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Everything posted by nani
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Can we just send a private message to your account @Stockfish with all the info ? I'd prefer not having to make yet another new email account ....
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RANDOM MAP: Fert - King of the hill variant
nani replied to nani's topic in Scenario Design/Map making
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- king of the kill
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RANDOM MAP: Fert - King of the hill variant
nani replied to nani's topic in Scenario Design/Map making
Update: v 0.7.0 Added map preview to the maps Made fert map with hill and another fert map with mountain Added shallows paths (good idea elexis) improved terrain (now is smoother) fixed paths going off road (used bezier curves) added more decoration- 30 replies
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omg u right, grabbed wrong ones
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Christmas vs nani: Mainland : nani won African plains: nani won nani_christmas.zip
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It was me the one at fault. Nobody complained and I realized at mid game.
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Match: nani - CAGD_lulofun Mainland : nani wins Rivers: CAGD_lulofun wins Africans plains: nani wins nani-CAGD_lulofun.zip
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version 0.2.3 Added: Custom map size How does it work? /mapsize number : set map size ** minimum map size is 1, minimum recommended is 50 if less than 128 is possible starting cc wont appear) ** size maps refence: tiny=126 normal=256 gigant=512
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version 0.2.2 Added: Custom starting resources Custom population cap How does it work? type: /population number : set the population cap /resources number : set the starting resources ( the same quantity for each type) /help : to see all commands possible
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version 0.2.1 Quick update fixing lobby mute (unseen wild comma added)
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version 0.2.0 Added: Mute option for lobby Mute option for gamesetup/ingame ( another separated from lobby ) How does it work? type: /mute playername : adds player to your mute list /unmute playername :deletes player from your mute list /muteclear :deletes all mutes /mutelist :shows the list of muted players
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version 0.1.2 Improved: can recognize more civ name variants and typical typos Added: terminator bot with the most memorable Terminator's 2 quotes /nub for nub bot /noproblemo for terminator bot (only host can activate bot)
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- building hotkeys
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Great composition but the foliage seems to have a feeling of dullness maybe changing the color (darkness ex.) could give a feeling of move variation or dynamism. Anyway looks fantastic.
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fgod-mod (for 0 A. D. A23) fully compatible with 0 A. D. players
nani replied to ffffffff's topic in Game Modification
fnub good stuff good work -
nani_maps.pyromod(v0.6) <- New one (rereupload)
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RolandSC2 vs nani 1 Mainland: nani won 2 Lake: RolandSC2 won 3 Oasis: RolandSC2 won nani sad nani nub
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nani. I signup, european timezone. (but maybe 1 week can't play)
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Oppidum / Two Streams, procedural map with celtic scripted enemy
nani replied to elexis's topic in Scenario Design/Map making
Maybe add outpost outside walls like in some sort of vangaurd/scouting. -
Too many edge cases and looks like would make hosting more diffcult instead :/ local shadow mute sounds nice
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- building hotkeys
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Maps minor updates: Fert - King of the hill: added lateral paths that connect each player without passing through the middle of the map and corrected fish and trees population density problem (no more lag). Dune - Deset map: added eyecandy and fauna (camels and red foxes).
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What is AutoCiv This mod is an aggregation of features meant to enhance the 0 A.D. game experience. I usually implement these extra features as they come up with no general plan in mind. Download (how to install section below) autociv.pyromod autociv.zip Feature list General Readme: press Shift + F4 to open Player mute Player reminder (show a written note when a certain player joins) *** Link opener (opens URL links from the chat) Help command: type /help to see all available commands Console with autocomplete (Ctrl + C + L) Lobby Resize bars Host name mark Remember playerlist state Better performance when reloading lobby Shortcuts to create host, navigate gamelist Game setup Auto-assign civilization with chat (only works if host has the mod) Custom population limit Custom starting resources Custom map size Countdown to start the game Maps Skirmish Volcano island (8) In Game Hotkeys for (see hotkeys with hotkey viewer) Buildings placement Multiple buildings per hotkey (optional, user.cfg) How to use: Copy the hotkey you want and remove the "hotkey." prefix, next replace the hotkey key for the buildings you want to cycle and separate them by a space. Buildings selection Units selection Formations (selected units) Stances (selected units) Auto-train (selected buildings) Minimap expand Custom selection filters by: health rank class group Pause game overlay now shows only in the top area Stats overlay Settings Max corpses visible Download options Download and install from one of the two files from the start of this same page. Download and install manually the github repository (instalation file on the releases section) https://github.com/nanihadesuka/autociv Use 0 A.D. mod downloader (not always newest version) https://0ad.mod.io/autociv Instructions to install MacOS (thanks @HMS-Surprise) Linux/Windows: Open the downloaded file with (both ways should work): pyromod file: Double click the file (should autoinstall the mod for you and send you to the mods page inside 0ad) Right click → Open with → 0 A.D (or pyrogenesis.exe) ** NOTICE: in Alpha 25 the pyromod installation will trigger an error message: to fix just disable autociv, restart the game and enable autociv again. zip file: Copy folder inside the zip file into your mods folder Mod compatibility(s) The mod is compatible with: 0 A.D 0.0.27 Probable to work alongside other community mods as balanced maps spec mod (monitor) custom_rating boonGUI Should work with all mods that don't have extensive code changes. More stuff & goodies For more info just read the whole thread where I post new features. Questions & feedback You don't understand how it works? Feeling confused? Just wanna comment? Ask and post. Source code public repository https://github.com/nanihadesuka/autociv
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Update (v0.5): Added the classic desert's oasis, dust particles and treasures :D Made dunes smaller and shorter and some water color retouches.
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Is this a sin function with 1 perlin nosie ? XD
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Exactly. Ambient oclusion would fix the plain shadows in the dunes (as you can see, the sadows hide all the terrain geometry detail and leave a solid crude orangish color) and would accentuate the smalls dunes. My gen is done with the base function dune(x,xm,dune or dome) function found in the pdf mentioned before. (xm: crest position) The perlin noise is used to displace the dunes and their hieght. I made 3 layers of dune generation, each one with samller dunes. These layers then are averaged depending on some weights so it looks nice (I think the 3rd layer i made wasn't really necessary)