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Radagast.

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Everything posted by Radagast.

  1. Thx FeXoR for the interest, it's not a complicated change though. Basically it's changing nothing at all as the Civ is meta data only and nothing else. The unit's templates (Builder element in the XML) and the technologies define what is constructable, how much harvest you have, how efficient your archers' weapons are and so on. It's all pretty easy and the only things we need to clearly keep in mind are: - Only model entities if historical evidence exists. - Follow the historical process, i.e. model reconstructions. - Create an actor.xml for it. (now it's available in 0AD as eyecandy) The simulation templates part: - Think of functional things! Only think in those terms, because every civ had to survive and they tried to do as good as possible. It could even be generalized to make the civs consistent for gameplay: - They surely trained soldiers, so where did they train them and how. Don't distort these facts, so if the Celts did train their soldiers in the forrest, then they did and then they don't need a building for it. On the other hand if there are civs where there were several buildings that trained different soldiers, then add those. If a commander used to sleep in a tent, then don't increase the tent's footprint only to keep it consistent with the Egyptian Pharao's military caravan or whatever. Luckily Sander + leper + Itms are some of those that really cared for mods and changed things significantly to ease modders lives. But generally modding doesn't apply to what CoM does, as the Council or rather Fallen Empires Studio develops, adds new features, and content, all additive, and thus it's not really 'modding' (modification), but rather adding (Addons, Extensions). I have already used IRC but it resulted in frustration and loss of productivity. Without productivity 0AD will continue to stall and be a boring, depthless and laggy experience. Though I'm still a fan of 0AD potential and I hope there will be new momentum soon. Our repositories are located here: https://github.com/0ADMods/
  2. Agent, please don't give up! Hannibal is amazing! And I hope you and mimo can merge his naval break throughs. I also experienced weirdness using autostart, and I'm glad to see historic back. Civ meta data knowledge vs. knowledge of the state of the technological evolution Please allow me one question: Does Hannibal really need to know about the Civilization? In my opinion it has to know the tech tree, and that is the current state of the research of the tech tree! Reason is the tech tree defines which structures you can build, which units you can train, which gather rates you have, ... and your state of technologies researched allows you to also construct buildings of other civs. Thus the civ is just a meta information and not required. What we need to scout is the tech tree / state of the art of the technological evolution of the opponent, and that may be possible by scouting the territory and analyzing the template of each entity you encounter, properly storing it for each opponent you know of (i.e. the bot already encountered a entity or other sign of).
  3. The druid on the shield: And this is what happens if you let the Roman Centurio do what he wants: (I couldn't turn the tide in this game anymore, it was simply too late.)
  4. I have low settings to allow more units. I like the water, both water types, the blue and the HQ ones. And with your environment settings it's really a sunset feeling. The map is rebalanced and the Gauls now have more time, but their heroes are less strong. Send them out early enough to find the Roman Centurio and the Gallic Druid or the Romans grow too strong.
  5. How great this view of the gallic village is, really a great job, shieldy and niek!
  6. This discussion is helpful and another indicator for the fact that we should not think as hard-coded as we do in terms of civilizations. My research for 0AD Extended resulted in the following: No longer pursue civs as they are (because the transformation of the culture/way of life was blurry and we don't really know about such hard distinction between the civs of this world, or at least those are very uncertain). Instead we should research each item/entity that once did exist and where historical evidence exists. Those items we tag with those civilizations which might have used those items and also when they did use them (instead of assigning only 1 civ as it's currently done).Folder structure That's also one of the reasons for why the current 0AD folder structure is not really helpful besides being a contradiction in itself (e.g. gameplay and content organization mixed). There are no real distinct distinctions between civs and civs can't have equal buildings with equal properties because each people did use different types of things and buildings in different times of their evolution. They didn't all use the same stereotype items, e.g. some peoples did use big horses at first and smaller and swifter in a later period, maybe imported/acquired/traded by other civs like Arabs. The same is true for building sizes: If a people did live in tiny tents, then the tents have to be tiny and not be made bigger only because other civs have bigger houses. Result: We should not add full civs but instead add individual items where historical evidence exists and those should get a civilization tag, including time period(s), during which this certain people did use it. This allows us to reuse all items and define the distinctions and which things which civ can build on a higher level, without having to care that much if it now can be called "Norse", "Norman" or "Germano-Slavic" as this can easily be re-assigned later on using the civilization tags. Also this would automatically allow us to distinguish between mini-factions and full civs (i.e. playable civs, which a player can choose to start on a map). The dinstinction is easy: Once enough buildings exist for one people/culture (way of life), such that this civilization can produce all the things that re required, e.g. food, civil, economy and military items/units, then this civ can be chosen from in the game setup/ map screen. Else it wont be available but it may be randomly placed as minifaction - if the map designer foresaw a spot for those and labelled it as such or using random or under limited Gaia instead of sophisticated AI control.
  7. Creating a trigger AI is easy, it's essentially an AI that does nothing. I'll add it asap. But please don't expect that you can have all mods enabled at the same time and expect it all to work. That's not the case as each mod that modfies public 0ad files, has at least a meta-reasonable reason to do so. As Niek said, mimo's thoughts on trigger plugins might be valid, though that won't make it into A17 and taking out the AI as I did in the Gallic Wars Scenario is the only way to prevent the AI to interfere with triggers currently. I'll add the AI and change the map settings to use this AI or you can do it if you like.
  8. I playtested all but one Highlands map and they are all exellently forged. You've done a good job. Even if you don't get any community votes, don't be sad, your maps have equal or better quality or originality than many of the maps that are included in 0AD.
