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Showing content with the highest reputation on 2024-10-15 in all areas
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3 points
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I love the idea! It's quite easy to implement too. And it could be turned it off in the game options, just like the native names can.3 points
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Thanks. I opened an issue. @Jammyjamjamman noticed recently that fields can't be constructed on ice. I wonder what the difference is between fields and other objects that get constructed.3 points
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We can have "Game Tutorials" and "Practice Matches." The Game Tutorials teach you things via guided learning. They are grouped by difficulty or advancement. You can play them sequentially or you can jump between Basic, Advanced, and Elite levels. These tutorials largely teach you mechanics, but in the Elite group of matches you learn strategies too. Practice Matches are grouped into groups based on type, such as Economic, Combat, Booming, etc. They are more freeform and unguided, but the only way to win is by completing the main Objective(s) of the match. In these matches, you are pushed and harried by AI opponents, who keep pressure on you while to try to complete the Objective(s). You can set the difficulty of these matches like you would any singleplayer Skirmish, and you are rewarded (somehow) by completing the Matches at higher difficulties.3 points
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Well it’s not that much, we talked about keeping track of good historical periods to make campaigns about, and at least in my mind we had the rough idea of starting working on that after the encyclopedia, I’m not sure if @Vantha was on the complete same page, however. i have a plan for a story based introductory campaign/ tutorial , though I like the idea of individual scenarios that can be done played in any order too. i also had some narrative choices I kind of wanted to implement nothing hard fast or anything though, I’m willing to work on writing / design for campaigns but I can’t do map stuff or scripting or anything like that.3 points
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This is not the first cheat mod and wont be the last, here's just my opinion on this tedious discussion. So everyone has to draw his line where cheats begin on about this spectrum: -Map revealed -Chat revealed -Let ranged units automatically back up if mellee come too near, make them follow if melee goes away (cav in a ~22 were like this and broke game mechanics) -Automatic aim at most wounded units -Army shoots the exact number of projectiles at one unit necessary to kill it. -Automatic dodge arrows -Automatic wounded units run to next temple -Automatic deleting structures at 55% capture rate -Automatic set houses according to resources and demand -Automatic queue units according to resources -Automatic start with instant command to move women to berry's, men to wood, cavalry to chicken with perfectly executed cc-teleport (Quickstart mod) -Make more contrast for better visibility -Disable fog for better view -Increase zoom.max = 500.0 (this should be standard anyway btw.) There has already been cheaters/modders that enabled 1. and 2.. Most optimize their settings for the better in some way. This has gone way too far for me. I would rather have a complete vanilla setting and disable all mods for all players than this state. To me proGUI is a clear cheat and I know a lot (clear majority) that also consider it a cheat. You set your line maybe else where, where cheats begin, but that's not up for the individual player to decide. Atrik at least has some fairness sense that map revealed is a cheat. If I get raided by Atrik get demotivated because he doesn't have to watch his base and can focus only this raid. Usually you can stick arount, make his units waste time and be sure the player only has that much APM. But he doesnt have to spread that amount of APM across a bigger map. He plays a different game than me. I don't accept this as a loss at a fair game. a) is not an option. If it were next comes the map revealed mod (or one of the other suggested cheats above) and we all do that. b) same argument. Some have map revealed. Not a sane option. Quickstart is also a cheat and AFAIK incorporated in proGUI. It could at least emulate a good player. But it sends does all these commands instantly. Ungarrision from the cc in 3 different directions with different units instantly is just silly. chrstgtr is a opponent of proGUI yet Artik and knight002 used at least quickstart in a game hosted by chrstgtr. The wishes of other players do not get respected. It's clear that many users dislike the use of these mods. It does not get stated each host. But chrstgtr made it clear here and Atrik knows it. I just saw another rated 1v1 with quickstart (at least) enabled for one player with no anouncement. If quickstart were no cheat, why doesn't the game just start a few seconds later with the woman already gathering berrys etc.. It is not intended that way and playing it down won't convince me. On Grautvornix: Why isn't this a real competition? Because there's no money involved? People gather together and want to play a game with even odds and give it some effort. Good performances earn recognition of other players and bad performances gets .. lets say reactions too. People care and the game is in a good state so that one can put in some effort and it's fun to rise in the leaderboard and also optimize ones skill regardless of how useful this skill might be. It's also annoying to me that this gets cited like a dogma to automate everything: "Repetition - If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring." If you take it that serious over every other argument, next time you close the game, leave it closed. Don't open 0ad again. It's a really sad state and critics get shouted at like in the attached snippet. I don't know what to tell you Atrik what hasn't been better formulated by others already better. It's either a lost cause or needs time for you to reflect on the matter.3 points
