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Everything posted by andy5995
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atlas Can a bridge over land be made using atlas
andy5995 posted a topic in Scenario Design/Map making
As Atlas is a 3D editor, can a bridge over land be made using Atlas? Something like this? -
skirmish maps Cliffs of Carnage - new 4v4 PvP map
andy5995 replied to andy5995's topic in Scenario Design/Map making
Thank you for the feedback everyone! @badosuI made some changes to the map, chief among them: widening all the paths. I've added a 2v4, 3v4, and 4v4 version to the GitHub repo (Cliffs_of_Carnage_xvx_xp.xml, etc) -
Practicing more with Atlas, I made this spiral mountain path. Ideally it would go around the mountain 2 or more times... but this is good enough for proof of concept, if any map-makers are looking for ideas...
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What do you think about adding Roman turtles to the Romans civ? This is an example from the MegaGlest game.
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@wraitiiticket 6096 created
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This video shows a lot of rams bunching up around houses, not destroying the houses and ignoring a nearby CC. Seems as though they are a bit confused trying to destroy the tower. This was a game me and Jammy played against the AI. The rams around the houses are the AI, enemy combatants. I'm blue, the houses are mine. Video and replay attached. 1315217833_rams_a24_AI_2021-03-0614-20-39.mp4 2021-02-26_0002.zip
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A ticket I just opened (6084) I wonder if it would be a nice or interesting feature if buildings could have an extra attribute set. For example, a Roman military camp could only produce siege units if it is fully garrisoned, or the speed of unit production were based on how many units were garrisoned in the building (i.e. unit production is faster if fully-garrisoned, half the speed if half-garrisoned). I don't think it would be a good idea for all buildings, but maybe it would be a good compromise for units such as the Roman military camp?
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@mysticjimIn your user.cfg file, you can add `gui.scale = "1.25"` to increase the size of everything, including the icons.
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Upgrading a23 skirmish maps to be compatible with a24
andy5995 replied to andy5995's topic in Scenario Design/Map making
I've noticed too that when editing the xml directly and removing the civ names, everything is fine. Then I open it in Atlas, make no changes, and click save. The civ names return. -
Upgrading a23 skirmish maps to be compatible with a24
andy5995 replied to andy5995's topic in Scenario Design/Map making
I ran all of these scripts. So far the only things I've noticed are a missing bench ERROR: Failed to load entity template 'other/bench' ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/other/bench.xml" (which I couldn't figure out how to fix) And the civs can't be changed from the game setup menu. When I uncheck the player name and civ from within Atlas, changes to the civ name are not saved. -
Upgrading a23 skirmish maps to be compatible with a24
andy5995 replied to andy5995's topic in Scenario Design/Map making
Thanks. I also want to give it some thought and see if it could be done with something like find . -name '*' -print -exec sed -i 's/gaia\/tree\/cretan_date_palm_tall/replacement-text/g' {} \; to fix all the files at once. I'll take a closer look later. -
When I reported on IRC that my skirmish maps weren't working, @Stan`gave me a link to this script https://code.wildfiregames.com/P232 I've attached the python script it to this post. python3 <scriptname> <version> <path> The correct version to use is "7". For the path, I used "." (single dot) while in the directory containing my custom skirmish maps. After that, you may have to edit your xml. I still get errors such as the following when opening most maps into Atlas 0ad-map-upgrade-20210222-01.py
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I tried out some planes. They don't seem to respond well to the move command. Initially they'll move right away, but after that, they kind of fly around in circles before moving to a spot that's been selected and don't stay in one place when ordered to. But I'll experiment more; maybe there's something I missed. This test map I made is a 2v5 game on a modified Red Sea skirmish map. P1 and P2 have 5 planes each, and 2 players on the opposing team also have 5 planes each. air_unit_test_01.pmp air_unit_test_01.xml
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@Stan`, what @Carltonussaid. And for extra trivia, "morph" is derived from the English word metamorphosis and in French I believe it's "métamorphose".
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Hi @Stan` And those units can be made to do ranged attacks, morph, and do most everything land units can?
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There was an extensive discussion about ram speed as recently as September 2018. And a short thread that has some general info about garrisoning rams.
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When modding, can some units be designated as air units? By "air units", I mean units that can fly; and fly over water, trees, and other map objects that would normally block land units.
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Display extra available housing that exceeds pop limit
andy5995 replied to andy5995's topic in Gameplay Discussion
@Itms approved this mod and it's now available from the official 0AD mod center. -
skirmish maps Cliffs of Carnage - new 4v4 PvP map
andy5995 replied to andy5995's topic in Scenario Design/Map making
@coworotel Can this be added to your community maps mod? -
skirmish maps Cliffs of Carnage - new 4v4 PvP map
andy5995 replied to andy5995's topic in Scenario Design/Map making
Thanks for the additional comments @badosu I just fixed players 4 & 7.. they were on the wrong sides/teams. Pushed to repo. -
skirmish maps Cliffs of Carnage - new 4v4 PvP map
andy5995 replied to andy5995's topic in Scenario Design/Map making
@badosu After giving it some thought, I've decided to get rid of the bottlenecks as you suggested. How wide do you think I should make those ramps? -
skirmish maps Cliffs of Carnage - new 4v4 PvP map
andy5995 replied to andy5995's topic in Scenario Design/Map making
@badosuThank you for the feedback. I used the width of the "ramps" used in Acropolis Bay as the guideline. The AI has trouble with it, because they build towers and farmsteads right on the path. I'd be happy to make the change you suggest but I'd prefer to wait until the current design has been played - unless you and others are already sure that the current widths just won't work well for PvP games. @go2die Linux: ~/.local/share/0ad/mods/user/maps/skirmishes Windows: C:\Users\{YourUserName\Documents\My Games\0ad\mods\user\maps\skirmishes\ You can just copy the 2 files to those directories, and then the map should appear in your skirmish map list at the 0ad game setup menu. It might be easier to let 0ad create the directory rather than manually creating it. To have 0ad auto-create the directory, you can just open up the scenario/map/Atlas editor. It will open to a default blank map. Then: save as -> skirmishes tab -> foo.xml Then go to your file manager and you'll see the directory has been created. You can close Atlas, and delete the foo files. Then copy the 2 map files to the skirmishes directory. -
skirmish maps Cliffs of Carnage - new 4v4 PvP map
andy5995 posted a topic in Scenario Design/Map making
I tried to balance this map for PvP play https://raw.githubusercontent.com/andy5995/0ad-maps/trunk/maps/skirmishes/Cliffs_of_Carnage_4v4_8p.xml https://raw.githubusercontent.com/andy5995/0ad-maps/trunk/maps/skirmishes/Cliffs_of_Carnage_4v4_8p.pmp