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coworotel

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Posts posted by coworotel

  1. I like your mod idea very much.

    4 hours ago, Trinketos said:

    Amazonian Rain Forest:  A map with a lots of Wood and a big river.

    Since you consider an Amazon map and a big number of factions, I would suggest to consider representing some of the Amazonian peoples (that would be not only nice but also new to RTS games), such as the Marajoara and Tupis. Despite there being around 5 million people living there when the Portuguese arrived these nations are largely unknown by most people - and there is a very prevalent myth that the Amazon forest was a pristine uninhabited place. This couldn't be farther from the truth. In fact, the very forest according to recent findings seems to be largely "man-made". Some of these evidence like the large geoglyphs were only found recently due to recent deforestation of Amazon for large scale agriculture.

    https://en.wikipedia.org/wiki/Amazon_rainforest#Human_activity

    Quote

    Based on archaeological evidence from an excavation at Caverna da Pedra Pintada, human inhabitants first settled in the Amazon region at least 11,200 years ago.[18] Subsequent development led to late-prehistoric settlements along the periphery of the forest by AD 1250, which induced alterations in the forest cover.[19]

    220px-Fazenda_Colorada.jpg
     
    Geoglyphs on deforested land in the Amazon rainforest, Acre.

    For a long time, it was thought that the Amazon rainforest was only ever sparsely populated, as it was impossible to sustain a large population through agriculture given the poor soil. Archeologist Betty Meggers was a prominent proponent of this idea, as described in her book Amazonia: Man and Culture in a Counterfeit Paradise. She claimed that a population density of 0.2 inhabitants per square kilometre (0.52/sq mi) is the maximum that can be sustained in the rainforest through hunting, with agriculture needed to host a larger population.[20] However, recent anthropological findings have suggested that the region was actually densely populated. Some 5 million people may have lived in the Amazon region in AD 1500, divided between dense coastal settlements, such as that at Marajó, and inland dwellers.[21] By 1900 the population had fallen to 1 million and by the early 1980s it was less than 200,000.[21]

    The first European to travel the length of the Amazon River was Francisco de Orellana in 1542.[22] The BBC's Unnatural Histories presents evidence that Orellana, rather than exaggerating his claims as previously thought, was correct in his observations that a complex civilization was flourishing along the Amazon in the 1540s. It is believed that the civilization was later devastated by the spread of diseases from Europe, such as smallpox.[23]

    Since the 1970s, numerous geoglyphs have been discovered on deforested land dating between AD 1–1250, furthering claims about Pre-Columbian civilizations.[24][25] Ondemar Dias is accredited with first discovering the geoglyphs in 1977 and Alceu Ranzi with furthering their discovery after flying over Acre.[23][26]The BBC's Unnatural Histories presented evidence that the Amazon rainforest, rather than being a pristine wilderness, has been shaped by man for at least 11,000 years through practices such as forest gardening and terra preta.[23] Terra preta is found over large areas in the Amazon forest; and is now widely accepted as a product of indigenous soil management. The development of this fertile soil allowed agriculture and silviculture in the previously hostile environment; meaning that large portions of the Amazon rainforest are probably the result of centuries of human management, rather than naturally occurring as has previously been supposed.[27] In the region of the Xingu tribe, remains of some of these large settlements in the middle of the Amazon forest were found in 2003 by Michael Heckenberger and colleagues of the University of Florida. Among those were evidence of roads, bridges and large plazas.[28]

    Quote

    The Tupi people inhabited almost all of Brazil's coast when the Portuguese first arrived there. In 1500, their population was estimated at 1 million people, nearly equal to the population of Portugal at the time.

    Of course this is just a suggestion, but it would be nice for historical reasons and techniques such as "forest gardening" could be interesting gameplay inovations. :)

    PS: I offer my help with reference material, testing of the mod and whatever else my skills and time permit.

    PS2: I just saw that you mentioned the Tupis among the civs in some comment in another post, so my suggestion is not even that novel.

    • Like 5
    • Thanks 1
  2. 1 hour ago, (-_-) said:

    Rated games shouldn’t be hosted by players. Especially when the system in 0AD is very central. There is also a trust issue to be considered of whether the information transmitted to wfg servers is legit or not. For example, who dropped, or was that person really disconnected or was he kicked out (not only by the /kick command).

    While the perfect or atleast near perfect solution is hosting via official WFG servers, it may still be worth to patch up the obvious flaws and exploits. It would atleast reduce then. I doubt most people would go to such lengths to protect a number.

    While I agree that the ideal would be a central server hosting the games I don't know if it's economically feasible since the game is open source and all... But maybe some solution where the game is mutually hosted or something like that could work, I think.

