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  1. Hello 0 A.D. fellows. I'm proud to present my first polished map: Four Cities Meet (4). It is a map for 4 players, very assymetric gameplay, but I tried to keep it balanced. There is enough trees and animals, but not a lot of stone and even less metal, so there will be struggle for these resources. Player 1 and player 3 start in a large plain, which has a nice mountain where you can build defensive structures. The entrance of the mountain favours player 3. Player 4 starts at an elevated plateau, surrounded by a dense forest, while player 2 is very well protected by hills and a small stream. A pond in the middle of the map prevents a total war in the center: the players will have to fight in the flanks. Some screenshots: If you try it, let me know what you think. Have fun! Download: [It is part of the community maps mod (you get the whole mod on Github or just the map files for this map). The mod is already submitted to mod.io for approval, but that version still does not include this map.]
    4 points
  2. Hello, Now it is possible, in skirmish maps, to choose "unassigned" for a player, and the player will just stand there doing nothing. Why not have an option to disable a player in skirmish maps, so they can be used more times? (For example, if I make a skirmish map for 8 players, they could just "disable" some players and make a 2v2 match etc.) In that case, any entity with that player number would not be generated. Is this a good idea?
    2 points
  3. Would require some UI to configure that, but idea is good enough for a trac ticket. If you write one, people will remember it beyond the scope of this thread. Create a map in atlas and allow the player to chose gamesettings, especially civs. Random maps are written with code (thus impossible to create for many), Scenario maps have fixed gamesettings. Didn't we have a patch that adds this exlpanation as a tooltip? Maps look as good as people make them, regardless whether it's in atlas or with code. The random maps have become progressively better and more complex over time. It's expressed in the lines of code: Mainland 200 lines, Red Sea 388, Danubius 800, Jebel Barkal 1500, Oppidum 1800. The big selling point to random maps have is that they generate the terrain and entities after the playerchosen gamesettings, number of players, biome, difficulty, resource selection, ... whereas scenario maps are always the same thing every single time. The atlas map types dictate what map the player can experience, but the random map is adapting to the players choice. The randomness aspect is not so dominant, it's more "procedural mapgeneration" than "random map generation". One can use procedural maps also to load an premade atlas map in a random map and just put random forests and mines on it with code. But we need an entirely new software create random maps that are as detailed as LordGoods assemblies. The random maps opreate on a grid that is few men wide. We would need to increase the resolution of the grid by a factor of 4 or more. But that would make the code probably 16 times slower or worse. Challenge accepted though to create an as good random map to compete with LordGoods screenshots, but it will be hard to figure out a performant system and code to create the complex actor patterns.
    2 points
  4. I thought that was more for scenarios... For example, now I am working on a 4 player map, and it would be nice if it was possible to make 4 players matches on it, but also 1v1 matches between player 1 and 2, and 3 and 4 (the ones on opposite sides). I have the option of duplicating the map: one for 4 players, one for p1 vs p2, and one for p3 vs p4. I thought the purpose of skirmishes was similar to random maps, but without being randomly generated (which has many advantages: it's easier to make for non-programmers, it is usually more carefully crafted, etc.).
    2 points
  5. This topic is for suggesting the creation of custom in-game menus that better suit each civilization, as well as improved unit/building thumbnails and mini-map. I've created two examples of this:
    1 point
  6. The icecaps are melting, causing numerous problems such as polar bear migrations and rising sea levels. The snowy peaks of mount Vesuvius give way to volcanic rock yet again and the River Styx resurrects from its dry bed. Penguins and iguanas alike frolic in lukewarm waters as celtic tribals prepare for their annual bath. A truly enchanting map to play on, seeing as it comes in many sizes, colours and flavours.
    1 point
  7. borg- Duplicarius Community Members 219 209 posts Report post Posted Monday at 08:45 PM Exactly!!! Quote That just sounds stupid. Say if I hated @borg- could just say bad things about him and it affects his rating.
