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Everything posted by coworotel
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If you save in Atlas it should automatically show up in the game (at least that's what happens for me). If you did not change the name field in Atlas it will appear as "Unnamed Map". You can see here depending on what OS (Windows, Mac, Linux) you use where is the folder: https://trac.wildfiregames.com/wiki/GameDataPaths
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Do I just have to rename from .zip to .pyromod? Or something else?
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I'm planning to, but I'm not sure if I should make it an independent mod or include in Community Maps.
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True, I will take a look at that.
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How
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This is the first version of my Tower Defense mod. Tower Defense maps were very popular in Warcraft III times: Basically a Tower Defense is a game where waves of enemies walk into your base, and you have to build and upgrade towers to protect it from these invaders. In the case of this mod, I included two maps, one for 1 player and another for 2 players. The map for two player can only be played in multiplayer, as the AI cannot play this map. The goal of the game is to protect your base against the invaders by building towers. The one who survives longer wins. The strategy consists of choosing the best positioning and the best types of towers. As you upgrade your towers, there will be choices to be made between different types of specializations. As you kill the enemy waves, you gain loot. With these resources you can trade in the market and build towers/upgrade. Some Questions for you: Should I include this in the Community Maps mod? Or is it better to have it as an independent mod? The mod include some new templates for the towers, but it does not change any template that is used in the game. So you can use this mod without affecting any other map. Want to make another map in this mod? It should be quite simple. If you open Atlas using the mod, you can place the structures and units of the mod, search for "tdef" (the "fake civ" that has all the new units. It is a fake civ because you cannot choose it in game, it is by default in the Tower Defense maps). If you don't want to mess with scripts, it should still be easy to make a map using the mod. Just include this in your map (in the ScriptSettings part of the XML): "TriggerScripts": [ "scripts/TriggerHelper.js", "scenarios/tower_defense1.js" ], Then you just have to place the Wonder (tdef_wonder), which is the only "Conquest Critical" object (that is, if it is destroyed you lose), some workers (tdef_pawn), and the trigger_point_A and trigger_point_B (these are the places where the waves will spawn: A goes for player 1 and B goes for player 2). The workaround I used for the singleplayer map is to place a super OP tower for player 2 that kills all enemies instantly. You can use it in your map too: tdef_tower_ultimate. Next Versions I still want to improve it before sending to mod.io. Your feedback is welcome. Definitely will need balancing. One thing I wanted to do was to include an option to heal some life of your Wonder, costing some food, as this resource is not used much in the map. Have fun! (and let me know how many waves you can survive.) Spoilers below: tower_defense.zip tower_defense.pyromod
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Do you mean loom? That one increase the maximum HP, I wanted to recover lost HP (more like healing).
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Is it possible (in a mod) to add a tech or upgrade to a unit that, when researched, gives it some extra HP? (Like healing. Let's say the unit has 100/800 HP, after researching this tech it gets 200/800 or something like that.)
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I think these goals are nice, but also utopic. Only scenario where clicking fast does not give you advantage is in turn-based strategy like Civilization. If there is a real-time aspect, whoever is faster will be able to do more. Single path to victory is almost inevitable, in the pro competitive games. You have an optimization problem, eventually the best players find the optimal or semi-optimal algorithm and then that's what will be done to win. How to avoid this? Only if a problem with many equally good solutions is designed, but that will mean the game's balance has god-level perfection. Which now is the opposite, only 3 civs stand any chance of winning in competitive mode, all of them by using mass ranged units/booming. Repetition follows from such optimal algorithms, which imo will inevitably arise. The sneaky tricks part maybe deserves more attention. Many unintended advantages have been found: dancing, supremacy of ranged units, etc. One question that I don't know the answer and that might help to balance ranged units: why are they balanced in AoE2? Why do people use infantry in AoE2? Is it due to hard counters?
