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Showing content with the highest reputation on 2022-08-28 in all areas

  1. Hi! I'm currently coding a python plugin for GIMP to help create elevation maps with mountains. The aim is not only to picture realistic mountains, but also to make them suitable for interesting game-play. I think that mountains and relief should not just serve as obstacles, but as tactical features where one can use elevation to it's advantage. Right now, the plugin only creates one type of mountains, mainly rocky / faceted mounts, but with a lot of possible variations inside that type. I'll soon add some erosion factors which will allow to make hills and older mountains. The first version of the plugin should also have an option for symmetrical height-maps. For now, the process is mainly random, i.e. procedural. But a lot of parameters are tweak-able (although I'm trying to simplify things a bit for the interface). Most notably, you can let the plugin choose it's seeds for the random generator well... randomly, and once it produces an interesting configuration you can fix some seeds and let the generator explore other variants inside that particular configuration. If that sounds complicated, it'll become clearer once you can try it. :-) Please note that the plugin only creates the height-map, it doesn't do any import into the Atlas. See this thread for that part, and scroll down to my tutorial for best quality import. But enough explanations, here are a few raw shots from 0 A.D's Atlas. Most mountains shown here are climbable.
    4 points
  2. Provides a smaller trickle of food.
    3 points
  3. Thanks for your feedback! Of course I will share the script! It's a fully readable python plugin. However, it's a GIMP plugin, and makes use of GIMP procedures. Furthermore, it requires the G'Mic-QT plugin as well, in fact some of it's advanced capabilities are the basis of the height-map creation method. So, a direct JavaScript implementation might be tricky, because one would have to grab the internal GIMP and G'Mic algorithms. Or have GIMP and G'Mic as dependencies for the Atlas, which I'm not sure is a good solution. I'm certainly not able to do that. But 'm ready to share and describe the algorithms I used if someone feels brave enough to implement it. All of this is open source anyway.
    2 points
  4. Very interesting thing, Chinese players I know started discussing which dialects other than Mandarin can be used to dub Han Dynasty units, I think I can do a few mods for this.
    2 points
  5. I was thinking if we can replace the current UI design of tree selection from To (wireframe) Some reason we should do it. The in-frame pic shows which tree have you select currently. Wood icon instead of build icon tells that this tree is not for building but for wood collection. Extend use case - If we ever implement the idea of planting forest, then this will be good for diffrentiating platable trees and non-plantables. @wowgetoffyourcellphonewhat do you think?
    1 point
  6. @Lopess @Duileoga Aquí vamos hablar de mecánicas de juego. translated : Here we are going to talk about game mechanics. @wowgetoffyourcellphone I don't know how interested you are in helping, you are the genius of the gameplay here.
    1 point
  7. Disable TLS, See https://videos.pair2jeux.tube/w/1XZRV3KkeekuafgUg4sif8 Relevant ticket https://trac.wildfiregames.com/ticket/4705#comment:52
    1 point
  8. There are also too many units that I'm not sure what role they play.
    1 point
  9. Right, the Han Chinese did not use the syntagma, so the units do not have the ability to use the animations. Also, in a standard game, there's no instance where the Macedonians would be able to use Han pike dudes. I have some actor fixes locally for the Samnite spearman and the pikemen, so make the actors perform properly.
    1 point
  10. Take photos of the event. Or share the official photos of the event.
    1 point
  11. I believe it's for equality and historical accuracy.
    1 point
  12. In Atlas you can place entities (simulation objects, units you can control, etc) and actors (just visual objects without interaction). So you can make a 3D model, import in the game as an actor and place on a map.
    1 point
  13. I think it's hideous. Even conceals some resources.
    1 point
  14. it takes time to add a civ/faction. The current Mayans, for example, are in an alpha version. They have fun mechanics, like hunters with blowguns, flaming proyectiles, no cavalry. Still they should work almost consistently. The same the Xiongnu they lack more mechanics that were not originally designed.
    1 point
  15. Cool stuff, I tried using some fractal generators with pretty boring results some time ago. Just ended up being a bit too "rolling hilly" instead of mountainy. I personally would suggest porting the code over to our Javascript map generation library, or at least publishing the scripts. Those mountains look better than handcrafted ones currently existing and we have basically no procedurally generated ones..
    1 point
  16. Basically they should counter the expansion and stop it. Sometimes I regret how neglected we have the walls and some defensive elements currently in the game.
    1 point
  17. I like it, it's like cartoony and minimalist textures too. For intense games it is very good.
    1 point
  18. Here's a map I experimented with by using a dental xray for the heightmap
    1 point
  19. I like it. It looks realistic, like a real geographical feature.
    1 point
  20. I would like more South Africans. Bantu around this timeframe. Also Polynesians.
    1 point
  21. How is it possible for a woman to build a house and then not being able to enter said house? savegame-1166.0adsave
    1 point
  22. some ptol specific feedback: similar time to reach p3 and will to fight as a25 like the heroes from fort very much pikes still a little OP but nice change on the pierce armor rate 10/10 love my ptols some gauls specific feedback: able to reach will to fight and p3 in record time food gathering lightening fast sword champs slice through cav and eles like warm butter 11/10 potential new fav civ
    1 point
  23. Im looking for one big island/continent map with all biomes included (for example from arctic north to tropic south and moderate biomes between).