    1 point
  8. Weird, the video is not accessible in my country. I downloaded it to saw it. The sounds at the end are interesting. The only thing is that most of the sounds played by reenactors are music-oriented testing. For the sound of a frightening carnyx this one can be useful: https://www.youtube.com/watch?v=hVAWwWi0DbE. Or this one at 38:45 https://www.youtube.com/watch?v=BjimoCxLsmI&feature=youtu.be&t=2326
    1 point
  9. The Yuezhi were Tocharian. The theory is that they were related to the Kushans. My understanding though is that there's very little evidence of Tocharian in the Kushan language which is a massive problem with that theory. So: Yes the Xiongnu and the Huns were also different in many ways. But the steppes were more about identity than ethnicity. RE the Hepthaltites: They weren't Xiongnu, they were Hua, a vassal people of the Rouran. Or at least that's the best theory we have right now. They were definitely some sort of early Turkic nomad like the Huns, Oghurs, etc. As for Haplogroup Q-M242... yes Y-Chromosomal haplogroups tend to spread really easily. The difference is that the Huns from sites such as Barkol, etc. have consistently expressed Q-M242 M25 L-712 thru L-715 which are consistent with Yeniseian peoples. The issue is that we have a rather limited sample size. The Huns also used infantry. They were recruited from their vassal states, and the Xiongnu vassalized many principalities in Xinjiang (the Tarim Basin and surrounding area). There would obviously be a lot of variation from region to region but vassals from a wide area definitely supplemented the steppe nomads themselves, some coming from the Forest zone of South Siberia. Chinese sources admittedly aren't my area, I deal with the European Huns mostly. That being said we know of several steppe nomad fortresses, namely Igdui-Kala in Kazakhstan, which dates to the 4th-5th centuries AD and is probably Hunnic. If you can provide me more info about said fortress and Zhao Xin, I can probably find more info on it for you. Yes.
    1 point
  10. 1 point
  11. Player with nickname Darkstrike leave rated 1 vs 1 game. commands.txt metadata.json
    1 point
  12. In skirmish maps and scenarios the mapmaker can give a name to players, so if there are names like "Guy in the mountain", "Guy in the river" etc. it would be easily identifiable. And also if the host know the map, which happens when you play a skirmish map many times.
    1 point
  13. If we use the "unassigned" instead of a player number dropdown we can choose which players to remove. Shouldn't these maps should be scenarios? I think it is a clearer distinction between the concept of scenario and skirmish if we consider skirmish = non-randomly-generated random map. In any case, what is the current purpose of "unassigned"? Does seem very useful to have a civ. there without a player or AI controlling it...
    1 point
  14. The random maps are ugly (a couple are nice). The skirmish maps are not ugly.
    1 point
  15. Yep, since that nutjob killed a bunch of innocent people half way around the world, youtube disabled the "upload date" filter on all content. Because... Reasons... But It should be back now... Works again for me at least.
    1 point
  16. Are you guys also having problems to filter youtube search by "recent upload"?
    1 point
  17. Some examples of this being a repetition of history mentioned in: https://wildfiregames.com/forum/index.php?/topic/25427-monetization/page/3/&tab=comments#comment-370792 2001: 2009: 2016: I found another example at a long staff thread from 2007: Or from 2008 in this thread: In 2004 there were recruitment changes, in 2009/2010 one of the reasons for making the game open source is to gain more contributors after development was stalled. So the doomsday scenario is apparently used inflationary, and that 0 A.D. development is stalled by default unless someone goes ahead and performs every necessary step to change that. For team members that means either overcoming laziness, disputes, or whatever other factors demotivate one. For external contributors that means trying to find ways to convince staff members to commit the patches and persuading staff to grant commit access.
    1 point
  18. Offtopic, but I have an idea: what if we add semi-supported languages as a mod?
    1 point
  19. I'd be more than willing to help with the creation of the graphical content in case you like the idea. So please let me know what you think.
