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Showing content with the highest reputation on 2022-02-05 in all areas

  1. Dear 0ad players, as I still consider me as "young" and thus as "moody", I feel coerced to bond to existentialism what gives me as my maths test went horribly wrong today the will to publish a new map of mine. Being satisfied with this decision, I'm happy to present you the scenario Metropolis (which I started to create in July 2021) Metropolis, as the name says, features multiple fictitious miniature polises in an savannian, mountainous steppe filled with trees, bushes, palms and grass. Alongside rivers and wide beaches you can find quarries all over the map; the variety of animals include elepahnts, giraffes, gazelles, lions and wildbeests. The map is mainly aimed to singleplayer demoniacs (as I am, obviously :D). To defeat the enemies you have to use a wide range of tactics and knowledge of the map itself (or rather its terrain) coming with differnt levels of difficulty. For example, playing the Mauryas or the Athenians is harder as doing it with the Persians. Worth mentioning, the map does neiter pays attention to historical accuracy based on my plan to just build a simple sort of mythic sandbox nor fair starting conditions between each player as some of them even shall trouble more than others Player 1: Persians - starting with a huge and well defendable city, many troops and lots of resources at the start, this player does not only control all mayor transit areas but also is able to erade smaller civs at once Player 2: Romans: providing a little city on their own island, they rather lack of land than of resources Player 3: Ptolemies: being privileged to have a small starting city, the difficult terrain and uncomfortable position does not depict a threat too huge for the Persians Player 4: Macedonias (team 1) - bringing a moderate starting city with them and being bond via a quarry with the Athenians, they don't lack of resources, but heavily of land to build and grow crops on Player 5: Athenians (team 1) -bringing a moderate starting city with them and being bond via a quarry with the Macedonians, they as well lack of land and not that much resources Player 6: Mauryas (team 2) - being exposed to enemy charges, they don't bring any advatages with them (besides 10 maidens) Player 7: Mauryas (team 2) - being exposed to enemy charges, they also don't bring any advatages with them (besides 10 maidens) Player 8: Carthaginias: firstly looking quite impressive and strong with their starting city, they barely stand charges of the Persians, though they have moderately enough resources and troops To be honest, I'm not as satisfied as with my first map The Legend of Avilava, but I thought if I would like to fix some issues I'll just do it - loading up that next small versions into this post. Nevertheless, I consider it as a properly done map you're able to play on. (Still I gotta tell you I like the 0ad models - you're really able to build authenticly! ) Last but not least, I tell you straightforward that Metropolis comes with it's lags, yep. The map is very huge and as The Legend of Avilava has shown maybe does not work on every elder laptop or PC (not to mention MacBooks). Well, as my existentialism brought me to this point, I think I shall show you some screenshots to get a better understanding of the map. The players 1 - 8: Well, followed by some different insights: Hope you can download the map. Wish you a nice day guys! Metropolis 49.pmpMetropolis 49.xml
    6 points
  2. Another update brings a new unit and a new feature. The unit - Child - acts as a cheaper "civilian" unit, which is less effective at hard works like lumbering and mining, but gathers fruit well. Boys have a bonus to carrying capacity, girls have a higher resistance. As my grandfather always reminded me that Romans found it important to know how to read, write and swim, I always found it somewhat surprising, that in most Rome-themed games not even Velites can swim. This is, of course, not acceptable for a light-infantry-focused faction. Thus, Warriors - both basic and skull-upgraded - are now able to swim. That is, they can traverse deep water with a small penalty to moving speed. A hack was needed in UnitAI component to make the specific animations for idle, moving and attack states. "don't mind us, we're just having a bath" Little update - now I understand how to calculate the depth, so the swimming mode should be triggered correctly.
