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Everything posted by andy5995
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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?
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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.
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naval ability for units to build bridges spanning water
andy5995 posted a topic in Gameplay Discussion
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. -
@ScallactThis is a random map I started to make. It imports the pmp file from the Corinthian Isthmus 2v2 skirmish map:
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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.
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@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?
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@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.
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I just modified Frontier for CM2. @alreDo you think this would be enough wood? Do you notice a significant difference?
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I'll probably wait until after it's released into the next version of CM2 and gets more play-testing and feedback, and after my pending patch for team placement on Mainland is merged into a26. Alternatively, if you'd like to submit the map as a patch for a26, I could assist you with that if you need it (I doubt you'd have much difficulty though since you already have programming experience). Right now it can be played by cloning the git repo into your mod directory. Something like `git clone https://github.com/0ad-matters/community_maps_2.git community_maps_2-git` will clone it and give it a directory name that won't conflict if you have the current release of CM2 installed. Would you recommend I rename the map to Yekatarinburg?
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Good idea! I have no idea how to do that though, or what textures I should use. Can anyone tell me how to do that, or make a pull request? The code is here. Ok, so to work around that fair point, I created a version with higher water (so docks can be built) but gave it a different name. It's called @Yekaterinaville. And both versions are in the community maps 2 repo.
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This new random map will probably get into the next release of Community Maps. It's mostly Mainland with some elements of Latium added. The res and trees, etc. are the same as Mainland vanilla. Any suggestions for it? Other opinions?
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Even if the words by themselves, or the language could be considered completely inoffensive by some, the meaning is clear and clearly intended to be offensive, antagonistic, or troll-like. Even if you put those points aside on the basis of cultural differences, that server text is just completely off-topic for a server list, not at all descriptive of the game being hosted, and can be considered spam.
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And for those who aren't familiar with the "Beside Allies" placement yet, @Palaiologosis displaying that in the 3 examples on the left side of this graphic. It's available using the Mainland TG map from the Community Maps 2 mod, and submitted as a patch for a26 in D4303 So if you like the new "Beside Allies" placement, please let the devs know in this post or on the patch itself.
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Battles in the poverty and the Squalor
andy5995 replied to Lion.Kanzen's topic in Scenario Design/Map making
Cool. When you're done, feel free to submit a pull request. -
I think a quicker and easier solution would be for a lobby admin to ban a player hosting a game that uses language which violates the TOS or COC
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Battles in the poverty and the Squalor
andy5995 replied to Lion.Kanzen's topic in Scenario Design/Map making
There's a working version of this map in Community Maps 2, but is there an updated version? -
I did some checking with unmodified Frontier and Ambush from A25. Looks like sometimes the bases might wind up on on the border Results: Frontier 4v4 Medium setup - ample space between player and border Ambush 4v4 Medium setup - ample space between player and border Frontier 4v4 Medium (2nd try) - player on border (see screenshot below) @Stan`Do you think a ticket should be created for modifying how stronghold team placement is done? @Palaiologos I created a ticket for that.
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Mainland with teammates placed closely together
andy5995 replied to andy5995's topic in Scenario Design/Map making
This is now in v0.25.5 of the community maps 2 mod available on the Mainland TG and African Plains TG map (with the exception of the 'Circle' option, already provided by stock 0ad). The D4303 patch for 0ad will include this if it's accepted. -
You're welcome. I've pushed the change to the repo and I'll edit my OP. Thanks for the suggestion @Ceres
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I created a fork of the Balanced Maps mod by @badosucalled Balanced Maps 2 Description: A collection of balanced maps that are especially designed for competitive play Releases The first version I released (v0.25.0999) I just tried to get *some* maps to work. Some maps are still not loading depending on the biome selected. Temperate seems ok. I've done very little testing myself so far. Open a ticket if you notice anything serious