    1 point
  24. Hey hey. Thanks for the reply. Well its no biggie to download it all, but was just wondering if I'm missing something. As for the reason for such an old build. I kind of stopped playing for a while to address my games I bought on sale and shamefully never played. [Only managed a handfull though] And now I thought i'd look at 0AD again.
    1 point
  25. -Let's hope it happens like Kush , and we have more African factions .
    1 point
  26. @andy5995 was this ever added in community maps?
    1 point
  27. Hello @logandavid A game engine is a set of tools that allow you to make games without having to worry too much about low level details, like how to display things on your screen.
    1 point
  28. Split. Please keep this discussion civil and refrain from trolling.
    1 point
  29. Measurements really mean nothing if this game is called Civilization. Or if this game is a cartoony two-dimensional grotesque. Or if you intend to push Starcraft out of eSports. Then you definitely need approximately the same proportions of all moving units as in Lego Duplo. But, usually, large strong ships are balanced by their large area of vulnerabilities. Moreover, here is a non-target system. Unlike the Age of Homing Projectiles IV.
    1 point
  30. so flower borders were committed https://code.wildfiregames.com/rP27060
    1 point
  31. @feneur These days I use google to parse the forums e.g han_emblem inurl:wildfiregames.com
    1 point
  32. Ships like towers use a different method to shoot multiple projectiles. Unfortunately that means you can't control the fire. @Freagarach was working on it at some point.
    1 point
  33. I am unsure of what behavior he is describing. The AI usually treats them like any other capturable building in my experience.
    1 point
  34. i destroy all of them, from time to time a turret is captured by my soldiers, but it is involuntary :p 3 or 4 dudes in a tower can block the capture of this tower for a long time. (and kill too many soldiers). the capture system seems borked sometimes, even an empty building can be impossible to capture even for 30 or 40 soldiers. yes, I know, but AI doesn't know that, this part of the code could be improved. I don't play against humans.
    1 point
  35. 1 point
  36. I agree that borders are rather... spongey. I agree too that walls, palisades, and defensive structures should essentially block enemy border expansion. The parameter in TerritoryInfluence/Weight can be adjusted for this, but also there needs some territory code changes to help prevent the weird territory bubbles that form beyond those blocking structures.
    1 point
  37. You can find many such building in London, including large structures with acute angles... If the Brits can live in such thin buildings, why can't the Mauryans do? (just joking)
    1 point
  38. 0 A.D: Empires Besieged - it will be a new chapter of 0 A.D? P. S. Since I have never been a developer and this is none of my business, nevertheless I would like to suggest you to swap the words in the name of the game before the project leaves alpha testing. How about to make "Empire Assedant" main title and 0 A.D. secondary? Just like Anno series: Anno 1404, Anno 1701. It could sound like Empire Assedant: 0 A.D., Empire Assedant: 500 A.D. or Empire Assedant: Ab urbe condita? I think Empire Ascedant is more universal name just like Age of Empires 1/2/3/4 and it will be the best for starting your recognizable franchise line.
    1 point
  39. Cheat units? Maybe some elementals?
    1 point
  40. After some time I again managed to play around with the code and finish some other boats and heroes. 1. Biome variants: some trees typical for winter environment provide an "aura", which tells units to use specific visual variants - who would walk in sandals on snow? 2. Another minor update concerns monoxyla: melee units help with rowing, making the boat faster, while ranged units slow it down, but they can fire from the board. 3. Hunters (basic archers) can now swim; while swimming, ranged units can use only melee attacks. 4. Ponies! Cavalry units use smaller horses - only elite riders switch to high ones. I guess this is more historical for the setting. Not that it matters much, but maybe you would like to use the animations.
    1 point
  41. @real_tabasco_sauce@BreakfastBurrito_007@Player of 0AD@alre@Dizaka@Philip the Swaggerless@Yekaterina@Micfild@Lion.Kanzen@chrstgtr@ValihrAnt@borg-, you currently have the roles of balancing advisors. Personally, I think the values are a little lower than they could be. However I think they are high enough to be an advantage in some niche builds. So for me the numbers would be acceptable. I would like to hear your thoughts.
    1 point
  42. what are actors? Sorry for my ignorance? So I put some random macedon units and roman units on the map and asigned them to player 1 and 2 respectively. How do I put them in formation and order them to fight each other? what I actually want is what this guy doing in this old vid. He is using the Atlas editor for that matter?
    1 point
  43. Major problem with this is for mods.
    1 point
  44. I understand that the game doesn't allow double-click of Gaia assets in the middle of a match to help reduce accidental selections, etc. Makes sense. But to be able to shift click multiple Gaia objects into a selection could be useful as you've illustrated.
    1 point
  45. Maybe, but we are in feature freeze.
    1 point
  46. Proposal. @wowgetoffyourcellphone thoughts ? han_civic_center_no_towers.dae
    1 point
  47. and literally in war the soldiers cut down trees before besieging.
    1 point
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