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Showing content with the highest reputation on 2024-12-14 in all areas

  1. https://www.lpi.org/blog/2024/12/04/0-a-d-reviving-history-in-real-time-in-foss/?utm_medium=social&utm_source=twitter&utm_campaign=fosspotlight
    7 points
  2. The other (small) annoying thing with Random maps is there is no way to grab the seed. For example if you end up in a procedural map that you very much enjoy it's a bit of a pain to dig down to find the seed (and no real way to regenerate). This is not a very common case - but I think at one point I recommended you should be able to "Save Game" (save game state) and also "Save Map" (save map setup).
    2 points
  3. WTF... This is how 2025 will begin.
    2 points
  4. I've always found the "Random" option for "Map Type" in the Match Setup a bit confusing (it could mean choosing randomly, with or without filtering criteria, among the manually generated maps). I wonder if this could happen to more people and if you would consider another name better. Some names that come to mind: Procedural Map(s) Dynamic Map(s) Scripted Map(s) Algorithmic Map(s) Randomly Generated Map(s) Randomized Map(s) Auto-Generated Map(s) Generative Map(s) Ever-Changing Map(s) Unique Map(s) Infinite Map(s) Unrepeatable Map(s) Unpredictable Map(s) ... (I don't have a clear preference, but maybe Auto-Generated?)
    1 point
  5. 1 point
  6. 30% We are taking all the risk.
    1 point
  7. Picking up on the comments, and especially alre's, my current suggestion would be for the player to choose between the “Load (an) Official/Default Map” and “Generate (a) Random Map” actions (or similar).
    1 point
  8. Art development kept going strong under the sustained leadership of Michael D. Hafer (“Mythos_Ruler”), a contributor in his late 20’s from Indiana. +++++++++++ The lore of this character should be expanded, he came from the AOM Heaven forums.He was an AoM modder. https://aom.heavengames.com/downloads/showfile.php?fileid=9149
    1 point
  9. yeah we have been over this. Thanks @Gurken Khan. I maintain that rather than removing any maps except for redundant ones, they should be better organized. However, I tried and failed to do this, as the parts of the gui need to be refactored to do it properly.
    1 point
  10. Probably the same reason we have a few players with "noob" in their name.
    1 point
  11. Frankly (while I do agree that there are large differences in map quality), I am not so much in favour of dumping exisitng maps. This game delivers its fascination from historical reference, the number of Civs, and the diverse, beautiful maps. Dumping the less beautiful half of them would certainly increase average quality but als reduce variety. In fact I am already missing a few maps that used to be available in A23 etc. Part of the fun as an SP is a large number of very different maps to try with different Civs. Lastly, a bad map has at least the potential to trigger improvement. Instead, could we possibly mark the 50% bad maps as "maps for proposed improvement" or would you consider this pointless/hopeless?
    1 point
  12. maybe after the lone ranger's indian sidekick
    1 point
  13. Procedural Maps or Generated Maps are my two preferences. I agree that "Random" here is misleading and not very accurate. The only reason this term is being used is inertia.
    1 point
  14. Why did they call themselves the Tonto(dumb in Spanish) clan?
    1 point
  15. it is true that some random maps are not as reliable as others when it cames to wood distribution. we were discussing this few weeks ago, it would be good to audit the maps so that one doesn't have to stumble on the bad ones.
    1 point
  16. Just to reiterate, I went with the Youhzhou Cavalry in the PR. Is everyone ok with this? By the way, during my research I actually came across an old post on this forum suggesting them as well: https://wildfiregames.com/forum/topic/14075-0-ad-rise-of-the-east-mod/?do=findComment&comment=287382
    1 point
  17. Pizza² has been enjoyed by many players yesterday. In total we played 11 games with the announced map and settings. These games have been very active from early to endgame. This replay is a good example for a good game with a lot of action, where until a player throw the towel i couldn't tell who is winning, or this one where funny strategies like a Nuba-Clubman rush have been played. Because a few players joined with new/unknown accounts and lied about their identity or skill level, which resulted in trolled games, I have adjusted the house rules for the next games of the christmas special. Expand spoiler to see changes. Now i can reveal with pleasure the next map for you: Ginnungagap christmas special 2024 Day 14 Games between - 14.12.2024 - 21:00 UTC and 2300 UTC - WFG-Lobby-A26 - Host: Ginnungagap Survival of the fittest Replay-1, Replay-2, Replay-3 Map settings:
    1 point
  18. I'm replying to the discussion as it has evolved.
    1 point
  19. @wowgetoffyourcellphone While I appreciate the historical insight, I ask myself how the things you described lead to a small community.