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Well, this might be better on the encyclopedia forum, but from my point of view the biggest thing that is holding it up is merging the UI. I really don't want to push any more articles until the UI is exactly the way we want it, mostly because we already are going to have to go back and spruce up the old articles with images and everything and I don't want to have to redo a ton of work. Also because we're kind of moving from articles linked to every unit to in depth articles about things in civilization, you and I @Vantha might want to have a talk about what we want to cover in the articles and what should be in shorter descriptions/history bits in the units. For example, we do not need the history bits I wrote for the treasures to be in an encyclopedia page because that would be kind of boring and kind of pointless. I think it would be perfect to see it in game, so players can learn about it, but it doesn't need to be in the encyclopedia. Just as the 4-paragraph articles we've written on siege engines probably doesn't need to be the first thing somebody sees in game about the battering ram. Going forward though, after all that the encyclopedia will sadly be really slow, other than the Romans and maybe the Celtic tribes we're getting to the more niche civilizations and to make sure we're not spreading misinformation we'll need to do a lot of research. It also doesn't help that search is showing up more bad websites for me. Anyway that's a long way of saying, yeah the encyclopedia is going to be some time and we're going to have to work some things through, and starting on a campaign might be fun. I do have an idea of an introductory story campaign (maybe not a tutorial, but a campaign) about Athens setting up a colony on the cost of Turkey (I think that's where it is?) I think that might be a good place to start. It'd be like 1-4 scenarios, and need dialog and some kind of cinematic overviews, and some scripting. I can elaborate if anybody wants.2 points
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I can script them. Yes, I had something similiar in mind too. I want to completely honest, even though it hurts: Progress of writing the encyclopedia has been stalling lately, I'm afraid "after the encyclopedia" won't be anytime soon. I don't think it's a bad time to lay that aside for a bit, help with some tutorial campaigns, and after some time pick it up again. For a fresh new start. Maybe even with some personnel reinforcements. The eventual merge of the GUI page will also provide a good boost in motivation. As much as I support all the ideas in this thread, I believe we should settle for something smaller (but not worse) for now. We need to define a clear starting point and set a realistic goal. I hope it works out and I would love to get the stone rolling now.2 points
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Egyptian https://en.m.wikipedia.org/wiki/Ancient_Egyptian_afterlife_beliefs#:~:text=Egyptian religious doctrines included three,the tomb of the deceased.2 points
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Make i two sentences. <ColoredPlayerName>'s Hero <HeroName> has fallen. He crossed River Styx to meet Hades.2 points
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2 points
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I can design scenarios but not script them. I can write a script and some dialogue. I'm very good at creating stories.2 points
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Maybe civ specific with a reference to their mythology? e.g. greek: <ColoredPlayerName>'s Hero <HeroName> has crossed River Styx to meet Hades. e.g. britons The valkyries led <ColoredPlayerName>'s Hero <HeroName> to valhalla. Neither is english my mother tongue nor am I a historian but I hope you get the Idea:)2 points
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I agree , but it doesn't affect me since I use the translated version. "Fallen in battle" sounds more honorific btw.2 points
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Carthage 5: New Friends After departing Crete, you continue to sail West, in search of a new land to settle. A storm is ahead and you take the small fleet north on the coast of the main continent, in lands you know little about. upon making landfall, you are greeted with dignity by an Italian tribe who are happy to resupply you -- but they need help themselves. Their land has been under pressure from Celtic tribes and they ask for your assistance in defeating them. You have a feeling your relations with the Italics will last for a long time and as you need allies, you agree. Your objective is to assist the Italics with destroying the Celtic settlements in the region. There are three of them, two to the south-east and one directly to the east on the shoreline. Beware of sea raiders. AI Settings: Celts (enemies) and Italians (friends) should be Petra AI with a difficulty of your choice. All others should be Sandbox.2 points
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This is a new approach to map design, using algorithms to determine key elements. The topography, placement of towns, and locations of mines are dictated by mathematical functions, while textures and trees exhibit only minimal randomness. The randomness is largely restricted to the parameters of these functions, allowing for controlled variability. A major advantage of this approach is that it enables the creation of very large-scale structures, particularly long cliffs. I focused on several key aspects: map generation should be fast, the topography should present a challenge, and the entire terrain should be accessible with minimal wasted space. Additionally, each player should have an equally balanced environment, which is why the terrain is rotationally symmetric. The topography consists entirely of cliffs, each with a steep side and a gentle slope. As a result, there are no prominent mountains, and the overall height profile remains uniform. My goal is to define maps based on the length of cliffs, the asperity (the distance between cliffs), and the number of directional changes. I also want to create distinct areas with varying asperity, such as plains and valleys compared to more rugged regions. I've attached a first test version of the map and would love for you to give it a try. While I've already tested to ensure that the bots navigate without getting stuck, I’m relatively new to this kind map design and haven't played 0 A.D. for over a year. As a result, I may not be the best judge of whether the map is truly engaging or balanced. That’s where you come in! Your experience and feedback would be invaluable in refining the map. I’m eager to hear your thoughts on how it plays and whether it offers a fun and challenging experience. proc20240927a.zip proc20240927a.zip1 point