    1 point
  20. Hello 0 A.D. Community I am new here. This is my first map, and I would like to share it. I hope you enjoy it! Description - A four player mesa map. Each player has to fight for control of the middle. Control over this section is crucial to winning the game, as there is only one entrance to each of the four player sections. Feel free to ask any questions! paradise_valley.xml paradise_valley.pmp
    1 point
  21. The story could be added to the map description, if there is one.
    1 point
  22. I like the look of the map, but I think that cetres should be more spread out to sides. The two centres in middlle will have no territory when the ones from sides reach city phase.
    1 point
  23. Map Idea The next step was to generalize some of the design properties worked out in the sketch analysis and apply them to a new map in a different context. One of the problems of Jebel Barkal is that the central area is occupied by the city, one can only use the lower 35% of the map effectively. So this time I thought to put the city on the left side. To be able to use a greater part of the map for player purposes, the players are located on opposing ends, rather than confined to one half of the map. The Irrigation canals on Jebel Barkal made it not only easy to wall off, but also prolonged the distances to travel between players, and split the map into compartments. That can be maintained and defended independent of each other. On maps without natural barriers, map control is often total. So on this map we could have these compartments again by adding streams and confluences of the streams. To distribute the gaia attackers more evenly on the players, I don't align playerbases in a linear but an alternating pattern. There must also be shallows so that the scripted opponent can reach the enemies at the back. Due to the design trait to be able to wall off compartments of the map near confluences, it would be likely that gaia is walled out from the middle strip of the map. So there must be a safe path for the scripted opponent / gaia in the middle of the map, horizontally. Legend: Black: player locations Purple: scripted opponent city Light blue: Streams / water Green: Safe economy, trade Blue: shallows, direction of playerbase expansion Red: Places of frequent fights
    1 point
  24. I have designed an op map imo 1.How can I place units Where can I find the xml file and can i share it here, to play it in lobby with you?
    1 point
  25. Had to make a map as my map making addiction wouldn't go away today, and here are the results. Please let me know what you think. The map is made for 2vs2 in mind. Map Location: Euboea Greece. Download for whom may want to play the map.
    1 point
  26. hi I'm just edited Alpine Valleys map I'm new to 0AD I want know where is possibile share custom map with other users. Z4k
    1 point
  27. Hi, I've created a giant map as a skirmish with two players, but my enemy is not improving his civ, they are just waiting like sheeps to be massacred and thats not fun. I would like to keep creating new maps, but until this issue is solved I've no illusion to put any more effort in to create a new one. Any ideas what's wrong? Olimpus.zip Olimpus.zip
    1 point
  28. This map is my first serious attempt at making a map for 0 A.D. and after spending some time on it I still feel like it is missing something. So I am here looking for some criticism, tips or whatever to try and make it a better looking map/improve gameplay. The map is loosely based of a height map made from the Firth of Fourth (Linne Foirthe in Gaelic) in Scotland: The map is not accurate in any way though and neither is the scenario in which the north of the firth is inhabited by 4 celtic players (2 gaullic 2 briton) and the south is occupied by 3 Romans and one Iberian (will probably change this...). Screen Shots (the AI has already began placing some buildings in some of these shots): Actual map files: FirthandFourthMap.zip Slightly updated version: FirthandFourth2.zip
    1 point
  29. Hi guys! I have created two scenarios taking as base a map started by Viridis. I found that map last week while looking for a nice numantine scenario and I decided to finish it, trying to make to make it accurate, beautiful and playable. The scenarios are: "First battle of Numantia" and "Siege of Numantia". I attach the scenario files in dropbox links with some screenshots since it doesn't allow me to upload more than 5 mg here (that I used already in other post). https://www.dropbox.com/sh/vjrbcqdpv8kp2ga/AABZoZlNNQ5CpdJTM2n-qxtea?dl=0 https://www.dropbox.com/sh/n69ch85molnt8q8/AADayW9fr9TruR2i9aNAPU2Sa?dl=0 These are the map descriptions: FIRST BATTLE OF NUMANTIA "Numantia is famous for its role in the Celtiberian Wars. In the year 153 BC Numantia experienced its first serious conflict