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

  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. Hi everyone just came to say hi, and to share some Pictures of the Empires At war Rise of Rome 0AD Scenario that I have been working on for almost a year... Just have some talks with Lopess, a Brazilian moder, I meet at this forum. to join forces and make this scenario a Solid 0 AD Game scenario for all you guys to enjoy and play, or modified as you like, with the Roman Republic as the main protagonist, and it's chronological history of conquest and expansion across the whole Mediterranean Sea and Central Europe. Here, I'm sharing some pictures with some remarks, so you all can get an Idea of how it is coming so far. Share your ideas and opinions, all criticism, good or bad are welcome, specially suggestions...and thanks for sharing. Remarks are in Spanish, so to those That don't speak Spanish, I'm sorry guys... But that is the language I used to communicate with Lopess who speak Portuguese, too...and I send pictures to him first and now I'm sharing them here...but you guys get the idea... Peace and prosperity be with you all. Thanks for sharing, guys.
    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. The feeling of having male peasant. Only slaves would be missing. We would already have the entire ancient society represented.(Musicians would be missing ... They were important psychologically)
    1 point
  9. They should try the mayan mod, it would be crazy. There are too many icons and buildings.
    1 point
  10. 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
  11. gl, hf! Will you be cosplaying again at the booth?
    1 point
  12. I believe it's for equality and historical accuracy.
    1 point
  13. I have some ideas to fix the heightmap import to allow 16-bits grayscale images.
    1 point
  14. He means an actual 3D mesh made in Blender.
    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 looks realistic, like a real geographical feature.
    1 point
  18. I would like more South Africans. Bantu around this timeframe. Also Polynesians.
    1 point
  19. 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
  20. 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
  21. 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
  22. Split. Please keep this discussion civil and refrain from trolling.
    1 point
  23. Thanks! Yeah, putting props on structures is kinda hectic haha, I am currently working with the Steppe People structure set, I studied your Xiongnu art set and tried to recreate it in the mod. Glad to see you around, buddy! Thanks, Stan! Feel free to give the repository some hit!
    1 point
  24. 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
  25. so flower borders were committed https://code.wildfiregames.com/rP27060
    1 point
  26. Installable version (zip is wrongly done; see this) stargui.pyromod Textures should be 2x2 for performance. Also if possible only one should be used. Peachicken has not have all the anims. mod.json was missing name:""
    1 point
  27. Which biome? Using the latest version, all fruits are shown in Mainland Balanced, identical to mainland.
    1 point
  28. 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
  29. I am unsure of what behavior he is describing. The AI usually treats them like any other capturable building in my experience.
    1 point
  30. hi, first of all i enjoy very much this new release, thx btw for this awesome game. celts (all of them): In my opnion, celts shouldn't be naked or half naked: talmoris, adretos, marcaros, essedon the Gaesatae don't represent all the warriors, 90% of them wore a full equipment: chainmaill, bronze helmet, and clothes. their architectures are not very accurate too, but it doesn't need to be accurate at 100%. Gauls had buildings with 2 floors for example. towers: they shouldn't be captured, because from time to times AI has difficulties to handle captured towers on his territory. And as a pure defensive building, it is more interesting of having to destroy them. And, they should have a bonus against ships. rams: they are too difficult to destroy when you have only basic units, AI can attack with 4,5 or 6 rams, and there is almost nothing to do for avoiding the destruction of all the buildings. Rams have too many HP (without the research of the tech)
    1 point
  31. 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
  32. Terraces and pavilions? The Han palace in Cháng'ān (left) from II to I B.C.E. and Sky Temple (right). Bonus content:
    1 point
  33. 1 point
  34. 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
  35. 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
  36. But both are part of the title ? Microsoft Age of Empires Age of Kings Wildfire Games 0 A.D. Empires Ascendant
    1 point
  37. 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
  38. I mean offline in-game Manual. BTW, will you replace Atlas online manual to offline? IDK, maybe .txt version. Something indepensent, because online only manuals are uncomfortable. Wesnoth's in-game manual will the best example.
    1 point
  39. Cheat units? Maybe some elementals?
    1 point
  40. Community Update (8/02/22) Over the course of a few months, we have continued to update our community centered-operations. Today we wish to share those changes and state our plans for the future. Discord Server Our Discord Server is used for many things. It is a community center at heart but also is a hub for everything else. Regular updates, exclusive polls, and an archive come together to make our Discord Server the thriving heart of our community. Our archive includes: Art, Music, Mod Lore, Cutscenes, and more. We are always active and ready to answer any questions you may have and take suggestions on lore, game mechanics, or other things you would like to see in the mod. We always love hearing from you. Wiki (Fandom) We have just begun to break ground on the Fandom platform in order to create a readily available repository of information regarding the mod's lore, mechanics, and more. The Wiki page is unfinished but it has an almost defined framework and we thought it was worth reporting on. Sub-Reddit A small but valuable piece of our community, our Sub-Reddit is basically our forum dedicated wholly to community interaction. We do post content reports here and there but the real goal is to respond to our community and create a friendly environment for discussion. Future Plans: Our current priority is to add our first faction to the game, The Adrestian Empire. The Empire will be the first to join the mod because of the result of a community poll we had a while ago. You can find more information on the Adrestian Empire here in one of our articles. We are also planning to expand our Wiki and continue to add content to it going beyond what it is at the moment. If you wish to help in any way, just let us know on our Discord Server or Sub-Reddit, and thank you. We are trying to avoid spoilers for the mod entirely in this update but we can give you this hint: the "Three Wars" in the title is not just for sake of naming it. Thank you for reading our Community Content Report for August 2, 2022, we hope you have a wonderful day.
    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. Is it possible that the mod may be included with the base 0 AD itself in the future? A single-player campaign is something I'd personally wished was present in 0 AD for a long time.
    1 point
  46. @DeWynter This mod adds a Death Match victory condition which researches all technologies for all players at the start. @Freagarach There might be a better place for this, or maybe VictoryConditions are actually Game Modes. EDIT: Not sure how tech works, but it seems I'm researching some stuff I shouldn't. deathmatch_gamemode.pyromod
    1 point
  47. Proposal. @wowgetoffyourcellphone thoughts ? han_civic_center_no_towers.dae
    1 point
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