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Showing content with the highest reputation on 2023-02-03 in all areas

  1. Hello everyone, We are a bit late to the party but it's time for you to vote for the next name of the Alpha. As you all know we reached the end of the Latin alphabet. We decided that for this alpha we would instead choose a name matching the biggest feature(s). Our biggest feature for A27 is Vulkan support so naturally we are gonna name it after that. An obvious choice would be Alpha 27 : Vulcan the roman god of the smiths. But we thought we could pimp it a little by making a reference to it using another similar deity.
    2 points
  2. === Once, some new 0ad player created a map called "map-rheinland". It was supposed to play around a river in old Germania. He tried to imagine how such rivers might have been like, long ago. He had no experience in the game and no idea of the balance whatsoever, so he simply decided to place ore in the mountains and rocks in the swamps and rivers. It was published soon. Since the original map became unloadable with vanilla, a multiplayer / skirmish map is being created from scratch. The main thread, which you are reading now, has been edited and renamed. This could someday become a map pack. I am not sure yet. === While there is further development, i provide the mod in this thread, so it can be used until existing problems are fixed. Also, please consider that it is recommended to use Alpha 27 with Vulkan Backend for good performance / stability. Maps can be huge and contain many resources. For me it works fine with Vulkan on mid-end system. The A27 version of the map... requires Delanda Est, which does not apply to the old A26 map. For some reason, after i had opened the map in Atlas - with DE activated -, the game cannot find any objects when loading it with vanilla 0ad. I try to find out why that happens and will provide the fix. While that is so, the Skirmish version of the map is supposed to work on Vanilla (although, as mentioned, it does not, right now). But for now, it should not be played anyway. I was focussing more on the DE scenario (see below), so that the Skirmish remains kind of unfinished. TBD. The A27 file can be found at the end of this post. Delanda Est Patch On top of that, you can then use the Delanda-Est patch if you like to. It contains a Scenario (1p vs 4 AI) aswell as balancing changes for DE that are designed for this very map. So please remember to turn it off when you play another map - else it will likely disrupt the balance of the original mod. The old file... If you want to play the vanilla map, you can still get the old A26 modfile on mod.io (ingame mod menu) - but it only has 3 player slots, it is not balanced and the terrain and forests are much more generic and dull. Also be aware that there may be changes in the file structure - renaming for example. Need to get a better overview of the map Sources for creation (for myself; can contain german articles. Feel free to share knowledge about how the terrain might have looked like at the time): "Geschichte des Waldes in Mitteleuropa" - Wikipedia (has translations) "Wie breit war der Rhein früher" - the-duesseldorfer.de "Der Rhein in römischer Zeit" - neuss.de "Maps reveal the historical path of the rhine" - uu.nl "Publius Cornelius Tacitus described "Free Germania" (Germania magna) in the 1st century as "terra aut silvis horrida aut paludibus foeda" – a land, covered by horrid forests or loathsome bogs. Tacitus' Mediterranean homeland at that time had already been a cultural landscape for centuries, its forests cleared for fields, orchards and towns, to say nothing of the use of wood for home fires and maritime construction." - Wikipedia Current Map: Old image: ================================================= FILES map-rheinland.pyromod REQUIRES 0ad A27 AND Delanda Est (for now) map-rheinland-v02-patch-delanda-est.pyromod REQUIRES 0ad A27 AND map-rheinland.pyromod AND Delanda Est =================================================
    2 points
  3. @andy5995here is good candidate for your community maps mod
    2 points
  4. Today i had very unplesant experience in a game. A player named DoctorOrgans insulted me for the whole game just because I'm simply better player. He sees only 1 viable strategy and it is "follow me", "do what i say".. If you simply ignoring this toxic player he starts calling you "idiot" and other bad words. This is not first time but many many times. How this can be resolved? Am I the only player person who experienced such low IQ behaviour?
    1 point
  5. Yeah that was my main concern. There is an amount of flexibility needed on both sides of the wall for different wall lengths to accommodate the wall turrets. This is what I meant by soldiers "in" walls. If there is a truly random assignment, then it's likely you would also see some soldiers "in" other soldiers. A random assignment couldn't (if not, it definitely shouldn't) be done in xml. A separate script or function would be needed. Honestly, I think the neat rows allow an easier guess as to how many soldiers are up there and the random positioning looks kind of chaotic. I would also add that its not that unrealistic that the columns are perfect. Lastly, it would be strange to do this for walls and not formations, which would then open another can of worms.
    1 point
  6. that's true with the animations, sorry I missed that XD. I mean randomize within a range. I tried it by randomly changing the x or the z coordinates by adding or substracting up to 0.3. It would be nice if the game would automatically do that, but I don't know how randomization in xml works. E.g. if x is 1.5 it would be changed to something between 1.2 and 1.8 I added the file for the roman long wall with a little randomization, so you could try out how that looks:) Also I would prefer if the second row would not be right behind the first row, but with a little offset. I guess that would only allow 15 soldiers though. wall_long.xml
    1 point
  7. Thank you There are some spots which should block pathfinding, i tried to make these spots recognizable with different textures, like cliffs. If that is what you mean. Yup, i have also encountered these problems with the AI. I could create a Singleplayer-version of the map (as scenario, not skirmish) with AI players that are already settled. Also, a 4 or 6 player version would definitley make sense. Also i have to say that it is probably poorly balanced, because i have not played the game long enough to know proper balancing. There really is abundance in some places (abundance of ore in the mountains is intended). With 5 players, maybe this could bring some dynamic with trace?
    1 point
  8. Thanks for this new map! I've just played it, and it worked well. There's some complex pathfinding at times, but nothing is blocking movement, and it's probably by design. With so many resources, one player more is maybe possible. The sole problem is that, in easy mode, my enemies stockpiled resources, but didn't build a city centre, so when I had built an army to attack, I've just found docks and a few citizens working.
    1 point
  9. It's next to the pyrogenesis executable, in your installation folder. Fields are easily editable, the issue is more the validation and the addition of new fields. E.g image fields are just text field.
    1 point
  10. I don't think every civ needs every ship type. For one, Having a missing element of a soft counter system is not a disaster, the player will need to recognize this weakness and take precautions. For two(?), this discrepancies could be made up by unique upgrades, unique "special" ships (ie fireship, we should think of 1 or 2 more), and naval civ bonuses.
    1 point
  11. We only need three types of warships. The first type is a light reconnaissance and transport ship, which can carry a small number of shooters and can board or ram enemy ships. The second type of medium-sized warship is the main force of naval warfare. It is fast and can carry more shooters. It can also board or ram enemy ships. The third type is the catapult warship. The combat system of this kind of ship is divided into two parts. One part is the catapult, which has fixed working efficiency and damage, and is specially used to attack fixed coastal buildings. The other part is the same as the medium-sized warship, relying on the archers on board to shoot arrows at the enemy ship, but the number of archers that can be carried is smaller, and they can also board or ram the enemy ship. As for the heavy warships of some countries, it must be known that in the era without steam engines, too large a ship meant cumbersome. The giant ships built by countries such as Ptolemy and Seleucid are actually not very efficient in combat. They are more of a spectacular decoration to reflect national power. These large ships can be used as Easter eggs to reflect, but they do not have to be included in the The main consideration of naval warfare.
    1 point
  12. I really like Agni as that just restarts the alphabet while keeping the thematic meaning I also voted in favor of Hephaestus but I might be biased as my profile picture suggests
    0 points
  13. Maybe Obsidian would sounds better? Pretty nice name for Vulcan-based game version. Also it could be much better if you add mesoamerican tribes with.
    0 points
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