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Showing content with the highest reputation on 2024-03-20 in all areas

  1. I am happy to present the start of a new single player campaign called "Carthage: New Beginnings". The campaign will cover Dido's departure from Tyre up to the founding of Carthage. This campaign will be fairly short, about 6 or so scenarios. They are mostly done and I will be porting each one to the current version of 0ad and provide an update every few days. Chapter 1: In the beginning You are Elissa -- the sister of the tyrant of Tyre, King Pumayyaton. All your life, you have dreamed of glory but lately, your brother has been increasingly pushing you out of power and out of influence. You sense that is the time to make a move. And what better way to show your abilities to the citizens of Tyre than to raid a band of Celts who have recently moved in and established a small fishing town on the mainland. But first, you must figure out how to get your elephants across the sea as to take down the settlement's fortifications. Your husband, Acerbas, the High Priest of Melqart, has an idea. A band of pirates holding out on an island to the north-west, has stolen an ancient relic. Should you be able to return it, he will secure enough money to purchase you a ship that will be able to carry the elephants across the water. But you must be careful - our current ships are weak and can only be used to ferry our soldiers but not for battle. AI Settings: Player 5 should be on Petra with a difficulty of your choice (the hardest for best experience). All others should be set to Sandbox. Note: you may need to know a tiny bit about the geography of Tyre to know which was is North Where to get the scenarios: https://github.com/SciGuy42/Carthage_BeginningsGloryAndDemise/archive/refs/heads/main.zip You should extract the files in your /mods/user/ folder. On Linux, that is typically located in /home/.local/share/0ad/mods/user/. Note that the repository contains additional scenarios but I haven't tested them yet and they most certainly need fixes and a play test. But coming soon! I play tested on the following build: Mar 22, 2022 (25860-release), which is the default version on Liniux when installing from the "universe". There are probably issues with newer versions if the javascript API is not backwards compatible or if template names changed. A few screen shots from the game play: Some questions for developers: 1. Can some point me to the function I need to call to display text in the same place where we see notifications, like when a players enters a new phase? Since the objectives change throughout the game based on events, I would like to periodically print the current objectives to remind the player. 2. Similarly, is there an example of a dialog box but no so much a dialogue with 2 options but just 1 option? I found the example with two buttons and am currently using that but I don't actually need two buttons and which button is pressed is irrelevant. Observed issues: 1. One of the docks that the AI build rotated the wrong way by 90 degrees, instead of the dock facing the sea, it was oriented parallel to the shore. 2. The first time I used catapults, I gave them the command to attack a fortress while the catapults were packed. The moved closer to the fortress, unpacked but were still outside of range. I had to pack them, move them closer, then unpack and then they worked fine. Want to help? While I am quite proud of my Tyre, it can use a round of, let's say, "beautification". If you like that sort of thing, let me know, I can give you permissions in the repository. The only constraint is that I'd rather not move the docks and also the passages to the harbors should probably not get smaller. Eventually I may need an "early" Carthage but probably not for the first few missions. If you want to help there, I am already thinking of one possible scenario that would take place in Carthage, let's say, 10-15 years after it was founded. I also need a mod file but I don't know how to do that. The other way to help, of course, is to play it and write back with how it went. Enjoy!
    5 points
  2. I'm in favor of adding new names because for some civs we won't find enough names otherwise. Yeah, my idea is to modify the way the list created, to first pick each name only once, and when every name has already been chosen pick a random name instead plus suffix showing the count (like (2) ) to avoid two bots with the same name. And as long as each civ has at least 8 different names to choose from, these suffixes won't appear in ordinary 8 player games anyway.
    2 points
  3. Hey @Allan You need to add the following tag to your particle effect: <use_relative_velocity/> So in your case: <?xml version="1.0" encoding="utf-8"?> <particles> <texture>art/textures/particles/flame.png</texture> <blend mode="add"/> <start_full/> <use_relative_velocity/> <constant name="emissionrate" value="20.0"/> <uniform name="lifetime" min="1.0" max="1.5"/> <uniform name="velocity.x" min="-2" max="-2.5"/> <uniform name="velocity.y" min="-0.3" max="0.3"/> <uniform name="velocity.z" min="2" max="2.5"/> <uniform name="velocity.angle" min="-3.14" max="3.14"/> <uniform name="size" min="1.0" max="2.0"/> <uniform name="color.r" min="0.8" max="1.0"/> <copy name="color.g" from="color.r"/> <copy name="color.b" from="color.r"/> </particles> I removed the following line in my screenshot for it to be straight. <uniform name="velocity.x" min="-2" max="-2.5"/>