    6 points
  3. First, I would like to praise the 0 AD team for making a great engine, as well as for making it so accessible to modders. The vanilla game is very enjoyable, the music is great, even if the AI nearly always massacres my towns. Also the use of JavaScript is a great choice, as I use it recently a lot in my work, so I don't have the bad feeling of playing too much... But I have to admit, being no real fan of AoE series, the game was attractive for me for the modding options. There were no wizards and dragons, so I thought about making some for the game. Download here (currently 18 MB). Currently compatible with version 0.25a only! The file contains a .zip, which can be simply extracted to binaries/data/mods folder. The file is irregularily updated. Parameter for launcher: -mod=scythia The mod basically adds a new faction of Sporians, which are very roughly based on 6th c. Sclaveni, as they are described by Byzantine authors - Sporoi where their mythical ancestors according to Procopius. The fantasy aspect is more important - from rhomphaias and bronze armors to dragons and thunderbolts. I was even thinking about making Red Sonja the faction's main hero. In short, as a "civilization", they are somewhat simplified: units can be trained only in the central building and the fortress. There are no barracks, no stables (cavalry needs the Corral), no "female citizen" unit (all units choose a gender variant randomly at training). On the other hand, basic infantry is cheaper than most units in vanilla and trains slightly faster. Units can also be healed in houses (3 at a time) from the beginning. The mod is far from being finished, but I wanted to ask for advice about some features. 1. Instead of temples, the faction can build an idol: a wooden statue of a god. As in Age of Mythology, the player has to choose one: Peraunu or Welinˀsu, which provide units with different upgrades. The idol decays in time, but can be repaired by a shaman (the healer/magician unit) dancing around. The decay is provided by a global aura, which is "researched" automatically when an idol is built. Even if there is a limit of one idol per player, the aura destroys any subsequent idol, if the first is lost. Is it thus possible to "unresearch" it or otherwise deactivate a global aura? 2. One of the functions of both idol and its shaman is to serve as a drop-off point for a new resource called "skulls". I got an inspiration for this new functionality from an older game called Sacrifice, where you collect souls of defeated enemies to strengthen yourself. Defeated enemy combat units have a chance to drop an "intact skull", which can be gathered by your units and brought to the shaman or idol. Only skulls from enemies (technically, the dropped skull is an entity granted to the player, who killed the unit) can be collected. The skulls can be used to upgrade your units, e.g. with rhomphaias or dragons (btw, now you need a fully trained Champion and 30 skulls for one). The problem is the gathering itself: to prevent combat formations from running away from battle, I set the scripts so, that only one skull is gathered at once. Also, for some reason, the units are unable to find nearby skulls dropped by dead enemies for gathering. Why does the gathering AI ignore them? 3. Concerning the dragons: update removes the flying ability. Flight is unwieldy to control - they land and take off again each time a new target is selected, they don't always correctly face their targets, and can use only a melee attack. The flying script is somewhat hard to follow, and it somehow overrides attack AI of the unit. Is it possible to set up a simpler flying motion using the UnitMotion component? Or at least without the circling around coded for the P-51? 4. Another solution for the dragon problem would be to make it a "packing" unit: it could have a walking mode, in which it would use a melee attack, and a flying/floating mode, in which it would throw down flames. The problem was, that packing uses a new entity, so a new visual is generated. This affects only the rider, which is small anyway, but I plan to add more variation to the mount too. Is it possible to use the packing feature and preserve entity visuals? 5. There is also a horse archer upgrade, available to Raiders with the Peraunu idol. As I looked for a way, how to make them capable of shooting on the move, I made them to contain two entities, i.e. a horse with a dummy attack and a "turret". Visually, it is not ideal, as the 1. prop did not place the turret entity correctly unless it was parented to root, and 2. it dies separately from the horse. As I saw that some nomadic factions are in making, are there any more elegant solutions for such a feature? Thanks for any advice, and feel free to try the mod if you wish.
