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Hello Community, First of all, congratulations and thanks to the different teams for this wonderful game! I'm happy to publish these 2 maps made with Atlas, "Duel in Iberia" & "Kushite Bay". For these 2 maps, in order to balance topography and accessible resources, I carried out numerous "Petra versus Petra" type tests. ———————————— « Duel in Iberia » Normal size map 2 players This skirmish is not intended to be realistic, but rather playful and pleasing to the eye, and this map can produce short but intense games. ———————————— « Kushite Bay » Naval map 2 players This map is designed for long games, since victory requires conquest by landing on the main opposing island. The topography of this map tests the use of high cliffs and slopes to allow unit movement; thus Petra sometimes fails to resolve rendezvous, as a boat may remain at the foot of a cliff, overlooking units wishing to embark from a cliff-side path. So Petra seems to have preferred a direct vertical distance that was impossible to cross, rather than a gently sloping path that was passable but created a long, hook-shaped detour (effective distance considerably increased). ———————————— So I'm hoping for some feedback on this first publication, about the gameplay of course, but also about the technical side of creating maps. I'm a graphic designer, I can't write computer code, and I work with Mac M1 os 13.2. Recently, topics relating to the use of Atlas seem to have disappeared from the forum... (?) Here's my own experience of the "mappreview" creation problem; all attempts have failed: - a screenshot of dimensions 400x300px, inscribed in a 512x512px canvas, saved in PNG format and placed in the [0add/art/textures/.../mappreview] folder, it doesn't work (magenta thumbnail substituted). - Manually adding the PNG file name to the map XML file produces an error in the 0AD program (program frozen), forcing it to stop. - Changing computer in order to open the PNG with the Gimp 2.1 and save it as DDS, then placing it in the [0add/art/textures/.../mappreview] folder, doesn't work (magenta thumbnail substituted). It seems that neither DDS nor PNG files are used here, but rather "xxxxx.PNGxxxxx.DDS" (see attached image "mappreview_location.png"); I don't know how to generate that (?). Thank you for reading this long message,j_kushite_bay.xmlj_kushite_bay.pmpj_Duel in Iberia.xmlj_Duel in Iberia.pmp Julianosore Nota bene: all my publications are translated from French into English by DeepL, thank you for your understanding. [https://www.deepl.com/]2 points
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Version 1.0.0 has been submitted to mod.io and is awaiting signature. Please do not manually download the update from mod.io with intent to play it in multiplayer as long as it is not signed. This would confuse many players. Please wait for the signature to play it! This update introduces wood balance. As long as there is enough space around the player's base, they will be given 3 forests in p1 territory. The total amount of wood in these forests is equal (in expectation, and with fairly small variance) among players, but there can be variance between individual forests. The shape of the forests remains pretty random so there can be small imbalances here but it shouldn't matter much. I made it so that forests look the same as before. Depending on the situation the new forests may contain more trees than before and I haven't yet harmonized it with the rest of the map, but this should be barely noticeable. I invite you to try different biomes now! They are a lot more playable. I didn't include berry tree balance yet, but I made it so they spawn a little further away from the player, so less chance you get a "one for all" farmstead at the beginning. Note that I mainly tested the map with 1v1 small size and 4v4 medium size settings, though I did some runs with extreme settings as well. This update makes Mainland Balanced incompatible with previous version's Mainland Balanced. Yet I still make the choice to disallow the incompatible mod check, for the same reasons I gave previously in this thread. As a small mitigation I made it so Mainland Balanced gets a new mappreview image, so if players with outdated version join a game with the up to date version, they will see an error related to the mappreview file. If a player reports such an error in the game, please say there is a new feldmap version and players who haven't done so yet should update it! (Please note however that players up-to-date that join an host with outdated version will not notice anything until game starts) Sorry, that's not for this version yet . Unless I make an exception for pizza settings, it would have to wait for at least a 2.x.x zone of control mechanic.2 points
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In Delenda Est - PETRA could not build fields, but by manually increasing his fruit supply he could develop noticeably. This applied to an early version of the mod. I haven't tried it now.1 point
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@ShadowOfHassen Could be finger exercises, a prank... Just don't let it get to you.1 point
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I honestly think base game should do this. Yeah, I gotta get the bot to do this in DE1 point
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There is a reason. No one puts a bot to work without reason, however trivial it might be. Anyway, I reported them when I saw them and didn't bother with speculations.1 point
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The first one threw both of us off, I think, but when the other ones showed up I knew it was spam. It's almost sad. The old ones were trying to get free adds, these are messing with us for no reason. Hopefully when we get the Gitea we can movie all issue reporting there, and then lock down the forum a bit more.1 point
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Thanks for your feedback. I think the Noba are just about done now. Version 1 is now attached to the OP (replacing version 0.5).1 point
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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.xml1 point
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Sometimes I'd liket hat, too. .. But only if everyone else agrees with my vote to expatriate a particluar politician. Otherwise I'd consider it unfair1 point
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