    1 point
  20. A major difference between the original vision and what the game has evolved into is the territory mechanic. Originally, the map would have pre-defined unclaimed "provinces." You'd see the map divided up in the minimap into your home province, the provinces other players start with, and then a number of other unclaimed provinces. Similar to a voronoi diagram. And then you'd claim new provinces by building your Civilisation Centres (original terminology) on an unclaimed Settlement, very similarly to Age of Mythology. The standard Building roster was much more streamlined (too much, IMHO) and the number of planned civs stood at 6. The way that biomes and seasons planned to work was pretty cool, but super difficult to achieve, so abandoned early (which is fine). I'm personally glad we have many more civs than originally planned because of the cultural diversity we can allow players to experience and play around with. The tech trees were supposed to be 95% choice-based, like with the tech pairs in DE. The tech trees were going to probably be the most complicated aspect of the gameplay. While each of the few civs were to have a slimmed down building roster and unit roster, they would have had 100% unique tech trees that would have determined nearly all of the differentiating features of the civs. It was desired that phase 1 spearmen and phase 1 swordsmen would be nearly identical in stats, only to later in phases 2 and 3 be differentiated via each civ's unique tech tree. The number of phases were limited to 3 (too few, IMHO) for simplicity and to keep these tech trees from growing too massive.
    1 point
  21. @real_tabasco_sauce: I do not have planned to host a community game with community mod until christmas. But i am open for future events with different mod and map settings where creators and modders can profit from direct feedback. @ShadowOfHassen: Let's hope i will remember my mementary motivation to make this in 2025 again, so we can make something bigger and better together. Ginnungagap christmas special 2024 Day 13 For day 13 i have something tasty for you. This time we have a time span of 3 hours to play the next scenario. Again and again. Games between - 13.12.2024 - 19:00 UTC and 21:00 UTC - WFG-Lobby-A26 - Host: Ginnungagap [Pizza²] Map settings:
    1 point
  22. If you do water maps, I recommend using the community mod, since the naval system will benefit from balance feedback.
    1 point
  23. We had some great games together. Long, laggy and with some oos errors after ~35-40 minutes. For Danubius i really should've considered a bigger time window. I added links to replays of the Day 11 games to my previous post. Ginnungagap christmas special 2024 Day 12 Game 24-12-1: 12.12.2024 - Wed 19:00 UTC - WFG-Lobby-A26 - Host: Ginnungagap - replay/results Game 24-12-2: 12.12.2024 - Wed 20:00 UTC - WFG-Lobby-A26 - Host: Ginnungagap - replay/results Atlas Valleys (4vs4) Map settings:
    1 point
  24. So I think the sparta p1 champs are still not really viable in the com mod. We don't have time for a community mod release, but I was thinking to let the building itself grant a pop space of 10, like a house would. This provides a selective benefit to their use early in the game, and since it is a "mess hall" it reasonably could support population space.
    1 point
  25. Hello random map players, There are new some random maps in the works, but we want to avoid cluttering the random maps menu with too many maps. So the idea is we should add good maps but also remove some of the very worst maps. I think we should have pretty substantial agreement to fully remove a random map. Lastly, I'd like to float the idea of adding a new random map category where players can find some of the more crazy random maps that are overlooked but loved by few. I think an example of this would be snowflake sea rocks. Perhaps the name could be "Random Map Experiences", or something like that. So, please comment a random map or two, maybe with a screenshot and a couple arguments why you don't like it.
    1 point
  26. I think people new to the game don't understand but will figure it out quickly enough. I like "Dyanamic" the best, but why not a tooltip that offers a minimal explanation? Dynamic or Random doesn't really say anything to a new player. Neither does "Skirmish". Having "Skirmish" as a map type is really pointless, imo. A tooltip that offers a minimal explanation would be good, or just having the explanation appended in the right pane where "Map Type: Random/Skirmish" is displayed.
    1 point
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