with Rome, when it hosted the rebel inhabitants of Sekaiza. In the year 153 a. C Fulvius Nobilior attacked Numantia with a huge Roman army and cavalry support of the Numidian King Massinissa, including elephants, which unexpectedly went uncontrollable and charged against the Roman soldiers. That fact changed the course of the battle that ended with the Iberian victory." The game starts with the battle where Gaia elephants attack roman troops. As iberian you are quite near the action and can decide if joining the battle (to inflict more damage to the roman troops but putting at the same time your units in risk with the elephants smashing everything around) or complete the retreat of your troops to your town walls. SIEGE OF NUMANTIA "Numantia is famous for its role in the Celtiberian Wars. In the year 153 BC Numantia experienced its first serious conflict with Rome. After 20 years of hostilities, in the year 133 BC the Roman Senate gave Scipio Aemilianus Africanus the task of destroying Numantia. He laid siege to the city, erecting a nine kilometre fence supported by towers, moats, impaling rods and so on. After 13 months of siege, the Numantians decided to burn the city and die free rather than live and be slaves." The roman faction starts with 7 camps and a strong force surrounding the iberian walled town. Some fences are built around the roman camps but not finished yet so the iberian should try to obercome it as soon as possible in order to have access to resources. ****** Unfortunately I found several problems that make these scenarios impossible to play. I number them as follows: 1. The AI, doesn't not attack, build, create units, nor make any attempt to win. Just defend. 2. Many errors appear in cascade as I load it to play, and I guess they have something to do with the AI unactivity. 3. How can I garrison units inside the Roman forts in the scenario editor, so they don't become Gaia's when I start playing? (I was told this will be solved for A22) Please, feel free to comment, download it, explore it or try to repair it. I hope we can resolve these errors (I really have no idea how to do so) so we all can play this scenario that took me time to improve and that I really want to try out. Thank you!
    1 point
  30. (Sure someone could download the map, try it and whatnot, but that requires doing more than just looking at the logs.)
    1 point
  31. Hi guys, This is the scenario I made of Birgantim (modern A Coruña) that served as port to Lucus Augusti. It is quite accurate, fully playable with no detected errors, and balanced forces so it's fun to play with both armies. I hope you enjoy. Please comment and feel free to include it in future releases of the game or give any advice you believe would improve the gaming experience. Cheers! You can download this playable scenario from dropbox (includes the scenario files and some screenshots): https://www.dropbox.com/sh/vc4938ecuce1j35/AADoRvYFiJdZF_W91zZeEtnQa?dl=0 BRIGANTIUM description: Strategic settlement located on the coast of Gallaecia, named that way by the Romans during their invasion of the northwestern Iberian Peninsula, that began in the second century BC and was not completed until the first century BC, after more than one hundred years of fierce strife against the Celtic tribes that inhabited this vast area of forested mountains rich in minerals, rivers, beaches, and fertile waters. Historically the Celtic settlers of Brigantium did not offer resistance to the Roman contingent, whereas in the interior the conquest was not completed until the times of the emperor Augustus. Later, Brigantium become Portus Magnus and the Tower of Hercules (oldest lighthouse of the world still in operation) was build in it. Situation: The bulk of the legion commanded by the legate Julio Cesar, has entered the interior of Gallaecia with intent to subdue the natives. It will not be easy for the Romans. Will the Artabros also rise against occupation on the coast? Factions: 1. Incarnate the Celtic tribe of the Artabros from their settlement in Nostian, being also able to control easily a port of the settlement of Elvina: -Let us expel the invader! Let us wash down the sacred oaks with their blood! Let us return their bones to the sea! Under the light of the moon we will celebrate with mead their defeat! Our mothers and women will rejoice, and our daughters will compose songs of this day! Oh, free people! This is our home! 2. Take the command of the Roman detachment emplaced by Julio Cesar to incorporate this enclave to the glorious Roman Republic: -It's time to get this port out of the darkness! The Carthaginians defied Roman hegemony and bought their stall, before testing our iron! And these wild barbarians will also succumb! Today his pillage is over! Tonight their women will serve us in our beds! Roma invicta!
