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Showing content with the highest reputation on 2023-04-08 in Posts

  1. Hey guys! The Legend of Mali is a figurative Map of the Mediterranean and its surrounding land - namely the Aegean, the North African Atlas Mountians and the steppe of the Levant. However, it's siginifant to consider my intentions weren't to make an exact cartography of the Mediterranean, instead it is like my first map "The Legend of Avilava" rather a figurative depiction, like the people back then imagined when they've got told a tale about it - the Mediterranean. Therefore, Romans, Greeks, Persians, Seleucids, Carthaginians and Ptolemies may don't match to appear all toghether in a certain time period of history, but as I said, that's not what matters here. Furthermore, I want to give a you a short overview of the Players: Player 1 (Team 1): Although being as their civ Spartan, they have two seperate headquarters, one Athenian and one Spartan. The latter going in hand with a seaport. They are on the one hand protected by natural walls like mountains and the sea and on the other hand by a short city wall, protecting them from potential Roman invasions. They have a significant starting population of women and citizens alike whilst going in hand with lots of resources to gather from. Player 2 (Team 1): Being Macedonian, they seem to have captured Athens or something as they just start off with a big mountainous city Enjoying not only their coexistence with big quarries, woods and prepared fields to gather resources from (gather from or gather of? no idea), they're protected by a huge wall stretching from the mountains in the West to the seaport of player 1 in the East. Also, Player 2 takes advantage of a huge starting population of not only women but lots of archers and soldiers on the city wall. Player 3 (Team 2): Being set in the rough terrains of the Southern Atlas Mountains, the Seleucids start out with a persian styled city. Having a lower starting population and difficulty to farm crops, they're heavily relying on their advantageous position in the high mountains which is difficult to reach. Player 4 (Team 2): Also enjoying the beautiful view from up the mountain, the dense arrangement of city's buildings already suggest it's biggest problem: The lack of space of these Persians for fields to farm on. Nevertheles, the unreachable height of the mountains is their biggest ally - as the supporting army of player 3. Player 5 (Team 3): Being settled in the warm steppes of the Levant, the Roman capital is divided into two Players - Player 5 and Player 7, both Roman, both stationed next to the sea. Having set fields, a quarry and enough wood to prosper of, they are also in process of building a city wall. Player 6 (No Team): The Carthaginians - Set in the wild transition from mountain to coast, they are protected by the natural environment and city walls alike. Nevertheless, finding space for crop farming seems to be a problem at first - as long as you don't miss the berries! Player 7 (Team 3): The Northern part of the Roman capital has not only some territoral issues on which expanding is impossible, but they also face the threat of Greek invasions. Nevertheles, with sufficiently enough guardsmen they try to handle the problem. Player 8 (No Team): Sadly indeed, the Ptolemies neither have any starting city nor strong military power from the start - beside these two cute elephants. However, their surroundings provide resource availability at its best. Moreover, not only can they construct fields sufficiently, but they've also enough space to build their own city on. In order to give you a little overview of the Players (starting of with Player 1 and ending with Player 8) I'll "attach" some screenshots I just took in the following "space" (lol my English is dead by now haha) So, spoilers ahead! Some screenshots of the map in general: The entire map: I've now uploaded the second version in December 2025. I hope you have no problems with downloading it? Have fun! The Legend of Mali Second Version.pmpThe Legend of Mali Second Version.xml
    3 points
  2. right, but my point is instead of starting at +13, start at 0, with 13 already accounted for by the towers range. ie 73 (+2), 73(-6).
    2 points
  3. I think the point is, if towers always have a +13 elevation bonus on top of whatever they get from terrain, why not just bake that into their default range? It changes absolutely nothing about the game balance, but it makes life easier for data miners and makes the stat card more accurate at a glance to the thing people actually care about.
    2 points
  4. @alre the point is in this picture. Towers have a range of 60 meters, but this range is actually 73 meters because the additional range due to window height is treated as elevation bonus. Because of this, tower range overlays are incorrect, with more range than visually indicated. It would be much more intuitive to include these 13 meters of range as part of the tower's innate characteristics, so that the final range remains 60. This way, additional bonus range would be 100% due to elevation. I actually couldn't find where bonus range is in the templates. Is it because of the 15m y origin of the arrow?
