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  1. Hi, This is the first map i make. Some background: Its a 1vs1 large map, with island's and a bountiful treasure in the middle; Most of the islands lacks of metal mines. I upload two versions of it. The hard version its kinda laggy and challenging. I do not recommend it for the impatient If you find some bugs, suggestions, feedback or you tried the hard version and went victorious in few seconds, tell me, i will make it more difficult for you. Hills of defile (Easy 1v1).zip Hills of defile (Hard 1v1).zip
    3 points
  2. 2 points
  3. It is, as you said, laggy. I have disabled every graphical setting in place (which made it less menacing than the screenshots , but it still lags. Maybe stay away from big maps in the future when designing. The map lay-out itself is very good, with realistic looking islands. Terrain mixing might be improved upon, and more metals please. All in all, a quite entertaining adventure.
    2 points
  4. Sander’s suggestion of me making maps and letting the 0 AD forummers take charge of the triggers made me think deeply of how best to present a scenario that will cover every possible trigger that I usually use in designing scenarios and campaigns. Disclaimer: All of the trigger suggestions I present in this post can be done and implemented with the editor of Empire Earth, of which I have been “schooled”. In no way am I saying that EE is better than 0 AD. No, dear sirs. I'm attempting to at least make Atlas a tool that I can understand and use, without being a programmer myself, dim-witted that I am. I hope I made that very clear. The campaign I’m about to describe takes part on the later years of Alexander’s life – the Battle of Hydaspes River, the fateful way home, his death and the rise of the Successors. Like my EE scenarios, it will take place into a fairly large map, to ensure the effects of player choices and the continuity of the branching storyline. INTRODUCTION After a short cinematic about Alexander and details of the events leading to the Battle of Hydaspes River, the Human player is given the option to choose between being an Infantry commander or a Cavalry commander. In 0 AD, I can see this as being done by forcing the player to choose between creating Cavalry or creating Infantry from the town center. If the player chooses to create an Infantry Type, the life stories of all of Alexander's famous Infantry commanders will be unlocked. If the player chooses to create a Cavalry Type, the paths of the cavalry commanders will be yours to relive. Once the choice is made (triggered to fire if the Player owns 1 unit), the Town Center becomes owned by the allied AI, and the only unit the player controls at this point is the first unit he created. (Creating a female villager unlocks the infantry stories). This initial unit would then act as the “scout” unit sent by Alexander, most probably for an errand prior to the battle. The player is then instructed to have this unit go back to Alexander and his army. Once this unit meets up with Alexander, PART 1 begins. Part 1: River of Blood Alexander’s army is controlled by an allied AI, the Indian army is controlled by the enemy AI. Each block of AI (or each major group) has an officer that lead’s that group. This means the AI needs to be passive for both armies to be seen in their historical battle formations. Once the “scout” unit meets up with Alexander, the Human player gets to control either the infantry or the cavalry of Alexander’s army (depending on the previous choice). This put specific groups of existing units under the player’s ownership. Once the the condition “Player owns more than 2 units” fire, AIs become active and the Battle of Hydaspes River is played out. (A more complex one is the ability to control how the AI’s army move in the battlefield – for example, the enemy right wing going from right to left, or the enemy archers specifically attacking Alexander, or any other trigger effect that controls each unit or group under the AI). During the battle, specific gameplay features will be present: 1. Paid to Kill trigger – for every enemy unit the Human player kills, a random resource is given to him. 2. Veterancy – a unit with more kills get more experience 3. Morale – if an officer (either enemy or allied) is killed, a group previously tied up to that officer routs. 4. Ammunition and supply –units may from time to time lose their ability to attack and needs to come back to the rear to get more “ammunition” and supply and then go back to the battle afterwards. 5. Battle Points – the number of enemy units your units killed plus the number of veterans you owned minus the number of units you lost The goal of the battle is not to completely annihilate the Indian army, but either or all of the conditions can be met to have the battle stopped and be victorious: 1. Wounded King Porus 2. All Indian cavalry is killed 3. All elephants and archers killed After a short cinematic declaring the surrender of Porus, the remaining Indian army is integrated to Alexander’s army. The 2nd part begins. Part 2: At World’s End After the cinematic, a few citizens are spawned near the battlefield. It would be cool to have the citizens “gather” resources from fallen soldiers. After citizens are spawned, all your army and those of Alexander’s become owned by the allied AI. The player is then instructed to create at least 2 town centers and/ or reach the town phase. Here, Alexander’s army becomes sort of a garrison of the town, while you create your own army (not exceeding 75 units – for the moment to avoid lag). While gathering your own army, you get an optional quest of conquering the Indian town of Sangala. Alexander’s army is tired (and mutinous!). They will not help you. Sangala is moderately defended (with spawning enemy units inside the town, in intervals until the town center is destroyed). Once Sangala is taken, the player is then presented with 2 choices: if you have unlocked the infantry side, Alexander and your men are forced to make your way back home. No questions asked. If you