Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2025-01-13 in all areas

  1. To be honest, its really not that many. The situation could be greatly improved without removal with: better organizing map categories like I tried to do ("Default" category problem), and folding 2,4,6, and 8 player versions of skirmish maps into one map. I think the redundant maps could be removed entirely, and maybe some of the niche maps like snowflake sea rocks could be a good fit for community maps. Maybe I misread but are you advocating for removal without advocating for it ? I'm confused. It's not that many yes. But if you consider ten maps per alpha updated with an alpha every year that's still about 25 years of upgrade. My point isn't to burn all maps and start again. It's just let's consider the fun and most played maps and make them the prettiest we can and keep the rest in the community mod for people who need more. Hiding maps behind options is as good as putting them in a mod IMHO. It also makes the download smaller which reduces costs with the bandwith and our finite server space. Also most scenarios are broken and not really playable. A three map campaign by @Vantha would be a much better advertisement than 70 maps Another problem we have is that most people making videos always pick the worst looking ones which is terrible for the game's image >< (Ducks behind the alpha label)
    3 points
  2. https://replay-pallas.wildfiregames.ovh/Replays/ReplayDetails/F2D537C430CC0174
    3 points
  3. This is a great idea. Take out all the maps you believe don't have the necessary standard for 0ad and put them in a mod. If someone desperatly misses them, they can install the mod. If nobody misses them, the mod just won't get downloaded.
    2 points
  4. Hi! @user1 User Rey_Castilla quit a 1v1 game without resigning while I, Plumala, was close to winning. Thanks! commands.txt
    1 point
  5. To be honest, its really not that many. The situation could be greatly improved without removal with: better organizing map categories like I tried to do ("Default" category problem), and folding 2,4,6, and 8 player versions of skirmish maps into one map. I think the redundant maps could be removed entirely, and maybe some of the niche maps like snowflake sea rocks could be a good fit for community maps. Also, we haven't touched on what is a "quality" map. I think for random maps, playability is the most important aspect, with looks being secondary. However, for skirmish maps, appearance is more important than it is in random maps. While some random maps do not look pretty, they are quite fun. I think for this reason and others, it would be just fine to have the highest quality maps be front and center to the user, like through quick play, but keep all the maps accessible in game setup and the map browser. So my issue isn't with organizing and cleaning up maps, its just with the "remove first" approach.
    1 point
  6. We have: 81 random maps. 74 Scenario Maps 2 Tutorials 77 Skirmish Maps If one uses the Replay Pallas as data for MP games, 80% of the 800 or so replays there use Mainland or Mainland Balanced. This is a great idea. Take out all the maps you believe don't have the necessary standard for 0ad and put them in a mod. If someone desperatly misses them, they can install the mod. If nobody misses them, the mod just won't get downloaded. My plan originally was to ask @andy5995 to put them in the community maps mod. So keep say 40-50 in the game and the rest into that mod. Scenarios that are used to test or debug the game would go into a special mod yet to be named Demo maps would go in a mod for modders. A24 also had a shitton of features. I've seen a few pople working on differientating civs again. Interestingly though the reason all civs have those three new buildings (and yet not the artillery towers was because we didn't waste the art I believe it was one of the biggest reasons civs lost differientation along with the people pushing for historicality. We had a weird combo on that alpha.
    1 point
  7. It would be nice to address that again. So many alphas that I can't remember what A23 looked like. But this time it would be nice to have a list of good things, bad things and average things. I think it would be good to keep them(keep them in a mod), there is a nostalgia factor and good memories. It would also be nice if maps were easier to share and download.
    1 point
  8. I'm done pushing for it. Do what you will.
    1 point
  9. Thanks, was having this discussion on the historical discord server, and we all agree on running/acceleration. and regular movement is just walking. Making it realistic or at least the ratio between the two though start to create problems. Since running only happens in those two situations, it doesnt make sense that a horse would cover the same distance across the map only a little faster than human. You would almost need to add in stamina or something that might make it way too complex, so now just trying to find the right balance where cav mobility isnt too op, especially for civs with limited, weak cav.
    1 point
  10. 11 years ago. A8 was 13 years ago... They were already asking for a campaign. I think this will be worth it.
    1 point
  11. 1 point
  12. afaik, running is just used for fleeing and for getting into formation. Acceleration is how quickly the unit gets to its top speed. I think the numbers are in m/s and m/s^2. i suppose you could make the speeds and accelerations realistic.
    1 point
  13. Hey I did a reasonable chunk of the A25-A26 porting for the mod I've added you on Discord. Ping me if you need help. There are some migration scripts here https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts
    1 point
×
×
  • Create New...