    Yeah I think so far few people would go through the trouble of faking the information sent to the servers just to improve ratings. In this regard displaying information about how often the players had problems hosting rated games could be a good way to warn others.

    45 minutes ago, Hannibal_Barca said:

    We are indeed short-staffed at the moment and could use a helping hand.

    @Hannibal_Barca how much time does it consume? Does it require a fixed schedule or is this flexible?

  3. 4 hours ago, HMS-Surprise said:

    If players want they chose that option and it doesn't matter it's a connection problem or not the last man standing gains the points

     

    3 hours ago, (-_-) said:

    How would that handle host side drops and player kicks? 

    I would say kicking a player should not be allowed in these "anyhow rated games" and if the host disconnects he loses automatically.

  4. So far I managed to do this, but I'm struggling to find why this.events is always undefined...

    Engine.IncludeModule("common-api");
    
    var PEDRA = (function(){
    var m = {};
    
    // Constructor of PedraBot (first function to be called by Pyrogenesis)
    m.PedraBot = function PedraBot(settings)
    {
      API3.warn("Pedrabot: initializing...");
      API3.BaseAI.call(this, settings);
    };
    
    m.Pedrabot.prototype = new API3.BaseAI();
    
    m.Pedrabot.prototype.OnUpdate = function(sharedScript)
    {
      API3.warn("Pedrabot: " + this.events.length + " events.");
    
      let time = this.gameState.getTimeElapsed()/1000;
      API3.warn("Pedrabot: elapsed time: " + time + "s");
    
      for(let i in this.events)
      {
        // Why this.events is always undefined?
        API3.warn("Pedrabot: " + this.events[i].entity.templateName);   
      }
    };
    
    return m;
    }());

    The warnings show but it appears undefined instead of the length of this.events.

  5. I put it in /usr/share/games/0ad/mods/ but the result is exactly the same. I don't know now if it is because of permissions or something like that since I have to copy with sudo, or has to do with the fact that all other mods I see are in zip files and mine is just the plain directories and js files.

  6. I created the folder mymod in /home/myuser/.local/share/0ad/mods

    Inside this folder I have the mod.json with:

    {
    	"name": "mymod",
    	"version": "0.0.1",
    	"label": "A Mod",
    	"description": "A mod",
    	"dependencies": ["0ad=0.0.23"]
    }

    Then in simulation/ai/pedrabot I have basically a copy of petrabot (data.json and many js files) just with the names changed from "petra" to "pedra" wherever they occur. I put a warning in the initialization of the AI to know if it's working and when launched via UI it displays the warning and units behave just like they should (after all it's still Petra code). But when launched via terminal it doesn't show the warning and the units don't move at all.

  7. 13 minutes ago, elexis said:

    Didn't check, but you might have to launch with -mod=public and -mod=mymod

    That loaded the game, but I think my mod wasn't loaded. Maybe I have to install it somehow? If I enable it via mod settings UI and "start mods" it works fine.

    13 minutes ago, elexis said:

    you might mean petra and not pedra

    Pedra is my bot :)

    It means "stone" in portuguese, just as petra in latin. Appropriate since it's just a small modification of Petra.

    • Like 1
  8. Hello,

    I'm trying to experiment with the AI. I made a folder inside the mods folder and basically copied Petra and changed one or two lines. It works ok when I open the mod via the UI, but I'm trying to launch a match directly using the mod via terminal. I tried:

    pyrogenesis -mod=mymod -autostart="random/mainland" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:pedra -autostart-ai=2:pedra -autostart-player=-1

    Instead of opening the match (as it does without the -mod=mymod part) it just goes to the mod settings screen. Am I doing something wrong?

    Any help is welcome.

    • Like 1
  9. 34 minutes ago, Lion.Kanzen said:

    We haven adequate instruments.

      Hide contents

     

     

     

    33 minutes ago, asterix said:

    Not for now, that is if you do know throat singing since that seems to be their traditional music

    Yeah I use to like this band:

    They have a lot of throat singing (and a lot of throat cutting in the video as well).

    PS: @Free if you don't like blood don't watch the video above :P

    33 minutes ago, asterix said:

    What version do you have?

    It just says Terra Magna 0.0.23. I downloaded from a zip posted here in the forum.

    • Like 1
    • Haha 1
  10. 38 minutes ago, asterix said:

    That was made by Lordgood and Niektb

    The ogg file I have here for the opening of Terra Magna is named "Omri Lahav - Hill of Sorrows.ogg"

    43 minutes ago, elexis said:

    The patch was written in mind with an actual audioplayer someday, but the demand didn't exceed the threshold to implement it yet.

    As a good workaround one can always just set music volume to 0 and use an audioplayer in the background.

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