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Long story short, it's about a group of Athenians who want to create a colony in Thrace (the aeaa between modern day Greece and Turkey) The brief Outline is: The year would be around 600 BC ish, I've seen records of colonies created there around then like this one ( https://en.wikipedia.org/wiki/Neapolis_(Thrace)) I think a made up hero should be created for the campaigns as a sort of POV character for the people to focus on. Scenario 1: A scouting party is trying to look for a good place for a settlement, they fight some wild animals on their way to find a good place. In my mind this scenario would cover basic movement, attacks, treasures and some other tricks. It's sounds simple enough, but we kind of need the tutorial to help the people who've never played an RTS before or it's been a long time since they did. In the end, they find a place for a settlement. In scenario 2 the fledgling colony expands, building farms, working mines and even meeting with the local people (Some kind of Persia/Macidonian civilization that is very basic and doesn't have anything that dates it past the time ) The player would learn resource gathering, resource drop places, building, advancing to the town phase, and finally allies and trading. A few times bandits/ raiders (some civilization I don't know which) would try to attack either the player or their ally at the end there's a big force of men spotted and the player has 5 minutes to prepare and a (fairly) small army comes, they defeat it but decide to go after the bandits Scenario 3 would teach the ins and out of combat with you setting up to attack a bandit camp and building siege engines etc. The campaign would have to be supplemented by more complex tutorials for things, but I think a simple campaign that eases you into the history (You don't have to know a lot, they're just building a colony) and the mechanics will help newcomers to both ancient history and 0 A.D. (and the RTS genre too.)1 point
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Let's think about the first scenario, it's the longest for someone who has never played. I found a couple of videos, they can teach us what a player needs in the first few minutes. Let's not forget the basic controls.1 point
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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!1 point
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The point is to understand the reference. If no one knows what it means to cross the river Styx.1 point
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Oooooooo. This is very nice, especially at the 6:00 timestamp: So, what we could do is, don't have a "tutorial campaign" per se. Instead, have various missions that teach you new things that players can play at their leisure. You could play them sequentially, but it's not necessary to do so; you could just jump to "Advanced Map Control" for your 2nd tutorial lesson if you wanted to, or if you tried playing online and were utterly demolished, you could go offline and play a relevant tutorial mission to help teach you what you lacked online.1 point
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It would then be like a combination of The Conquerors campaign and the Learning campaign. Yes, the first scenario of each campaign is for familiarization, except if it is already a campaign like the Roman ones, they are long and many. For Caesar's campaign there must be 3 campaigns before. The Rise of Sons of Mars.(Rise of Rome). The Clash of destiny (The Punic Wars). Challenging the masters of Mediterranean (Macedonic Wars). Most keyboard shortcuts should be left. Formations also. Even minimap features. From there, the only thing I can think of is new gameplay that hasn't been released yet. Mercenary camps, conversion...etc.1 point
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@Grautvornix The "flooded areas" are the expanses of water without which the strip of land in between wouldn't be an isthmus; and yes, those buildings are built on ice. (I used to avoid that because I wouldn't want to build on ice irl, but whatever makes sense strategically...)1 point
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Awesome! Do I interpret correctly that some of the buildings are in a flooded area that is now covered by ice? (or are they being built on ice?)1 point
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Nice to see some toolkit love dropdowns are rendered behind other items horizontal scrolling is missing, and we can see that there should be a way to specify the size of the scrolled panel, so items resizing themself based on parent don't end up like the following. The only other thing I noticed is scrolling with mouse wheel when placing the courser anywhere in the scrollpanel isn't implemented yet.1 point
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I would like to share more progress No Scroll need it When need Vertical Scroll Scrolling what about the js code? the ScrollPanel is going to support "resized" child events, "visiblity" child events, but if you need to update multiple objects you can "freeze", then update all visibility and size and finally un freeze Missing features: Horizontal Scroll Tooltips is showing even if the parent isnt draw Expose the ScrollPanel in the xml like Xml Tag instead of "object type" Support RTL If you would like to test and give me some feed back: here is the code https://gitea.wildfiregames.com/trompetin17/0ad-atlas-in-game/src/branch/scrollpanel If you would like how I implement here is the diff https://gitea.wildfiregames.com/0ad/0ad/compare/main...trompetin17/0ad-atlas-in-game:scrollpanel thx in advance1 point
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I've been wanting campaigns in this game, so I'm glad to see this. If you need any help writing or need someone to look over your in game writing, let me know. Actually, while I've been working on the encyclopedia, I've had style ideas for the narrative and writing in campaigns. My ideas don't have to be followed exactly, but some standardization could possibly be nice.1 point
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Congratulations @SciGuy42! This is a phantastic start - love it when you have to struggle with scarce resources initially trying to cope. And for the right atmonsphere, you are also telling a good background story. Looking very much forward to your new campaign!1 point
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If I had to do a suggestion, I would go for a faction that represents the Greeks in southern Italy. Syracuse was one of the largest cities in the Mediterranean and was active against both Athene(defeating Athenes fleet and contributing to the end of Athenian hegemony) and they also fought both Carthage and Rome. They are another Greek faction(limits diversity), but that makes fit in with the others. I also recently found a vid about the Kushan empire which might also be interesting. https://www.youtube.com/watch?v=0gc4p_KQGf41 point