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andy5995

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Everything posted by andy5995

  1. This is a new random map created by me and @Jammyjamjamman Map Demo video: Jammy's Despair The size, depth, and borders of the lakes are generated using random numbers. Some lakes are shallow enough that units can cross the lake without any difficulty or wetness problems. The map will be included in v0.25.9 of Community Maps 2.
  2. @nifa, minor problem with the map. Could you have a look at @Langbart's comments on PR 21 please and let us know what you'd suggest...
  3. @Feldfeld, you wanna add this to cm2, or would you rather keep it separate for now?
  4. I actually never saw the original movie until last year. But in the mid-eighties (when I was about 12), my brother and sister gave me this book for Christmas:
  5. I released v0.25.8 yesterday. It's available in the usual locations, but additionally now also available from the Arch User Repository (AUR). Note that it won't appear in the 0ad mod menu unless you have also installed 0ad from the Arch/Manjaro package manager as well (the mod gets installed to /usr/share/0ad/data/mods).
  6. Thanks @sarcoma modio must be changing something automatically. @ValihrAnthelped me troubleshoot and I did some testing with @Palaiologosearlier. I'm going to do a new release tonight that just replaces the hyphens with underscores.
  7. What's the folder named when you install it? When I install the mod, the folder is named 'community_maps_2', which is the same as the mod name: { "name": "community_maps_2", "version": "0.25.7", "label": "Community Maps 2", "description": "A collection of maps made by players and fans of 0 A.D. and shared publicly.", "dependencies": ["0ad>=0.0.24"], "url": "https://github.com/0ad-matters/community_maps_2", "type": "maps" } I created it using ./pyrogenesis -mod=community_maps_2 -archivebuild=/home/andy/.local/share/0ad/mods/community_maps_2-git -archivebuild-output=community_maps_2-0.25.7.pyromod -archivebuild-compress
  8. Apparently it's usually impossible for people to connect while this mod is being hosted. Sometimes it works and sometimes it doesn't. Mostly it doesn't. The error message is about incompatibility, even when the mods and versions are an exact match. Anyone know how to fix?
  9. Yes, that seems to work for most everything else, but when using avoidClass with the PathPlacer function, it seems to simply not place the path at all if it encounters the object you want to avoid. See my comment on this PR
  10. Coincidentally, @nanimade a random map named Dune, based on the original movie, if I'm not mistaken.
  11. Yeah, I definitely agree. After spending several hours trying, we haven't worked out how to make the roads go around hills, mountains, and shoreline yet. Thanks. And actually, as shown in the screenshot, the gap between players' bases changes based on the number of players and size of the map. This is 2v2 on a Medium map.
  12. Arctic, Sahara, and Savanna (because and on-accounta it's a random map)
  13. I narrowed the roads a bit, and now some large mines are placed near the territory border of each player on maps greater than or equal to Medium size. These changes will be included in the next release. P.S. The different styling of the road in this screenshot doesn't have to do with any other change except for this is the temperate biome and the other screenie was the autumn.
  14. I fixed the cliff painting and made a few other minor adjustments to it
  15. New random map created by me and @Jammyjamjamman, adapted from the Corinthian Isthmus 2v2 skirmish map. Available in v0.25.7 of CM2. Bases start with 1000 stone and 1000 metal next to their CC instead of 5000/5000. Mines are placed randomly but so far, they seem to be available very close to the territory borders. I'll make changes if necessary.
  16. And me and @Jammyjamjammanare working on this randomly generated map (which imports the heightmap from the Corinthian Isthmus 2v2 skirmish map on the fly)
  17. Problem is, on a new random map I'm working on, I've been trying to use code like: "Mines": { "types": [ { "template": oMetalSmall }, { "template": oStoneSmall }, { "template": oStoneLarge, "distance": defaultPlayerBaseRadius() * 1.5 }, { "template": oMetalLarge, "distance": defaultPlayerBaseRadius() * 1.5 } ], } But it just ignores the distance values and places the darn mines the same distance as the two smaller ones! I sure as frack don't see why that code doesn't work. I found this code on another an existing map 224- "Chicken": { 225- "template": oGazelle, 226- "distance": 18, 227- "minGroupDistance": 2, 228- "maxGroupDistance": 4, 229- "minGroupCount": 2, 230- "maxGroupCount": 3 231- }, A distance value following a template... @Feldfeld @naniAny idea why the mines aren't getting placed where I want them to be?
  18. But there's more to it than that. Sometimes I play for a few months, then I come back after a few months and play for a few more months. I first played around 2016. Also, if some people leave and don't come back, that's not necessarily a reflection of 0 A.D., but it's just natural that some games aren't to everyone's tastes. Yes, there are some things that could be changed, and that's what tickets are for, and what the devs are working on, to make the game better and more interesting. One thing that may be alienating new users is the ratings system. It seems to be not just a ratings system, but a caste system in some cases. As if having a low rating means the person is not just an inferior player, but an inferior person not worthy of acknowledgement or common courtesy. And often a player's rating isn't even accurate. I often see pro players stating that someone else's rating doesn't accurately reflect their skill. People who play regularly have a pretty good idea of a player's skill and don't really pay much attention to their rating, I think. I sometimes wonder how worthwhile it is to maintain the code for the ratings system, especially since there are so many practical aspects of gameplay that actually need to be worked on.
  19. What do you think about implementing a feature where units can build bridges across water? They'd have to be built on the shore of one piece of land and connect to the shore of another piece of land. Then they would of course block ship passage, but like other buildings, they can be destroyed by the enemy. The bridges would have to be wide enough for infantry to cross, and not be too narrow as to create a bottleneck that would cause game lag. Perhaps the bridges would contain areas where infantry could be garrisoned and fire arrows.
  20. @ScallactThis is a random map I started to make. It imports the pmp file from the Corinthian Isthmus 2v2 skirmish map:
  21. Done (mostly). and here's Yekaterinaville....
  22. Not wanting to go too far off-topic here, but you can also get heightmaps from existing skirmish maps for use in generating random maps. For example, when Jebel Barkel is generated, it imports a pmp file: g_Map.log("Loading hill heightmap"); createArea( new MapBoundsPlacer(), new HeightmapPainter( translateHeightmap( new Vector2D(-12, scaleByMapSize(-12, -25)), undefined, convertHeightmap1Dto2D(Engine.LoadMapTerrain("maps/random/jebel_barkal.pmp").height)), minHeightSource, maxHeightSource)); One application for this method is that if you have a 2v2 skirmish map for example, one might create a random map that allows more flexibility with the number of players, using the same terrain as a nice skirmish map. There's some extra info in trac ticket 4816.
  23. @JammyjamjammanI think we could safely add some more decorations or buildings. A non-capturable Gaia-owned wonder in the middle for instance? Maybe a few more hills?
  24. @Lion.KanzenFor requests, I think the best way would be to open per-map tickets on the community maps 2 repo. I wasn't really planning to start taking requests... I just saw alre's message and figured I could make a quick fix. But... yes feel free to open a ticket on the repo if you notice a map that you'd like to see improved and me or someone else may do something with it.
  25. I just modified Frontier for CM2. @alreDo you think this would be enough wood? Do you notice a significant difference?
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