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I think the problem of trying to make 0 A.D. a Total War clone at this point is that it is already very much an "Age of Empires" type of game (which in my opinion is a nice thing)... We might as well start a new game from scratch. I agree with these points. The game would benefit of 3 distinct classes: workers (women currently), citizen soldiers (who would be "trash combat units" compared to military from barracks) and proper military. Also currently CC's function is too similar to barracks... I saw some gameplays (GamerZakh I think) when they notice that barracks produce almost the same units as the CC they are totally confused, and for good reason... IMO would be better if there was no military besides maybe a very trash one available in CC - like in borg's mod. Like StopKillingMe said I think this is not that huge disadvantage. Just the time of walking does not disturb your economy that much. Besides, while the attacker is harassing you and your economy, his base is working normally (with less workers, but still...) Just press Y as FeldFeld said.
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Isn't it possible to make two templates for a unit, say one with a sword and one with bow, and set an update in the swordsman to the archer and vice-versa? Wouldn't that work? More or less like you have packed and unpacked catapults? The limitation being that you have to switch weapons manually.
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Amazing how lively this picture is haha. Makes you really believe there is an urban life in that town.
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Where is this? A mod?
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Honest question... The things you think the game need, are they implementable as a mod, or do they demand engine changes? Can you give some example?
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Map Making - Garrisoned buildings
coworotel replied to coworotel's topic in Scenario Design/Map making
I don't know why but didn't work... I placed the units next to the building, then edited the code like that, but they just stayed in the place I put them... Edit: okay, I found the problem... Just a mess with the two copies of the map, one in the mods/user the other in the folder for the map I'm making... -
Age of Empires definitive edition [remaster]
coworotel replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Pathfinding seems good now: It seems that they have some kind of cooperation going on... I know that traditionally pathfinding algorithms are individual-based, but it seems here that they are doing some kind of multi-agent cooperation. -
Or, soldiers could lose military experience if they gather resources... so the player would have to decide between keeping a good army or use them for economic purposes. I like your idea of barracks units being trained with more experience than CC units. Would also support the idea of CC only training workers (like in borg's mod) and maybe a very basic military like a clubman.
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Gauls and Britons are already so similar, doing this makes them even more similar.
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Thanks borg! That works! Valeu!
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Hi people. Is it possible to add two upgrades for a building (tower in this case)? I tried the following: <Upgrade> <Tower> <Entity>structures/{civ}_stone_tower</Entity> <Tooltip></Tooltip> <Cost> <wood>50</wood> <stone>50</stone> </Cost> <Time>10</Time> </Tower> </Upgrade> <Upgrade> <Tower> <Entity>structures/{civ}_wooden_tower</Entity> <Tooltip></Tooltip> <Cost> <wood>50</wood> <stone>50</stone> </Cost> <Time>10</Time> </Tower> </Upgrade> I didn't work, only one appears. Am I doing something wrong?
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Hi guys, do you know where I should look to learn about the functions that I can call from a map script (.js file)? For example, I have this: let targets = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities().filter(ent => { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), target_classes); }); Where do I look to find this function GetNonGaiaEntities()? I wanted to include in this filter also the player number. Okay, problem solved... I used eval() to see what is this object Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager) and found that it is an ICmpRangeManager. Then I googled it and found a list of methods in http://sathyam.me/0adblog/docs/classICmpRangeManager.html.
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Is it possible in Atlas (or manually in the XML) to put garrisoned buildings? Like a tower with a soldier inside?
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Lion?
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Isn't this going to make archers more useless? Or are they useful somehow? I think a good cycle for balancing the game would be: - release some new alpha - people play and start to see where it is unbalanced - top players make a balancing mod (just changing stats) - mod is tested and modified until it cannot get better in that alpha - next alpha incorporate the latest version of the balancing mod. - repeat... The engine could even be changed to automatically install the "official" balancing mod, or at least prompt players if they want to install it, so more people have access to the balanced version.