    2 points
  4. alpha 26 is sheduled for feature freeze in a few weeks and, as far as I know, there has not been a single balancing change committed to the game. is this normal? is A26 really coming out so soon? is there anyone planning to make the balancing changes? Personally, I know why I never worked on it, but what about the rest of the "balancing advisors"? how do you feel about this?
    2 points
  5. I like that, I've already created something similar for my fun but not with this beauty that you achieved, something cool that I can imagine and create maps of a campaign mod in which you choose a civ and fight scenarios (similar to : https://github.com/wraitii/0ad_grand_strat ) to the one with cities already created, to conquer the map you must defeat enemies and capture all cc or strategic points on the map for "x" minutes.
    2 points
  6. Some games use arrow trails I believe give better visual
    2 points
  7. Hello everyone, I think it's time I reveal a "secret project" I've been working on occasionally: a “Grand Strategy” campaign mod for A25. Because our UI is flexible, and because campaign data is just JSON, we can do quite a lot in terms of modding. My intention here is to do something somewhat similar to Rise of Nations' Conquer the World campaign, though with some twists. The code is over at the github repo: https://github.com/wraitii/0ad_grand_strat . If you want to help out, the easiest is to make PRs or issues over there. The end-game is to merge something back for A26 or later, depending on advancement. As you can see, the mod is currently unfinished: it's technically playable, and some of the core mechanics are there, but it needs a ton of polish and quite a few features (& well, testing) before it's properly done. Though at the moment new core code in 0 A.D. itself isn't necessary, some things might be easier to do there. Screenshots: You can download a .pyromod from GitHub. Changelog:
    1 point
  8. AFAIK, "feature freeze" doesn't mean balance. If anything it seems like that's when balancing would be easiest, when all the features are frozen.
    1 point
  9. Not really. As @The Undying Nephalim could tell you, migrating to another engine is tough, and requires either a lot of time, a lot of assistance, or both. And I suppose none of them had the energy or the time to make the switch. They also had another concern, about protecting their art assets from stealing (which seemed to be a big issue for them), which is currently complicated in the main game. Since it's open source, even if you only provide PMD and PSA models, it's still possible to scrap the models. Password protected mods don't work either, because the game doesn't support them, and one could just hack the engine to get the files eventually. The last issue they had was about adding a strategic campaign to the game like most total wars. While I believe it's technically possible, it might be tricky to switch from the strategic map to the actual battle. Probably not impossible though. There was someone from https://www.moddb.com/mods/the-desolation-of-arda And from https://www.moddb.com/mods/silmarillion-total-war1
    1 point
  10. 1 point
  11. I saw this earlier and I have to post it here haha
    1 point
  12. I think oral fixation from Shakira is a nice album. Best band ever: Rammstein.
    1 point
  13. It does look nice, only the lag part is unfortunate.
    1 point
  14. Stop-motion still is motion.
    1 point
  15. @Stan` I was thinking about this for the obstructions, and maybe like just have defensive towers, or cc as map simulation files which are to be captured or destroyed in mission scenarios, also with walls, like only one segment of the wall will be a simulation file where that segment is to be attacked as part of the strategy etc.
    1 point
  16. I may make the time to review all the projectiles in the game and make some adjustments to the actors or models to make them easier to see.