    2 points
  5. Heyo guys Oh that's very kind of you @Lion.Kanzen! I really appreciate your offer! I'll think about this As for @Langbart, although I can't name a specific count of hours I spent building, I can make an educated guess - I'd probably say plus or minus 50 hours? I'm really not sure here, I wouldn't wonder if it were 30 or 70 hours. Nevertheles, I mostly built and tried the map whilst listening to podcasts or watching documentaries or something like that - and mainly, it was a lot of fun! Nice it works! Thanks for letting me know. Regarding the territory pulls - well thanks, I didn't even knew of them. They must be pretty great, especially with respect to the city wall of the Macedonians of this map. When I've time again, I'll definitely try them out and publish the results in the "Second Version"!
    2 points
  6. The map is loaded without any problems. How many hours of work did you put into creating the map? ---- PS: These undesired territory spots could be filled with a territory_pull. Screen Recording 2023-04-08 at 08.46.20_1000px_1.6x.mp4
    2 points
  7. Tomorrow, on 7 April 2023, between 12:00 and 16:00 UTC we'll migrate the multiplayer lobby to a new server. During that time no connections to the multiplayer lobby will be possible and it won't be possible to play multiplayer games. We expect everything to work as usual afterwards. We'll post relevant updates in here. Edit: A previous version of this post stated that the downtime was to be scheduled between 08:00 and 12:00 UTC. Unfortunately we had to reschedule and the updated post reflects that now.
    1 point
  8. @hyperion you think i don't understand parabolas? That's a pretty cringe thing to say. In the above, green is the real range of the tower. Below, you can see the average bonus range is 13. How would it be ANY different to say instead: "basic range: 73" "average range bonus: 0", with the 13 meters already taken into account? I am not saying this is a catastrophic bug, but arguing to maintain the status quo is pretty embarrassing.
    1 point
  9. I can't understand how this is hard to understand. I feel like this conversation is two chat AIs talking past each other. Thanks for fighting the good fight.
    1 point
  10. @Gurken Khan holeradiƶh !!!
    1 point
  11. Thanks, and that I have not been able to use the textures I have in mind. I plan to use silk and some rugs made by me with Scythian patterns. I need Wowgetoffyoucellphone give to me a green light. A I mean he give me permission to manipulate textures and tell me which ones he doesn't need.
    1 point
  12. 1 point
  13. Connecting to the lobby from Linux with TLS-encrypted enabled, which didn't work after the migration with certain configurations (e.g. when 0ad got installed via flatpak), should work again now.
    1 point
  14. you can suggest any 3D object that you feel or want for your maps.
    1 point
  15. early stage of a two-party map, should be playable in all sizes, and all combinations 1 vs 1, 2 vs 2, 3 vs 3 and 4 vs 4. The map should be balanced, mines and obstacles are mirrored at the center. Every base has a stone and metall mine in close proximity and some bushes of berries. Between the player of the same party there are no obstacles. Additional Mines are evenly distributed. There are a lot of parameters in this map, i can change, like: average distance between groups of trees amount of trees in a group size of a group of trees, either they are all in a small spot, or they are more widely distributed number of additional mines distance between the players additional hills reflect.zip
    1 point
  16. finally finished this map should be very balanced for two parties with several players. Also it should be fine for 8 players on a tiny map. it is not totally plain, the fields from the two parties are separated by a cliff, only in the center of the map both parties can meet. The next maps will also have very simple ridges which will reflect on the center of the map. Like hazards on a golf course. But i am a little out of ideas. reflect.zip
    1 point
  17. yeah it makes no sense to me to distinguish the height of the window as part of the "elevation" bonus. It is more of an inherent property of the tower, and any "elevation" bonus should be actually due to elevation. Coincidentally, I just had players asking me if the tower range is accurate.
    1 point
  18. It can't be fixed by units stats. It is because of unit AI. You could randomly assign unit stats from 1-10000 for damage and armor and it will always be that melee units will die first. there is literally no way around it, we can still improve things.
    1 point
  19. Well, they wouldn't be just circles anymore. There was a patch for a more accurate range indicator at some point, don't ask me what became of it. Because it wouldn't be correct in the general case as was pointed out, whether this is of concern we can argue about. Just because some people don't understand the relation between elevation and range isn't a sufficient reason in my eyes to throw away what we have tho.
    0 points
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