    2 points
  4. I don't think it goes with the FOSS philosophy to make something official with a private company.
    2 points
  5. Hi everyone, I am happy to present a 5-part campaign titled "Macedonia: Rise to Power"! The campaign covers the times of Philip II and ends shortly before Alexander the Great gains control of the kingdom. Some screen shots are included later in this post. The scenario files for A23 can be found here:; https://github.com/SciGuy42/Macedonia_0ad For A25, conversion is still underway. The first 5 missions have been converted and can be found on the a25 branch of the github: https://github.com/SciGuy42/Macedonia_0ad/tree/a25 To install, you must download all files from the maps/scenarios/ folder in the repository and place them in the /maps/scenarios folder where your custom scenarios built with atlas are saved at by default. On Linux, this should be at /home/<user>/.local/share/0ad/mods/user/maps/scenarios. Note that for A25, you also have to put the Trigger.js file from the repository into your custom mod folder. Most of the scenarios rely heavily on scripts so make sure to also download the .js files which also go in the maps/scenarios folder containing your scenarios. The scenarios feature more or less typical build and conquer mission, as well as sieges and battles without much building involved. Make sure to read the text in the description of each mission before you play it. Often, there are intelligence reports that can be quite useful. In many cases, there are multiple ways to approach the mission strategically. The AI should be set to Petra, I recommend Medium or Hard difficulty with Balanced option. It's totally fine to play it on easier difficulties as well, especially on the first try. Hope you enjoy! I am definitely looking for feedback -- there may certainly be some bugs or inconsistencies or issues -- please make note and post! I am looking to do a round of updates in about 2 weeks but need to take a break now. If my wife hears the opening music of the game one more time, I'm in trouble UPDATE Nov 2021: - The campaign is now complete with 45 missions, starting with Phillip's rise to power and ending with Alexander's death. Conversion to a25 from a23 is currently underway. UPDATE Oct 2 2020: - Added Missions 16 and 17, covering Alexander's conquest of Tyre. Also made small changes to some scenarios based on feedback from the users. UPDATE July 27 2020: - Added Missions 11-15 covering Alexander's conquest of Asia Minor UPDATE June 19 2020: - fixed some of the winning conditions bugs that were reported - added support for difficulty levels -- switching the AI between Medium, Hard, and Very Hard will now often result in effects beyond gather rate (e.g., more troops garrisoned in enemy towers, better starting teach for enemy, etc.) - Enemy units that spawn and attack now usually march in formation - Added wall towers to fortified cities and settlements I will shortly be posting the next set of five missions. Thanks for all the comments and private messages. And here are some screen shots: UPDATE June 25 2020: Added the next set of 5 missions, comprising Alexander's Balkan Campaign. Features a naval map, new scripts and triggers, and another siege. Enjoy! Some screenshots (minor spoilers): Some screen shots from missions 11-15: Shots from 16 and 17, the conquest of Tyre:
    1 point
  6. Ok, but how many should be hardcoded? (I'll vote for 12 so that probability of repttition in an 8-party match is largely reduced). I also believe that more than 12 parties of the same civ would not be a very frequent setup. Additionally, the selection algorithm itself may need modification so that it not just picks a random list entry every time (and counting up the roman numerals if that name was already taken) but only use the remaining set of each civ for random selection. With an increase set and a better randomization this issue should be an extremely rare observation. Noob opinion
    1 point
  7. They are undocumented at https://trac.wildfiregames.com/wiki/ParticleFormat. I just tried to do so but after trying to pass the the captcha about 20 times without success I give up
    1 point
  8. I hope so too. For now there will only be a seperate related article section linking to other articles, just no hyperlinks in the text itself.
    1 point
  9. Where should it be made clear? Maybe it'd be best to fill in missing names in the same patch? I found that the hero names got removed from the AI names list in rP27683 which I guess makes sense. I see two options: We either need to find one new name for the Mauryas and the Britons and four for the Iberians, or we revert this change and only require a last one for the Iberians. If noone has any suggestions, I can research for the missing names myself, I shouldn't be too hard, and propose them here.
    1 point
  10. Three texts on the topic of (war) elephants: https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/129 The role of elephants in ancient warfare: Elephants in the Hellenistic world: History of the relationship between humans and elephants:
    1 point
  11. If anyone wants to embellish my maps, please do! But before you do, let me know which ones so I can tell you which buildings cannot just be deleted due to scripts that refer to their IDs, and generally, let you know if there is stuff that absolutely should stay as it is.
    1 point
  12. It's too bad about the hyperlinks. I really think they would be beneficial. Hopefully someone who knows C++ will find some time to implement it. In the meantime, I can't wait to see the new UI!
    1 point
  13. Thanks @Grautvornix and @DGMurdockIII! I too really enjoy the working on it. Progress has been going a bit slower lately, but I'm very happy with how far we've come. And I'm always glad to hear people like it. P.S.: To give a small update on the new encyclopedia page, I tried out a lot of things for hyperlinks between texts, I thought about it and came to the conclusion that they might not even be in-style with 0ad. And even if so, it'd be best to implement them as features in the engine directly (where I'm dependent on others because I don't know C++). That's why I'm gonna put this feature on hold for now, unless someone finds himself to implement it. And btw, thanks as well to @Norse_Haroldfor his advice.
    1 point
  14. Are you aware that the game lobby server allows real-time chat and active game listings in order to find people to play the game with? Are you aware that official IRC channels (#0ad and #0ad-dev) are available for real-time text chat with the active staff members and developers of Wildfire Games? They're most commonly used for asking for troubleshooting help and asking how to volunteer to help with 0ad development. What other problem(s) are you trying to solve by requesting an official Discord server? Are you aware that adding an official Discord server would create a large responsibility for moderation by an already stretched-thin moderation team? Are you aware of the serious privacy invasions that Discord has engaged in and the calls to boycott Discord?
    1 point
  15. I can't speak for, @Vantha but I'm enjoying the work! I'm probably repeating myself, but anyone else is welcome to join! If you don't think you can write (Which is wrong. Anyone can write.) I'm sure Vantha would be happy with some help on the new encyclopedia page.
    1 point
  16. submit the patch or make a mod. if the change creates a requirement for civs to have at least 8 ruler names, that's a new requirement codewise and it should be made clear.
    1 point
  17. PR for the Lighthouse of Alexandria:https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/128
    1 point
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