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coworotel

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Posts posted by coworotel

  1. 2 hours ago, Kong said:

    I am a silly old pensioner, who can't find the map folder to put them in

    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

    • Like 1
  2. 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! (y)

    (and let me know how many waves you can survive.)

    Spoilers below:

    Spoiler

    This is your base, you have to protect it. The enemies will come through the road.

    Schermafdruk_2019-06-10_20-10-58.thumb.png.a64e9e2946dce71cab2e003455e89a97.png

    These are your workers. Their function here is just to build towers.

    Schermafdruk_2019-06-10_20-11-33.png.39969ec0c0f051f265ee6a8426014138.png

    Schermafdruk_2019-06-10_20-11-52b.png.c82fef3c1d1217233234cd7d372ab4f5.png

    Schermafdruk_2019-06-10_20-12-23.png.fb6065a6af0110dab15c96ae79456fd7.png

    Of course, the towers can be upgraded. As you upgrade, you will see that sometimes there are different options to be chosen. Some towers are better against certain unit types.

    Schermafdruk_2019-06-10_20-12-40b.png.c8352f9c6e9b5e4837c1cd326b17ab1f.png

    Schermafdruk_2019-06-10_20-13-08.png.9224bdabfac994f77956be82703377ae.png

    Also, you have a market. It allows you to unlock things, and also to trade the resources that you gain by killing your invaders.

    Schermafdruk_2019-06-10_20-13-29.png.54875ac06124f80f987ac0c1ff41cd0c.png

    Peaceful, until a wave comes:

    Schermafdruk_2019-06-10_20-15-14.thumb.png.4ce0dd089eda52671b58e659d1519847.png

    This is how it looks in the beginning:

    Schermafdruk_2019-06-10_20-15-30.thumb.png.91eb3ecd4ecd85bf3a619ed9089bb0d2.png

     

     

     

     

    tower_defense.zip tower_defense.pyromod

    • Like 6
    • Thanks 3
  3. 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.)

    • Like 1
  4. 22 hours ago, DarcReaver said:
    • Fastest click wins - In many RTS games, it isn't the player with the most intelligence or the best strategy that wins, it's the player who A] knows the proper order of actions and B] carries them out the fastest. People that practice a general procedure that is usually rewarding and know keyboard shortcuts should be slightly advantaged, and they will still be required; but, the if the opponent recognises their 'cookie cutter' gameplay, they should easily be able to outwit them by identifying and countering the unoriginal/over-used tactics with an effective counteractive strategy.

       

    • Single path to victory - It seems to be a trend that games cater to a specific strategy that is frequently used to attain a victory. That could be rushing, turtling, booming, etc. We recognise these are valid ways to win a game, but we will attempt to not favour one over another. Players should be able to successfully use (and adapt/change) any strategy to achieve a victory.

       

    • Sneaky Tricks - Many games overlook some aspects of gameplay that are unintentionally (by the game designers) used to a player's advantage. Through many hours of gameplay testing, we need to identify and eliminate these tricks.

       

    • Repetition - If you find yourself doing the same action over and over without thought, then we need to either eliminate or automate such an action. Linear repetitious procedures are meaningless and boring.

    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?

  5. 11 hours ago, DarcReaver said:

    Because design doc. It pretty much describes a total war clone.

    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.

    On 3/19/2017 at 2:14 AM, DarcReaver said:

    -          No distinction between economic and military units (an integral part of every RTS)

    -          Since many gatherers can be active at the same time (economic + every military) gathering rates have to be poor to avoid “economy explosions” which means that the resource income increases exponentially with each additional soldier

    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.

    On 3/19/2017 at 2:14 AM, DarcReaver said:

    Players loose resources when attacking, short math example:

    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...)

    On 3/19/2017 at 2:14 AM, DarcReaver said:

    -          To get citizens back to work is a very fiddly task and annoying compared to regular economic units

    Just press Y as FeldFeld said.

    • Like 1
  6. 10 minutes ago, Lion.Kanzen said:

    Mod? no. (yet)

    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.

    • Like 1
  7. 7 hours ago, DarcReaver said:

    Don't you get it? The game isn't finished. Core gameplay mechanics are either missing or not fleshed out. There is no point in playing it "competitively" or expecting a solid gameplay experience. Take this 0 AD alpha as a tech demo, nothing more.

    If you change some weapon stats of a unit it won't make a difference, because another unit will be spammed for rushing. That's because you can train military units from your main building, among other issues with resource gathering and overall gameplay speed.

    Stop complaining and l2p Age of Empires/AoE 2 if you want a solid competition. 0 AD is the wrong place for that.

    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?

  8. On 6/2/2019 at 3:06 PM, (-_-) said:

    See Sicilia_Nomad.xml

    tldr; Add this to the map settings part of the xml file.

    "Garrison": { GarrisonHolderEntityID: [arrayOfentityIDsThatShouldBeGarissoned], },

    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...

  9. On 5/4/2019 at 5:23 AM, Thorfinn the Shallow Minded said:

    Second, it would be good if military units standing idle within a particular distance of a barracks would be able to drill, providing a trickle of experience for them.  Since experience does hamper economic efficiency, this effect could perhaps be toggled on or off depending on preference.  As of now, when soldiers are in a player's base, the best thing except in some situational circumstances to do is to collect resources; this option would not only provide an additional purpose to the barracks but also would add another viable strategy for using units during lapses in combat.

    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.

    • Like 3
  10. 6 hours ago, StopKillingMe said:

    After many hours of test play, I believe that the solution for balancing Gauls is rather straight forward.  Take away the slinger unit from the Britons in Age 1, give them skirmishers in the CC just like Gauls (make them advance to Age 2 to make slingers), and reduce all skirmishers attack from 16 pierce to 14 pierce. 

    Gauls and Britons are already so similar, doing this makes them even more similar.

    • Like 2
  11. 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? :huh:

  12. 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. :bangin:

     

    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.

    • Like 2
  13. 5 hours ago, borg- said:

    Reduce damage from all ranged units. (inf melee and cav melee total useless)

    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.

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