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maroder

WFG Programming Team
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Everything posted by maroder

  1. Here is my personal "prettiness" rating of the skirmish maps: skirmish_maps_rating.csv 1: Eyecandy (keep) 2: Still nice but some textures could be updated (keep) 3: Need some work, mostly on the texture side (maybe keep) 4: misc, similar to 3 (maybe keep) 5: Does not look nice or has a random map that is equally good (would't mind removal) 6: Definitive remove (Basically the trigger map) * Edit: forgot the Naval Maps, but they are all category 3 Summary: even if we keep only the maps from category 1 and 2 we still have 37 left, which is _plenty_ one general question: What exactly is the difference between the skirmish and the scenario maps? Because I see no reason not to combine those two.
  2. True. Could be an interesting idea if to make the very hard AI harder. But it could also feel a little bit unfair to the player, if the AI shows up with multiple heroes.
  3. And as you experienced first hand, the game does sometimes a suboptimal job at explaining how some things work. So if you want to help out with that it would also be very much appreciated
  4. first one looks to simple and the second one will not look good on a small scale. I would use theses as placeholder: https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/art/textures/ui/session/portraits/technologies/accuracy_bolt.png https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/art/textures/ui/session/portraits/technologies/walk.png
  5. https://en.wikipedia.org/wiki/American_marten
  6. At the moment the repo is still empty
  7. ...but iron tools were much more effective after the Spring and Autumn Period and best documented during the Han dynasty period of 206 B.C.–A.D. 220. Detailed scenarios of rice farming were recorded in Han period mural tombs, portraits on stones and bricks (Fig.4)...... ...The same book documented the techniques of water temperature control for rice paddies. Notably during the Han dynasty period, various new technologies were being developed to improve agricultural pursuits, such as a multiple tube seed drill for tilling soil and snowing seeds simultaneously, water lifting devices for irrigation, and winnowing devices.. From: (PDF) Rice in China. Hung 2014. Available from: https://www.researchgate.net/publication/301949120_Rice_in_China [accessed May 18 2021]. DOI:10.1007/978-94-007-3934-5_10026-1 @Nescio could you explain further? I only find sources that the Han used Rice. (Not exclusively, but that they used it)
  8. Yes, I just tried it with the pre-colonial mod. Still only chickens. And if I change the .json its still only chicken. Maybe its an a25 Problem? Do you use a24?
  9. Mh. doesn't work for me. even if I replace the turkey with other animals.
  10. Regarding "Steppe" biome for random mainland. Because of the nature of the Steppe biome (no/ only a few trees), there will probably be big problems with the resource availability (especially wood). So if this biome comes up in the random biome choice for Mainland and the players are not prepared for it, then this may cause some frustration and aborted games. So is there a way to add automatically more wood as starting resource for this biome? Or an autoresearch tech, which reduces all wood costs? Further question: Does the resourceCounts in the biome .json work only for trees or also for stone/metal/hunt ect. ? Judging from the randombiome.js it is only trees, which would be sad.
  11. I don't think that's possible. If you want to get some change in the game you have to use this pathway: https://trac.wildfiregames.com/wiki/SubmittingPatches
  12. Well if the Han are added, we would need something from China. The problem is the very diverse Landscape there https://link.springer.com/chapter/10.1007/978-981-15-5301-1_1
  13. Oh wow, this thread moved very quickly from balancing the CS concept to removing the CS concept.
  14. Yes that's why I uploaded the mod to show people the difference. At the moment it seems like most people would prefer the farmland option, although I am not sure if what I made would be the option they had imagined. Also the second most voted option is to change nothing, so I am not sure what to do with this topic. @Stan`and the rest of the team, is it worth making a ticket/patch for this? Even if it will be probably only a reference for future discussion?
  15. Yes true. I just find it a bit much that there is the random option in the random maps category and also the map unknown, which is also kind of a random choice. That is confusingly random.
  16. I see YouTube still doesn't recognize 0 A.D.
  17. Exactly. Everything that seems to have more of an "I am in a human-made battle arena" feeling than the other procedural maps. (To avoid bad surprises with the current Random-Random option)
  18. Here a first attempt at ordering the maps: * (the maps that are not mentioned should stay in their category) Map filter in each category: All Land (can you reach the opponent by land) Naval (need ships to reach the opponent) Category: Skirmish Move Skirmish Demo to Demo/Test maps Move Gallic Fields to Trigger Maps Category: Procedural (former "Random") Move RMS Test to Demo/Test maps Move Wall Demo to Demo/Test maps Move Jebel Barkal to Trigger Maps Move Extinct Volcano to Trigger Maps Move Danubius to Trigger Maps Move Polar Sea to Trigger Maps Move Survival of the Fittest to Trigger Maps Move Canyon to Arena Move Fortress to Arena Move Gear to Arena Move Harbor to Arena Move Hell's Pass to Arena Move Lion's Den to Arena Move Snowflake Searocks to Arena Category: Arena: Canyon Fortress Gear Harbor Hell's Pass Lion's Den Snowflake Searocks Category: Scenario Move all Trigger maps to Trigger maps Move all Demo, Test and Sandbox maps to Demo/Test maps Category: Trigger Maps Jebel Barkal Extinct Volcano Danubius Polar Sea Survival of the Fittest Gallic Fields Category: Demo/Test maps All the demo/Test maps What to look out for to identify the unfinished/broken maps? All of the ones I tried work as I would expect.
  19. thanks! my bad. didn't click on the art folder while making the zip. Fixed now (in first post). Btw@Stan`CZ for Czech Republic or is this the shorthand for Citizen Soldiers?
  20. I generally agree, but problem I see is that booming with women is only in P1 and that turtling is basically late P2/P3 activity, because in P1 you need to invest all your resources in building your eco. And building one sentry tower is not what I would call turtling. So the strategies don't change that much over the course of the game and the snowball effect still happens. Not sure if there is a good way to balance this without bigger changes to the concept as my proposal or what @wowgetoffyourcellphone said.
  21. Yes, indeed. But there is no Citizen Soilder concept anymore And this proposal is an attempt to balance it while keeping this concept. Its already in the mod
  22. True. And the AI is tailored to EA so it feels a little bit stronger there, even in single player.
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