have unlocked the cavalry side, you get to at least try to reason with Alexander (this represents Coenus’ – a cavalry commander who is the hero of the Battle of Hydaspes - role in convincing Alexander to turn back). At this point, if Alexander’s army Battle Points is more than your own Battle Points, you can go and continue EASTWARD wherein you get to TRY and conquer the Indian subcontinent and the other empires present there. Part 3: To The West (If you unlocked the cavalry side and decided to go Eastward, this would not apply). After the elapsing of say, 30 game minutes (for infantry side), or after conquering the Indian town and deciding to go back home (for cavalry side), the player's units become the allied AIs again. The player would, however, still control villagers. An instruction to build ship transports would become the next objective. After say 5 ships, Alexander and his men becomes yours to command again, but the rest of the AI within your surroundings become allied too, so you can't attack them. Your objective is to transport the army southwards and reach the Indian Ocean. Once you reach the population cap of around 150, all your buildings will be turned to allied and your villagers/ citizens will not be able to create buildings anymore. The journey back home begins. The journey south will not be an easy task. While you now control both Alexander's army and your own army, you have hostile native tribes to contend to. The player loses the game if his population drops to a certain level. Decision-trees will also be present: For the infantry side - after successfully taking the capital city of the Mallians, you can decide to make this area your base of operations. You will be asked to choose. If you choose, Alexander will take control of your existing army, and in turn, you will own all undamaged buildings and remaining Mallian units in the area + some of the mercenaries and Thracian units. Peithon, a phalanx battalion leader, together with Thracians were tasked and chose to live in this area historically. If you decide to do this, you'll relive this commander's later exploits. For the cavalry side (or if you just choose not to remain in Malian territory) - you continue to go on, and conquer 2 to 3 more Indian towns. One, heavily fortified and a capital, opens its gate to you if you have superior numbers compared to that AIs garrison. If not, you need to capture it. You then need to create a presence (most probably build a fortress in the southern-most city). Once you create that, all of your units become Alexander's again. The next rebellion will be specifically for the infantry side. (The infantry side) After a certain number of game minutes, you'll be given instructions to pacify the rebellion near your area. Alexander's army at this point is just allied with your enemies. Can we task units off-map (meaning they become invisible) and inaccessible, making them re-appear directly near the Indian Ocean afterwards? Still on the infantry side, you need to conquer/ destroy all the enemy towns in the in the Indus Valley. After having destroyed or subdued the enemy towns, Part 4 will begin. (The cavalry side) The decision is now to split the army into 3: - 1 to be commanded by Alexander himself and will go to the Gedrosian desert - 2 to be commanded by Craterus, which will go to the Mountains - 3 to be commanded by Nearchus, which will build a naval base and refit the ships. The player will choose either of the three, through either selecting units, or simple "Chat" triggered conditions. Part 4 will then begin. ...Shall be continued. More cool parts in my head to come, just no time to type...
    1 point
  5. As reported on ticket #2630, some building decorative textures flicker when they are overlapped on the same plane of the main texture. See for example this decorative texture on Ptolemaic CC: A couple of carpet texture in Persian CC were fixed in r15700. A third carpet still needs a fix (see here). The Ptolemaic CC decorative textures should also be fixed (probably all textures should be checked). A second issue, already discussed in ticket #2876, is the unique aspect of this variant of the Celt tower: While the other variant and all other civ tower are closed and don't show an unit in it, this tower has a room on the top, that make it behave differently. r15876 only show the unit when a unit is garrisoned. However this is not optimal because the unit is always the same man citizen, even if a woman is inside. Also this is not fair since it could give the adversary an added information only available on this variant of the Celt tower. In the end it's not consistent with the other tower. I think the best approach here is to modify the variant closing the empty room on the top, this way it will be consistent with all other towers. A quicker fix would just to leave the room always empty even when garrisoned units are inside, or just remove this tower variant.
    1 point
  6. Well, i'm starting to make new animations for every type of unit in the game. It's a slow work so i'll be uploading every progress on the animation proposal. if something doesn't look good or can be improved please tell me, that's why i made this topic. FEMALE CITIZEN
    1 point
  7. Hi everyone! We decided it would be a good idea to do some pioneering work on trigger-based scenarios. Hence we are going to create a trigger-based scenario called Athens Triumphant. The main purpose of this project is logically to do pioneering work on triggers, to provide a base for other maps and to get our Scenario Designers accustomed with the Trigger functionality in 0 A.D. This scenario deals with the Greco-Persian Wars. We divided it roughly into three parts: Battle of Marathon, Defense of Athens and the Battle of Salamis. We created a story diagram to give an easily readable overview of the story line. Note that this could be changed in the future. We have used the Athens Sandbox as a base to build our map upon. Here is the current status (with some triggerpoints and names placed): We'll keep you up-to-date with weekly updates! Keep in touch!
