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Everything posted by andy5995
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New Map: Aegean Archipelago (Skirmish)
andy5995 replied to Yavin's topic in Scenario Design/Map making
@YavinNice! As far as teams, how is it meant to be played? I see 4 players close together at the bottom, and the rest are spread apart. I think it would be good to set the teams from Atlas so people have a better idea of a good set up. Doesn't seem like a good FFA map when 4 players are close together but the other 4 are spread out. I don't like how this CC is partially obscured from being so close to map's border. Also, the map description should be changed to something other than the default. -
New report, a release blocker I think. In these screenshots I was firing at a Fort (that was *partially* obscured by FOW) with a Mace catapult. Note the game time in the upper right. I start firing about 19:55. Continuous fire until around 23:32, but no damage appears in the fort's health bars. When I units in range to completely clear FOW, the fort instantaneously shows as destroyed. commit 3ed74c4c4924fae6ad6d0c4c8698faed362d465b (HEAD -> master, upstream/master, origin/master) Merge: 29f53fe203 08e6d4f254 Date: Wed Jul 27 05:00:36 2022 +0200 @chrstgtr @Stan`@wowgetoffyourcellphone@Freagarach@Gurken Khan@Langbart
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Got a lot of scripting errors playing git version commit 52094b6f62041c8c03cbdd9909cc1794c08bfb49 (HEAD -> master, upstream/master, origin/master) Date: Tue Jul 19 05:00:53 2022 +0200 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 oldPos is undefined PETRA.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:384:9 PETRA.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:290:8 PETRA.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:832:42 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2282:20 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 oldPos is undefined PETRA.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:384:9 PETRA.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:290:8 PETRA.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:832:42 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2282:20 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 ... interestinglog.html commands.txt metadata.json
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I'm experimenting more with heightmaps. So far this is what I've come up with for Alexandria. What do you think? Maybe someone could make a better heightmap than the one attached? I've created this example map by replacing the red_sea.png heightmap temporarily (so generating the vanilla Red Sea map with a different png).
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Tangram Heightmapper seems like a great source to get a heightmap. I added the link to the wiki.
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@Stan` That's an intricate and great-looking map, but judging by the size, it would take literally forever to load for most people. The largest xml in cm2 right now is 2.7mb.
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@Stan`regarding the elves mod, you may also want to try to get in touch with @gameboyor @gameboy2. He's the one who did the original models for MegaGlest. The models were great, but the faction was never included in the game. (Another related link at https://github.com/zetaglest/elves-testing/) (I think he did some work for 0ad? At least I saw his nick on the forum at some point...)
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I added a section for dealing with rams to the Gameplay FAQ today, but it needs to be reviewed and added to probably.
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website Make the Gameplay FAQ more visible on the website
andy5995 replied to andy5995's topic in Help & Feedback
I'm glad you liked my idea. I added a section to the Gameplay FAQ about rams and elephants, but someone much more knowledgeable than I should review and edit it. -
website Make the Gameplay FAQ more visible on the website
andy5995 posted a topic in Help & Feedback
I think the Gameplay section of the FAQ should be more visible on the 0ad website (and a section should be added about rams). To get to the section in the FAQ about gameplay, one must first hover over "community", then click "get support", then click on "FAQ", then scroll through pages of technical questions before gameplay questions are answered. I think in addition to existing navigation, it would be good if a link were simply added to the main "Game info" menu, a direct link to "Gameplay FAQ". -
Yeah it's not very intuitive on how to defeat rams, and it's easy to empathize with new players who are baffled if they have 50 skirmishers attacking a ram and no damage being done.
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I wonder how possible it would be to add info to the unit info panel that could show what units are likely to do the most damage to that unit, for example rams. A script that could calculate based on armor and attack type and automatically add a section to the info panel like: "Most vulnerable to swordmen and sword cav" Or "Effective defense: swordmen..." I'm not trying to start another thread about rams, hehe, just thought of this feature suggestion after reading this thread:
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Also affects Alt+ click-drag to select only military units. First try, women get selected. Second try, only military units.
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RANDOM MAP: Fert - King of the hill variant
andy5995 replied to nani's topic in Scenario Design/Map making
I removed the custom template and just added a filter https://github.com/0ad-matters/community-maps-2/commit/0f1f0bde261120cff2ac5370f3dd2c8d6f3f94d5 @Stan`- 30 replies
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RANDOM MAP: Fert - King of the hill variant
andy5995 replied to nani's topic in Scenario Design/Map making
@Stan`suggested I just add a custom template, which I did, and now the Fert maps should work as intended. https://github.com/0ad-matters/community-maps-2/commit/d9ca9878d42509f0edf4db0c7c1b301295739ebb- 30 replies
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RANDOM MAP: Fert - King of the hill variant
andy5995 replied to nani's topic in Scenario Design/Map making
I tried out the Danubius map with the Capture the relic option. There's no status for the HP, but there is for the CP. Ergo, it can be captured but not destroyed. I'm not sure yet how to implement that for the wonder in this case.- 30 replies
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