    1 point
  32. This map is already playable, 1 vs 2. Athens vs Persians. It's a normal size map, tried no to add to much eyecandy stuff. There is still something left, as the background, some advices and additions on units and buildings, making some walls untargetable, plus more stuff. Units can walk on 'walls' (But those are just elevated terrain with walls in both sides, but they work!). As soon as i finished the entire 'agenda' of the map i will make the respective post. Units on 'walls' For now, if someone wants to give any advice, opinion, wants to play it or erase it, just leave a comment. Im not good at balancing The map As for the name of the map, i gladly receive suggestions. Siege.zip
    1 point
  33. Following a recent staff meeting and being available as a self-employed software developer ('Freiberufler'), I hereby offer to do paid development to work beyond the duty of my staff member status. As such, I would plan the features for upcoming releases, be available on IRC to discuss pending tasks of the team and contributors, implement features and rewrite existing code to be more maintainable, review the proposed code of contibutors, write weekly progress reports and take miscellaneous incurring responsabilities, like balancing, testing, producing video trailers or server administration. My previous expertise covers both the scripted part of the game (graphical user interface, simulation, random-map-scripts), but also the core engine (GUI, network, lobby, serialization, pathfinder). As seen on trac, there are still more than 800 unsolved tasks, of which I could fix many directly or in cooperation with new contributors. Here an examplary list of features I envision to solve: Further responsibilities could include project managing: Recommending tasks to team members and new contributors Organizing staff meetings in case the project leader is busy Video editing / promotional trailer Web-Development and server administration Writing release announcements
    1 point
  34. Hello everyone. I wanted to try a scenario related to a battle. I've chosen a city, Cyzicus, who has lived many (in 410, 73 B.C., in the 193, 672 and 1305 A.D.) The last was a clash between the army of the Roman Republic, Commanded by Lucius Licinius Lucullus, and That of Mithridates VI of Pontus, fought in 74-73 BC near the city of Cyzicus, besieged for a year by the Pontic forces. Lucullus liberated the city and destroyed the enemy army. The battle was an episode of the Third Mithridatic War. The town lies at the center of the Sea of Marmara, at that time called Propontis. I used as starting a map of the battle hypothetically reconstructed: Map Orography I turned the map in gray scale, cropped, added more levels of gray, blurred to decrease some slopes and imported into Atlas. Immediately after the import I saved and I modified the XML giving "false" to CircularMap (if you gave after the mistake was taking on local calculation). I fix it by hand the two high walls that are formed on both sides of the map. I've changed the sea level gradually to give different textures depending on the depth, then returning it to the original. I used passability> Building-land / Building-shore to affix the rock textures and end sand textures. Constraints The city is under the protection of Rome but has Greek origins and culture. The city is fully developed but under siege, the cultivated fields are dangerously close to the besieged walls of Pontii. Few resources, limited the expansion of the presence of many objects (trees, fences, walls) are present fish. It can be used on the market and the port for commerce and increase resources. He has already provided some high-ranking warriors for the defense. Mithridates has been present for a year, has already opened a quarry of building material and metal. It has already built a siege wall and some buildings so does not have many resources readily available. It also has a port and if it has a market can start businesses there are fish. It has already provided a minimal impact force for the siege. Locullo arrived recently, has established the camp in the vicinity of some resources and began making the first constructions. In the tents has a contingent of high-ranking warriors for intervention. He has already disposed of the guard posts along the way but they go quickly manned. Cyzicus_0_20.tar.bz2 Hope you like, it is at your disposal Questions and criticisms are well accepted Greetings and have fun, now I have to go out, we read in the evening (CET Italy)
