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Posts
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Everything posted by coworotel
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I've tried, this works fine.
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Wow great!! I'll add it!
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Maybe you could implement some kind of tax system, where part of the produce of the farmers would be taken by the government (player). That would be cool also because the player could maybe put lower or higher taxes, which would influence in the population happiness (I guess). But I don't know how these tax systems worked in the past... especially with things like bread etc (I don't think the government would take a number of breads from the baker... probably just part of his income? Not sure...) By the way, very nice mod! Looking forward to play it!
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Funny he used a very old version...
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===[TASK]=== Splitting Maps to only showcase the "best"
coworotel replied to Sturm's topic in Official tasks
What about "realistic" for maps that are not "weird" (like gear or snowlflake)? -
===[TASK]=== Splitting Maps to only showcase the "best"
coworotel replied to Sturm's topic in Official tasks
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That AoE2 turkey sound is imprinted in my mind...
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In 10 months of it's publication in mod.io, Delenda Est reaches now 10 thousand downloads... An average of a thousand downloads per month. Congratulations to all involved! PS: community maps mod also available now in mod.io.
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A desert map for four players, very little wood, lots of minerals. Files: Arabia (4).xmlArabia (4).pmp
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Hello 0 A.D. fellows. I'm proud to present my first polished map: Four Cities Meet (4). It is a map for 4 players, very assymetric gameplay, but I tried to keep it balanced. There is enough trees and animals, but not a lot of stone and even less metal, so there will be struggle for these resources. Player 1 and player 3 start in a large plain, which has a nice mountain where you can build defensive structures. The entrance of the mountain favours player 3. Player 4 starts at an elevated plateau, surrounded by a dense forest, while player 2 is very well protected by hills and a small stream. A pond in the middle of the map prevents a total war in the center: the players will have to fight in the flanks. Some screenshots: If you try it, let me know what you think. Have fun! Download: [It is part of the community maps mod (you get the whole mod on Github or just the map files for this map). The mod is already submitted to mod.io for approval, but that version still does not include this map.]
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Skirmish Maps - Number of Players
coworotel replied to coworotel's topic in Scenario Design/Map making
In skirmish maps and scenarios the mapmaker can give a name to players, so if there are names like "Guy in the mountain", "Guy in the river" etc. it would be easily identifiable. And also if the host know the map, which happens when you play a skirmish map many times. -
Skirmish Maps - Number of Players
coworotel replied to coworotel's topic in Scenario Design/Map making
If we use the "unassigned" instead of a player number dropdown we can choose which players to remove. Shouldn't these maps should be scenarios? I think it is a clearer distinction between the concept of scenario and skirmish if we consider skirmish = non-randomly-generated random map. In any case, what is the current purpose of "unassigned"? Does seem very useful to have a civ. there without a player or AI controlling it... -
Just came back for me as well. Some hours ago was not working
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Skirmish Maps - Number of Players
coworotel replied to coworotel's topic in Scenario Design/Map making
I thought that was more for scenarios... For example, now I am working on a 4 player map, and it would be nice if it was possible to make 4 players matches on it, but also 1v1 matches between player 1 and 2, and 3 and 4 (the ones on opposite sides). I have the option of duplicating the map: one for 4 players, one for p1 vs p2, and one for p3 vs p4. I thought the purpose of skirmishes was similar to random maps, but without being randomly generated (which has many advantages: it's easier to make for non-programmers, it is usually more carefully crafted, etc.). -
Are you guys also having problems to filter youtube search by "recent upload"?
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Hello, Now it is possible, in skirmish maps, to choose "unassigned" for a player, and the player will just stand there doing nothing. Why not have an option to disable a player in skirmish maps, so they can be used more times? (For example, if I make a skirmish map for 8 players, they could just "disable" some players and make a 2v2 match etc.) In that case, any entity with that player number would not be generated. Is this a good idea?
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For the German speakers: I think they are making some kind of analysis, but I don't understand a word
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Is that already implemented? Edit: ops... @stanislas69 already answered.
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Beautiful and amazing work!
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Nice:
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LEGAL WAIVER: Please read this before contributing
coworotel replied to Jeru's topic in Art Development
I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. -
That is implemented! I just want to include a screenshot of each map, then I will upload. It's hard to choose among maps if you don't have at least a screenshot of it.
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Nuclear templar guerrilla mod?