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  1. I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/the-node-system Details on one of the largest additions to how maps are designed and work in Hyrule Conquest. Posted by The_Undying_Nephalim on Dec 13th, 2021 For some time there have been whispers of some fundamental changes to how maps work in Hyrule Conquest. We kept these ideas off to the side while we spent eight months updating Hyrule Conquest to the 0.25 version of 0AD. Now that everything has finally been ported over, our map changes had come up again and we had quite a discussion on how to implement them. We really went all in. So I present to you today one of the biggest and most exciting changes I've been looking forward to. The Node System It should be obvious that over the last several years, Hyrule Conquest has slowly but surely been shifting away from 0AD's style of gameplay and morphing more and more into a Battle for Middle Earth inspired game. Adding in Battalions was the first big move in this direction, and now we are taking another big leap and fully adopting BFME's map design and Node based system. There are several key reasons why we are doing this (other then mine and Exodarion's love for BFME as a game): 1. Lack of many worker battalions will greatly help the game's performance 2. Map design becomes much easier and less chaotic, with the map divided into dedicated nodes it becomes easier to make great "set pieces" that the action takes place around. 3. Our planned Minor Faction system (something I'm even more excited about!) depends heavily on dividing the map up into Nodes So What's changing? The first and most obvious thing that players will notice is that maps are divided up into a series of "Nodes". There are many different types of nodes the player can capture, and each type will allow the player to build different structures and provide the player with different options and resources. To compensate for this system, bases will be entirely linked to Nodes and structures will be built on plots that spawn around captured Nodes. Resource collections will now be completely automated and based on what resources exist within the Node's perimeter. For example, if you capture a node that has three Berry Bushes and a Rupee Deposit, once you have set up your base these bushes and Rupees will begin to drain automatically and added into your coffers. If you have played Battle For Middle Earth, Rise of Legends, or Halo Wars, you'll have some idea of what I'm talking about. -The Hylians capture an Outpost Node and transform it into a happy little base- As you might have guessed after reading the first point, Workers as a unit are no longer viable with this system since buildings are based on Plots that spawn around Nodes and Resources are automatically drained within your captured Nodes. Workers will become purely visual as a worker will begin gathering the resources that your Nodes are draining. With the way bases work now many other awesome non-controlled units will be seen walking around your bases doing stuff such as civilians going to your marketplaces and children playing with each other in the streets. -Even Children will play in the streets of your bases- This method of dividing up maps will create a noticeable ebb and flow to a match where players move their armies and expand, allowing for the creation of "set pieces" around each node to give areas of the map something visually recognizable. It generally makes the design and creation of maps easier and will also help out with randomly generated maps down the road. - Some examples of map blueprints with the Node system - Let's take a look at the Node System in more detail and see what you can capture. Settlement Node There is only one Settlement Node per player on a map, and it's always the Node that you start out with. This large area contains some of each resource to get you started, and plenty of building slots to start construction (Most factions will have 7 buildings plots). Depending on what faction you pick, these nodes may also start with walls and tower defenses around them. Outpost Node The primary means of expanding your base, capturing an outpost will allow you to build a smaller secondary and tertiary base, assuming you can capture more than one. Most factions are provided with five building plots when they capture an Outpost node, and may also have walls depending on your faction of choice. Like the Settlement Node, Outpost Nodes often have multiple resources on them making them very valuable locations to fight over. Camp Node Very small expansions, Camp Nodes let you set up tiny bases. For most factions they will provide three building plots. Camps do not come with Walls, though there are some exceptions. While nowhere near as valuable as an Outpost or Settlement, Camps still often contain multiple resource types and are thus worth capturing and holding. Camps are also the only Nodes that you can construct your chosen Minor Factions' bases on. Resource Node A small node that can be captured and provides you with one slot to construct a resource building. Resource Nodes often contain just a single type of resource (Such as Lumber). While Outpost and Camps are the most tempting targets, Resource Nodes will absolutely be the main means of expanding your economy. Once resources have been completely drained from these nodes, players can convert the resource building into Houses to increase their population caps. Some other factions will also have additional options of what they can build on these nodes, such as Mercenary camps. Small and Large Ruins Rupees are an extremely rare resource out in the wild, thus capturing Ruins and unearthing their treasure is the primary means of collecting Rupees. Ruins will be absolutely critical to take and hold, as they are the main source of Rupees and the only reliable source of them. Ruins will come in two sizes, the small providing only a few Rupees per second and the Large providing many. Unlike other Nodes, most factions cannot build anything on or near