  9. Trigger map is finished. It can't be included into A17, because some 0AD files had to be modded. We will thus distribute it as a mod. Next is the surrender system, I'll add a component for it. (it'll take just 1 day) I'll focus on the blender addon + Han dynasty storehouse after the mapping contest. I've already playtested all maps and must say, they are all promising. A17 will be a great release.
  10. I couldn't find a list of which features they added in those 7 years.
  11. It's a quick map if you now what to do: - Rescue the druid. - Hunt the Centurio. - Finish off the Roman fortifications and hope for Caesar not sending a new Centurio in time. You can finish all this easily within 5 to 10 minutes. The longer you have to stay defending your village, the more Roman units you have to counter. Finally you will be doomed, as the Romans even will overrun your heroes at some point if you stay idle for too long. Have a look at the minimap in the screeny. A Roman garrison just left its fort to lay siege to your village.
  12. Sander added exactly this Bonus immediately with his unit on wall commit.
  13. (It's been a major overhaul. Please retest the map, the random functions were broken prior to the version of tonight!) https://github.com/0ADMods/map__gallic_wars/commit/f06219cc40177e32c3b6bb0a832475dbefc59616 The druid now returns home when rescued. The enemy centurio is harder to finish off and returns to a random hiding place when his excursion didn't lead him to an importan Gaul. Have fun with this map. It's A17 ready.
  14. oh, good idea. We just thought of the problematic onslaught, it's definitely a battle map. Were you realize the limits of the pathfinder if you fail to get rid of the enemy centurio early enough. We might have to exchange every 2nd tree entity with an actor. But it's purely optional. Still if you manage to rescue the druid, you have a good time, with gallic reinforcements of your Gallic neighbour villages. By now the map is balanced, all features are added too (e.g. sudden and random major assaults, siege attacks, decline and increase in strength, trader visits, ...) We might have to react when the Gallic chieftain dies, we are open to ideas.
  15. By now the map is fixed. It didn't take long ... lol Increasing and declining attack strengths working. Without takeing an active part and defending the harbour and conquering key points it will be difficult. Though by now the Roman attacks begin pretty weak. Triggers are only in the SVN version. It's working with A17 though but may probably not come bundled with it but is easily added using the Mod Configurator. that's fixed by now, there was a tech issue. Now the triggers directly manipulate the Decay of the Romans and only in this map and not for all 0AD maps which contain the Roman army base. All credit goes to Niek and shieldwolf. They did a fantastic job.
  16. Please find it. Are the models lost hopelessly, did you throw them into the Amazonas? You can work with git without internet. Just update very seldomly. e.g. 1x per 2 months upload/push your changes. As git and svn are differential, there usually is not much data to transmit to the internet (if you don't commit new images or other binary files of course). It's difficult to work without internet, but it's possible if you can live with buying internet for 1 day / month or every 2nd month and uploading + downloading your mod then.
  17. Dear comrades, Niektb, shieldwolf and my minor self have assembled a trigger and campaign map. We had to modify almost everything, from taking out the AI to not interfere with the triggers and our very own storyline machine. Have fun with heaps of Romans. Keep an eye out for your best units, else all of Gaul will soon be in the hands of the Roman Emperor Julius Caesar. Download: https://github.com/0ADMods/map__gallic_wars Change your working directory to the /path/to/0ad/binaries/data/mods/ and execute: git clone https://github.com/0ADMods/map__gallic_wars.git(for other than SVN/Git players, according to GameDataPaths to figure out your mods/ path) Then launch 0AD as follows: ~/0ad/binaries/system/pyrogenesis -mod=map__gallic_wars
  18. Ah and of course mapping contest is fine, am no native speaker. Sorry for the noise.
  19. Okay, thanks. Though that's already the one which is in the map creation contest repository and the one which you posted in the other thread. The advantage of checking out the repository into the mods path (see GameDataPaths) is that it already contains some preview images in the correct folders.
  20. Nvm, tried to repair my mouse instead. Though without mouse and without hotloading it turned out quite tedious to test trigger maps. Anyone knows in which revision hotloading broke. Otherwise if it is not working anyway, we can get rid of all the related code. Hotloading is complicated anyway. I'd rather have new features than hotloading.
  21. Sorry dude, can't access it, it looks like a broken link (and even a +1 rated broken link)? Can you commit to the Mapping-Contest repository instead? Btw. is Mapping-contest really the correct word. For me it sounds like mapping some value to another. I couldn't find something on the net.
  22. We can create a trigger map for this. Triggers are so powerful that they can change the GatherSpeed depending on the territory extent, given there is a nice way to determine territory size and I can't think of why there shouldn't. We can use triggers to create feature demonstrations. What Niek proposed could also influence morale. If a people is driven into the last corner of the map, their cohesion will increase and they will try a last rescue out of the dangerous situation on the battle fields. The last (negative slope) part from 80% on could emulate that finally hope is gone when the enemy really becomes overpowering.
  23. Aren't Normans those Vikings that settled on the mainland and didn't return to where they came from? I'm not so sure if separating the Normans and Vikings is a good idea. Instead only make them factions of the viking civilization? Anyway, as it stands currently, this would only be a cosmetic change. I prefer to look at each entitiy/item we create inidividually: e.g. - a certain tower => which civilizations did use/construct/adopt it? when did they so? - a certain axe => which civs did use/create/adopt it? when? - ... Those are the tags that we need. The rest we can handle with technologies that are ultra powerful in 0AD and the solution for our culture anomaly we encountered when we tried to set up the too giant 0AD Extended Roadmap.
  24. Hi comrades, I've a hard time testing without a mouse working properly. Do hotkeys exist for starting the simulation in Atlas? Or could we somehow add it? Thank you
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