    1 point
  17. Finally someone uses a good looking map!
    1 point
  18. It looks really nice. Just wish it used the new terrains.
    1 point
  19. I had a smurf account called letsReadaBook
    1 point
  20. Uhmmm trip-hop, nu jazz, ambient electro, lo-fi stuff, vaporwave, synthpop, minimal techno, indie, fado, bossa nova, electro swing, rap aaand Viet and Korean indie
    1 point
  21. If a person can predict your playstyle means your playing style is so boring that you keep being repetitive. Ain't that right? Often players learn what's op in each alpha so they keep doing same thing over again and again. Smurfs aren't needed. If you wish to change your nickname there should be possibility like steam does have. Bascially "main account name " stays the same, while your "displayed name " can be changed every minute until you love your nickname or get bored with it, also worth mentioning is that steam allows people to check your last few nicknames. Like previously said: people don't decide to rush 1 person because they hate him or he is so op that they need too get rid of him so badly. Usually, this happens to people who abuse units which are simply OP, especially unbeatable in huge amount. Like Dizaka, we had few days ago. Where me and other allies rushed you just because you focused on spamming the most op unit after iber champs. Which are carthagians mercenaries. Why that happend like that? If person abuse that kind of unit meaning that the game will end sooner than expected, simply no fun to others. While often people (not saying you) become very "toxic" if we can call it like that, by calling other players that they are noobs that they lost 1 vs 3, 1 vs 4 etc... Abusing op unit is not good, but making an excuse for someone to create additional account for such reason as being "op" by spamming 1 type unit is boring. Let's give you an example? Why not. Berhudar/felix, good rusher, good boomer. Why he doesn't get rushed every game for being good ? If I see him next to me, I don't bother even rushing as I might fail doing so, so after my team will be -1 player. Tactic depending on a player and his team, if they decide still doesn't help them as much, they slow down themselfs (few of them) just to take out 1. While after 10 min in the game, the guy who got rushed already p3 and even faster than those who rushed due being able to get support from own team, while other team who has decided to knock out 1 lost eco boom's. I don't think i need too explain everything part by part. Regarding A23 and being more friendly. What has changed? Not trying to be rude to anyone but let's be honest. @elexis was doing great job by taking care of multi-accounts. He did amazing job, sometimes he over-reacted like with my account name Emp, which was mainly used for svn. It got banned due me logging on with that nickname and started to be observer in the game, or maybe I played 1 or two? Don't remember but I loved that nickname. No rating, etc. (* Small explaintion why I dont like Emperior (1465). The reason was already given in one of the post's by another member here in the topic. The reason is: rating is worth nothing in current state of the game. Often people been seen in a23 where they have played against very new players to grab point's few by few, just to make up the numbers. Some might not agree with me, but I know even which players did that, not all but some. I won't be giving out their nicknames here.) Often such situations for new players make "bad rating due unexpected level of the player played against.". It is simply unfair to do such thing. The way which i have gained my rating is not by playing new players, it is by playing top players which was best experience in my time with 0ad. I have leared a lot, @borg- was one of them, I have played few against @Feldfeldas well. Probably, often I did unrated due knowning they will beat me up like they want without much hassle.. But once more that's me... I am not asking anyone to follow stupid ideas or decissions like that. Often smurfs come not to play a real games but to troll or simply steal someone's hard work to get higher rating. There is no other explaintion for smurfs to be existing in such game like 0ad. I remember that in a23 often top players for that alpha prefered to have quality games, more balanced. Which did happened due host being picky when it comes to players as well, simply not allowing new players into the games is not because we don't like them, it's just for balancing purposes. How did new players get in? That's pretty funny at least for me. Sometimes or even often if there was no players other known players prefered to have 4vs4 but had no players, so often just too fill in the space they took new players. after that they simply was "recommended" by another known player and being given a trial in specific match or often new players where specting the pro's in that alpha and learned from replays from our games. I remember even a days when I hosted games in a23 which had 8 players and more than 20 observers! Epic. Felt a bit like streaming on twitch Sorry for the long post and some errors in grammar. Still I didn't cover whatever I wanted.
    1 point
  22. I was a fan of @ffm2 's visibility mod because it was tiny and to the point. Yours and @Langbart's add many cool things but I feel it would be better to split unrelated features in separate mods. Anyway, I took your cotton candy fruits and trees (used version 4, changed dead palms for skinny pines, added steppe biome) and used boongui's chicks and player colors (don't like the giant roaches, I wanted bigger chickens, like baby eles, but using other .dae's gives errors) whynot.zip
    1 point
  23. I will try to clean up the carpet in this biome, but it will take some work.
    1 point
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