Ruins. Some factions however, such as the Darknuts, can actually convert Ruins into brand new bases (Large Ruins function much like an Outpost for them and Small Ruins like a Camp). Other factions (such as the Stalfos) completely rely on using Ruins to construct their bases instead of the normal nodes. Wonder Node Usually found at the center of a map, these nodes are the only location a player can construct their Wonder. Just as often a large and terrifying Boss might be found guarding this node and must be killed first before it can be captured. Capturing this node will allow you to construct a new base with many defenses around it as you begin construction on your imposing Wonder. That is a general overview for how maps will be designed and how the Nodes on these maps will work. This is a very broad and generalized summary of the topic, the particular nuances of how each faction interacts with nodes will not all be exactly alike. I already gave examples of how Darknuts and Stalfos break the rules with this system, and there are some many interesting ways other factions will have interplay with Nodes (I'm looking at you, Moblins...) There are many other awesome features linked to this new change, such as Wildlife Lairs and the previously mentioned Minor Faction system. However I will save those for another article in the future. - Juicy Minor Faction details will have to wait... -
    2 points
  2. Making a launcher, either in the style of steam or old school WoW would solve some of the problems preventing quick patching and fixes. Currently, updating regardless of how small or big it is, is copy and replace. However, if there are two templates changed, thats > 99% unnecessary data. Also, multiple version management may also be a good thing. Maybe someone reading this might want to give that a go because creating a barebones launcher with those sets of features is extremely simple. Or perhaps create a ticket and tag simple. In fact, it literally requires no changes to 0AD. Just make a simple GUI in X language that can download binaries and put them in different namespaces. `play0ad/v24/` and `play0ad/v25/` or something. Launch with writable root to prevent cache mixing I guess. If you want to make it fancy, write a content map and you could have an update process that downloads only change files. If you want even fancier, maybe consider binary diffing too. I am just pointing out the Minecraft launcher, so maybe look over there if thats something desirable.
    2 points
  3. IMHO this does not qualify as “Feature”. It's an embellishment at best. Features would be a new civilization, bataillons, acceleration, multiple attacks, building sockets (think settlements like Age of Mythology), Knockback, hero selection screen, attack ground, etc. Players who want A23B can still download it and or use nani's mod Disabling defeat sounds is just a a xml file to change. Because it's important there are a bit more sides. - Engine Side Pyrogenesis: Hardware Support, Performance, - Modding and Engine : Features (Both gameplay and hardware such as msaa, 4k support, 64 bits etc) 0 A.D: Empires Ascendant - MP Side: Playability, Balancing, Fun - SP Side: Depth, Diversity etc
    2 points
  4. @Stan` added spec map, planning to add this as a variant and not a replacer
    2 points
  5. my idea is that they make a mode where we control the characters in the first person
    2 points
  6. Just want to say thank you, and that this guide is probably for someone like me who's terrible at RTSes
    1 point
  7. Mission 10 is now converted to a25 as well -- The Sacking of Thebes. You get to sack the city of Thebes which rebelled against Macedonian rule. But first, you must destroy its farms and storehouses, secure the blessing of the nearby temples and ideally, find siege equipment to help break through the city's defenses. As you make progress, reinforcements will arrive to help you with the task. If anyone wants to contribute to the design of the city itself, please let me know. There is definitely room for improvement (you'd just need to keep roughly the same number of towers and fortresses).
    1 point
  8. I'll add it further. Why should balance team have any say in what features get removed from the gameplay? IMO, it shouldn't. Balancing should be about finding the underdog civs and finding ways to improve them while finding the overpowering civs and either bringing all others to their level or bringing everyone a notch down using stats not features (e.g., not removing Mauryas worker elephant but adding cards to some civs). For example, slingers vs bows vs skrimishers and bringing everything in line with regards to usefulness. Another example is champions. Additionally, Mercs and usefulness of heroes. Balance should encompass: Unit balancing (timings, stats) Structure balancing (timings, stats) Upgrades (timings, time cost) Hero bonus stats What structures build what units (within reason) E.g., Delenda Est is completely different in how Carthage works with Mercs but also similar. It's weirdly cool and more developed IMO. (note: to me this is both a balance and feature change). Civ bonuses and stats (as long as within spirit of civ) Balance should provide suggestions/ideas for (things that won't necessarily get added, but could be nice): Ideas on new units. Ideas on how a civs can work differently (e.g., Ptol/Scythians/Han)
    1 point
  9. I have played 0 AD since mid A23. And I personally feel that there has been to much focus on balance and not enough on actual game improvement. Specifically I am referring to things that make civilizations feel and play uniquely. A24 was a net loss of Civ features for something that already felt like a full fledged game with differentiated civs, it just needed a little balancing to ranged siege and slingers and it would be fine. Then further differentiation of civs could have been done to flesh things out. A25 while nice is still just A24, now with a skirmisher meta, extra blacksmith goodies and better pathfinding. I really hope A26 returns some of the sparkle from A23.