    1 point
  35. - Post is updated to V2.1 (latest) Hi all, This is my first post ever here aswell as my first attempt on making a map. I wanna start off saying that i love the work everyone has done in this game so far. Ya'll are some smart folk Alright ill get to it. Rapa Nui (Easter Island) is the name of the map i created. Rapa Nui is the name of the people that live on this island called- yes you guessed it- Rapa Nui . Though its better known for it's nickname; Easter Island. Map discription; Map overview Rapa Nui topography Starting positions (Default) Area Preview I've captured the topography of the island best i could (also balance wise). I also wanted to match textures (Shape and textures should be more on par with the actual island as it is today) place Moai statues like it really is, but i do not have the resources or skill to obtain/make them. and i wasnt satisfied with the grass texture available. If someone could help me out on that, that would be awesome and I'll place the Moai's on the map. Though i understand alot of people are busy with higher priorities. For the people that are interested to help though, here is a to-do list (Updated list, V2.1); - Convert it to a skirmish map so you can choose Civilization/colours - Done - Grass textures that fit the Easter island style Not neccesary, but still welcome if you feel like you got better fitting textures - Moai statue models (Image in the spoiler below) - Critical for the atmosphere and uniqueness of the island - Explanation on how to make player 5 (Bot) garrison units in the ford - Fort is now garrisoned with 10 ranged units. - Explanation on how to create a foamy coast e.g. below For balancing, Not all hills/mountains (actually most of them should be Volcano's, same resource problem) are capped. Though the biggest ones are definetely there. I gave my own twist on Volcano Terevaka (It's still the biggest one ingame aswell as you can see), but the differences between all Volcanos/Hills/Mountains in height, are there (Ratio wise). To draw this island historically correct is hard, actually rather impossible. Because most of its history is actually speculation. Not to mention 3 vulcanos have been busy on that island for a while so no one really knows how it looked like when we talk about ancient times. Besides that, when i look at wiki, the dutch and english pages have rather opposite points of view. e.g. The english page says that there was pretty heavy cannabalism going on, the dutch page however completely throws that away. Saying that they were skilled farmers and knew how to survive well. Also anything related to nature that gets burned returns as even more furtile ground. Therefore the terrain is not accurately drawn but the shape is I'ts accurate (not perfectly) to how the island is today, but not historically (Impossible). At least i did my best and still gave it some of my own twists. I will still gradually update the map based on suggestions and/or ideas. Aslong there is a to-do list, this map is not 100% finished but it is playable. If you guys and gals like it i will expand it for more players. At least this makes a solid map for a good round of; THIS IS MY F***ing ISLAND! (I will delete this if it's not allowed to swear. At least i censored it :P). Extra information about the map: Well that's the story for this noob P.S. IM DYING FOR FEEDBACK- GUD OR BAT! P.S.S. English is not my native language, so excuse my england. Oops. Peace! - Grapjas Rapa Nui (Easter Island)[V2.1].zip
    1 point
  36. You all think it's bad now? Back in my day, we didn't even have an AI, or any multiplayer either. Imagine playing a game like that, then having it rewritten so that all terrain is solid black, and buildings, trees, water, mountains, and pretty much everything just let units walk right through without restriction. Units didn't automatically migrate to fresh resources, they just stopped working. As a bonus, depleted resources didn't disappear, so you had to manually pick each tree to see if the workers would gather from it. I think one reason it seems there's less progress happening today, is that there's less obvious progress to make. We're closer than ever to a completed game.
    0 points
  37. 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...
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