in the base game.
    1 point
  14. @Micfild computers don't simulate physics too seamlessly, in order to avoid units pass trough each other like gosts, you must have collision detection. Since A25 however, 0AD gave up collision detection in favour of unit pushing. How it would work in previous alphas is this: if some units is going to move in top of another, the engine stops it, and queues a new, equal, move order to it. As a result, units would stop for a brief moment, and then start moving again, this was described as "unit bumping on each other", all the bumps slowed down mobs nex to chockepoints or when manouvring, and all the move orders were heavy on the pathfinder. With unit pushing, units can actually be pushed forward when moving, by other units in the back, and go faster than they would when alone - the process is symmetrical, so the units on the back are slowed down, but by average, the mob goes at the same speed of a unit on its own, disregarding any chockepoint. The way parameters in pathfinder.xml affect pushing is a bit counterintuitive, and in fact, in my mod for reducing unit overlapping, I actually reduced pushing radius. You can find it here. also check Res Gestae mod, wich has another take still on reducing overlapping.
    1 point
  15. The way I see it, we have 3 main components: the actual 'reference' VCS the development tool. That's currently Phabricator, which is somewhat git/svn agnostic, unlike say gitlab or GitHub, but like some other alternatives. the CI/CD pipeline, currently Jenkins.` The VCS question is only relevant when it is determined by our development tool, which should IMO be the focus. Phabricator works appropriately but has been somewhat of a pain to maintain, and I think we should exclude any tool that leads to more headaches in that space. I do believe the 'reference' VCS should be somewhat independently hosted and backed-up, so we don't risk losing the code or independence there. However, I also think the 'work' VCS could be something separate and we just run synchronisation scripts. For what it matters, if we could have a single tool abstracting gitlab PRs, GitHub PRs, phabricators diffs & so on, I would be very happy. Exporting data from that system should be possible but I also believe that's mostly a free space everywhere. My ranking of the issues noted by bb in the second post + 1 personal take
    1 point
  16. That is unnecessary. 0 A.D. does not use the practice of "committing on trust" Nice code from "random internet user" will be added Any code from the "main administrator" will still be reviewed Source code signing does not protect against MTM injection in build system. Replace files for the compiler with unsigned ones and it is almost impossible to detect it
    1 point
  17. Do note however that they are considering dropping subversion as mentioned by @s0600204 here. Source: https://d.i10o.ca/tmp/phabricator-future/ Also, that ironically, our git repo is about 10GB (5GB .git and 5GB actual files uncompressed for a given revision) while Phabricator is currently taking 138GB and growing. Last time I deleted 10GB worth of logs. As for migration, here is something from Trac to Gitlab https://github.com/tracboat/tracboat For links maybe we could have a redirection from https://trac.wildfiregames.com/ticket/6394 to https://gitlab.com/undyingnephalim/hyrule-conquest/-/issues/64 Phabricator will however be more tricky we currently have: (Maybe @vv221 has some ideas) Pastes https://code.wildfiregames.com/paste/ Commit Comments Concerns Diffs (Could just be exported as diff file for posterity) Links (those are tricky because in commit messages) Jenkins Migrating Jenkinsfile to YAML.
    1 point
  18. Actually I don't quite understand the suggestion @dave_k While those tools can incooperate vcs, aren't that mainly project planning or agile development tools? From my quick look I can't find that much information about how making a diff and then discussing/ reviewing/ requesting changes works there. And for the security concerns: I think this is a case of who looks the most finds the most. Generally, Gitlab meets all? of the requirements and has migrating scripts (or at least many useful looking results on google) for the migration from trac and phabricator.
    1 point
  19. Thanks for everyone posting their input. I have updated the posts at the top of this thread. Also I made a short list of the limitations in our current setup. Feel free to yell if I miss points. Between the listed points I feel there is some overlap. To start with the top point (not that there is any particular order, feel free to comment on the other points too) "Phabricator not being maintained anymore". If we want to migrate, we can migrate anywhere. @dave_k already posted some ideas on possible systems before: Obviously there is also the Phabricator fork, Phorge. And surely there are more. What are everyone's thoughts on these? Are there migrate scripts available for any of these? Do we loose any data currently in phabricator? What features do we loose? What do we gain? Can the trac or forum data be somehow incorporated. How does it work with external linking to the current phabricator pages. How does any choice relate to the feature list at the top of this thread?
    1 point
  20. Ok. If you suddenly change your mind, I threw in the code that was trying to implement this function (though it is not working - It turns out that Engine::ConfigDB cannot be accessed at the time of loading). I will be once if something from my code helped https://github.com/nwtour/mod-setdefaultstance
    1 point
  21. The default stance is a requested feature. I have to click on each type of unit: ram aggressive, archers defend, medics passive. It would be great to implement setting default stance for each type of unit. IMHO best place in unit type tooltip (Available in-game and in Structure tree) Stance buttons: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/session/selection_panels.js#L927 Place in tooltip: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/common/tooltips.js#L1185 It remains to find how to merge it with https://github.com/nanihadesuka/autociv/commit/a1daba4d4e4b5ca5a1984dca231bce45d8f470f5
    1 point
×
×
  • Create New...