    1 point
  10. So fighting is only attack move? Or can you micro in a fight? Focus on single units instead of all? Does it make sense to fight big battles with melee cav or should they be used for raiding? Or should one always micro cav then to attack ranged units and keep them out of the way of spears? Maybe make a second guide, how to move from 1400 to 1600-1700?
    1 point
  11. Scythian swords. art.zip
    1 point
  12. ENG: Hello everyone. Last month, my friends and I founded a discord server that positions itself as the official Russian community of the game. We play together, help each other, and also teach beginners. The team of our most active players has already won quite a few victories. All Russian speakers - join us! It will be fun! RUS: Всем привет. В прошлом месяце я с друзьями основали discord сервер, который позиционирует себя как официальное русское сообщество игры. Мы вместе играем, помогаем друг-другу, и так же обучаем новичков. Команда наших самых активных игроков завоевала уже достаточно много побед. Всем русскоговорящим - присоединяйтесь! Будет весело! Link: https://discord.gg/DYRSpgY4
    1 point
  13. Question for discussion: Why should the "Balance Team" have any say in what features get added to the game? Isn't it their duty to balance the features the team decide to add? That's not to say Balance team members can't participate in gameplay feature discussions. But those are two different roles. You can't come into a gameplay feature discussion and then derail it with constant balance concerns. You have to go into a feature discussion with a mind toward expanding the game's features in good faith. My latest discussions on Phabricator have had a few mentions of balance, but all-in-all have been a fruitful discussion about making the gameplay feature work. The exact statistics can always be decided later through gameplay experience and with input from Balancers. Again, Features and Balance are linked in the end, but they are 2 different things. You add the former, then try to do the latter. If it can't be balanced, then the feature can be removed, but you can't know a feature's balance until it's tried.
    1 point
  14. Not if we consider the fact that we (mostly I am guilty) break compatibility quite often. ^^'
    1 point
  15. 1 point
  16. That's contradictory. If anything, 0 AD leans more towards beta than alpha.
    1 point
  17. Version V3.0 is out! Changes: applied enlarged berries to many biomes.
    1 point
  18. so you are the only girl in planet earth playing 0AD.
    1 point
  19. @LetswaveaBook I'm happy to hear that you are open to new ideas, but there are some forum members who (from what I know and experienced) have a very what I would call "conservative" view of what changes should be made and what not. There have been things said like "if you want to change something put it in a mod, but please leave the main game alone" or the very liberal use of the confused smiley on every new idea and proposal. Which are very legitimate opinions, so no hard feelings, but that's doesn't create the feeling that changes are welcome.
    1 point
  20. Sorry you're right it's not a direct blame. Some team members are a bit afraid of the insults and the backlash we got after A24. So they wait for balancing people to come test those patches and suggest improvements, which is currently hard to put in place. so the features never move forward, or like in the case of acceleration, just go through without much consideration.
    1 point
  21. Huge double episode today!
    1 point
  22. Tried reworking the lorica segmentata, no spec maps yet.
    1 point
  23. @wowgetoffyourcellphone @Genava55 would they have used quilted cloth, just like in the concept above?
    1 point
  24. May I say that, while there certainly is a conservative faction within the multiplayer community, it doesn't represent all of it. Liking to play against peers doesn't involve disliking the game to change. Balance is important for MP, buy one may disagree on how to pursue it.
    1 point
  25. The forum is great for discussion, but not great for action. Action is creating a mod for others to try and/or a patch to put on Phabricator for others to try and improve and eventually be accepted and committed. Lately, I have been attempting the latter, with good results: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food https://code.wildfiregames.com/D4380 [Gameplay, CivBonus] Rework Kushite Pyramids to be Phase Requirements https://code.wildfiregames.com/D4381 The discussions there are far more fruitful, due to there being actual stats and real gameplay to chew over. The forum is really only good for hypothetical discussion.
    1 point
  26. @JammyjamjammanI think we could safely add some more decorations or buildings. A non-capturable Gaia-owned wonder in the middle for instance? Maybe a few more hills?
    1 point
  27. first/third person games need first/third person features. such mode will be either useless or require complete game redesign
    1 point
  28. I see, it looks like we should best just follow Kate's suggestion then. Game's not great, but is good, better to keep it that way than spoiling it.
    0 points
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