    1 point
  8. Art sources are supposed to be in this SVN repo: http://trac.wildfiregames.com/browser/art_source/trunk but I don't know if what you want is there (yet).
    1 point
  9. To play with others you need to somehow make sure that they have the map as well. Either by you uploading the files somewhere and giving them the link or by sending it to them via email or something. In the end we hope to have some kind of automatic map transfer system, but since people could hypothetically use it to send other things we have to be extremely sure how to do it in a safe way, or not do it at all. To add maps via the Mod Manager you have to create a mod for them first, but that should be described well enough in the wiki. At least take a look at that first, if nothing else that will help us find things which need to be improved in the wiki text. The Mod Manager doesn't in itself help you play on the same maps as your friends (you still need to send them the map/mod in one way or another), but it can make it easier. For just one map it's not as certain as that's just two files, but if you want to send more than one map to others it's probably a good idea. In one way it might be good even for just one map: the map needs to be placed in the correct folder, and for someone who isn't good with computers it might be hard to find the correct place. It might be easier to find the right place for mods and put the mod there and enable it in the Mod Manager. Later we might create a way for the Mod Manager to download mods directly.
    1 point
  10. v1.2 is out! Changelog: - Decreased the difficulty (I found it pretty hard even on easy difficulty) - Added details to the road - Repainted the river - Added support for repeating objectives See the topicstart for a download link. (http://www.wildfiregames.com/forum/index.php?showtopic=19552&p=302462)
    1 point
  11. That would require damage animations maybe three or more to take into account direction of collision lot of work for low gain so it will most likely remain low priority Enjoy the Choice
    1 point
  12. There is an issue when bones are exported from .dae files to c4d, that's why the Y axis was pointing where normally Z has direction (90 degrees). And that's happen with every bone as a single item. What i did was import the main model and bones from f_dress.dae, take out he binding, rotate every bone to his correct position, and then binding again. I'm losing textures and scale but i'm working on it, and also i'll have to make again all the animations... but i have the ideas, it wouldnt take me so much time. Even they probably will be getting better. And yes, i already downloaded SVN thanks to enrique. I'll put the animations on a gameplay as soon as i can
    1 point
  13. I can help you modifica the voice pitch in order sound more pony
    1 point
  14. I sent an e-mail to Enrique, Lordgood and Pureon, telling them about all the tickets This one is about the Pers CC, it's a recurrent one with carpet flickering. Pureon did move some but apparently it's still there: This one can be closed now that we have the rotary mill, thanks to Enrique and myself : This one requires a design decision, or a beautiful Lordgood tower remake. (Keep in mind gauls were not supposed to have towers) I submitted some patches to fix it (Make it both garrison holders, or none) : This one is a long term one but I added some files that can be deleted : Brian suggested a way to improve ships. Since it's a very long simple work, it could be added to beginners tasks. I put it here so you know about it : These tasks are finitions it's about helmets, You can review them in the official art task thread I think, I made the list, so we can close them, or I can improve my helmets. Enrique could you please review my last archer anim, someone told me it was way better but I wanted your advices. I plan to make it a bit longer to add little pauses, and to make it like it is hard to bend the bow. Thanks for reading. I know I'm not in the team but I thought that could help you guys. If I can do anything more (Close/Open Tickets, work on specific tasks, tell me).
    1 point
  15. Map is looking really good and fun. Here is some notes of minor issues while playing, already discussed with niektb on IRC (which already fixed a couple other suggestions, thanks ): fixed in 1.2: the current objective text should always be shown to avoid missing or forgetting it (IIRC the tutorial map does this);eventually there should be a visible sign for objective place (for example the trigger actor available in atlas on the terrain, as well as something on the minimap) that disappear when reached;ticket #3007: when defeated my unit starts attaching the farmstead, maybe it should be neutral (as explained by niektb this is currently not possible since Gaia has no diplomacy);fixed in 1.2: Player 2,3,4 should be changed and have a proper name. Nice work .
    1 point
  16. I always play Random, but my dream team would be Roman infantrymen, Persian archers, and Mauryan elephants!
    1 point
  17. Mountains anyone? (painted by shieldwolf23)
    1 point
  18. Update #4: I believe it has been quite a while since the last week so here is another one. Let's start with the bad news: my development PC broke down last week with a faulty HDD so that delayed the coding side. Luckily I had the code on a different hard drive so my work from the past week is not lost. (I did lost a number of photoshop files I created, like the Mapping Contest banner/symbol, though) The Good news: the map has received a number of painting updates in order to populate the world more by adding a number of small villages: I hope you enjoyed the map A Silent Day In Gaul! Keep in touch for other updates!
    1 point
  19. Looks like we got ourselves a feature on Equestria Daily
    1 point
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