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Everything posted by SciGuy42

  1. I know how to get an entity's cmpPosition but will simply changing the x and y coordinates actually teleport it? The other issue with this is that I only know the entity ID of the destination, currently I use the spawn units function to spawn a "copy" at that destination which automatically figures out the actual x,y position.
  2. Mission 39 is now also converted to a25. Yay. For the next mission, I need to figure out how to properly teleport units (basically, you have dug tunnels into the city that needs to be conquered :). The previous attempt worked but it was very hacky and not every type of unit could be teleported. Ideally, what I need is a function that given the entity ID, it tells me the template of the entity so I can spawn that exact template. Does such a function exist? Thanks!
  3. Sure, it'd appreciate it. Currently up to mission 36 work on a25. I am still hesitant about it being a finished campaign in the sense that I want people to be able to skip ahead if needed. There may still be bugs in victory conditions that I haven't encountered, the order certainly isn't balanced for difficulty. So ideally, people should be able to play any mission even if they haven't finished the previous one. On the other hand, requiring the missions to be played in order will probably let us know what bugs need to be fixed. If you need github access to the repo, let me know and I can give permissions.
  4. Mission 35 is now also converted to a25 and you can find it here: https://github.com/SciGuy42/Macedonia_0ad/tree/a25 This one is a standard, "you must build up your defenses before a big attack arrives". If you play it, do let me know if you won or not.
  5. Up to and including mission 34 are now converted to a25. I had to take a break for a bit but now I'll try to finish the rest of them soon. As for making this part of the game, sounds good in theory but it looks like there are just way too many changes that happen from release to release. Unless each new version comes with a good automated conversion tool, I won't have the bandwidth to do the conversion to newer versions.
  6. Up to mission 32 are now converted to a25 and can be downloaded here: https://github.com/SciGuy42/Macedonia_0ad/tree/a25 Just a few more to go! Most of the effort in converting goes into changing some function calls that changed as well as renaming the templates. I do test each mission once before I commit to the github and since I usually play on slow and turtle to micromanage better, that part can take a while.
  7. Thanks so much! I love single player RTS games, so I am mostly drawing on my years of playing AoE I and II, Starcraft I, C&C series, etc. The trigger API also helps a lot, so many things you can do with code!
  8. Thanks for the info! Can you try to see if the first mission runs fine on a27? I will need to stick to a25 until I have converted all of them, so maybe a month or two more.
  9. Thanks for catching this. I add a script now that periodically checks if the enemy has any civil centers -- if not, then you win! edit: this is only implemented in the a25 branch of the github which is the one you should be using
  10. I am currently in the process of converting the scenarios to a25. As long as a27 is backwards compatible with a25, it should work. If it's not, I probably won't have the patience to the conversions, there were so many changes going to a25. Ideally, there either should be backwards compatibility or scripts to convert scenarios (I have written a .sh script to convert the xml files by remapping the templates but it's not perfect). Someone already converted the .pmp files. I have no scripts to convert the .js files automatically and since this is a trigger heavy campaign, most of the time in conversion goes to editing the .js files. If you do want to help in any way, let me know! Someone still needs to work on the mod .json files to get it to work as a campaign. And it's obviously not difficulty balanced so for the time being I would like folks to be able to play any mission they want in any order.
  11. I have now updated Mission 26 to a25. Here, you get to witness the assassination of Darius and subsequently, avenge his death.
  12. Perhaps? I don't know exactly. If you want to edit the terrain, to make it more realistic, let me know, always looking for collaborators!
  13. I have now updated up to mission 24, the battle of Gaugamela. The link to download those missions is here: https://github.com/SciGuy42/Macedonia_0ad/tree/a25 Here is a video of the Macedonia 24 - Gaugamela:
  14. Mission 18 is now up and ready for a25. You get to sack the city of Tyre. Note that I had to modify the template for the lighthouse to enable the trigger of revealing all shores. Actually, before in a23, when the lighthouse was captured, the shores became explore but not revealed. Now, they become revealed as in, no fog of war. But that's fine. Enjoy!
  15. Sogdiana would be awesome, there are a few scenarios where Alexander is fighting them and currently I am just using Persians as a substitute. The Dahae would be good too, their horsemen rode alongside Alexander, currently I am using the Persian Horse archers to represent them. Capadocians appear in mission 11, any units unique to them would be great.
  16. Awesome! Feel free to DM me with details on how it went and any recommendations, thanks!
  17. Thanks for trying, by mistake I had uploaded the files in the wrong folder, they are now where they're supposed to be in the a25 branch: https://github.com/SciGuy42/Macedonia_0ad/tree/a25 Ignore the mission files in the root of the folder, I need to get rid of those. The correct files (up to 16) are in: https://github.com/SciGuy42/Macedonia_0ad/tree/a25/maps/scenarios Can you let me know if those work for you?
  18. Some of the missions definitely deal with tribes that are not in the game, like Thracians, the Gatae, Illyrians, various tribes throughout the Persian empire, etc. Probably not worth investing that much work though. A small step would be to add some units that cannot be built by anyone but I could still script to spawn or place initially that represent non-playable civilizations in the region.
  19. Up to 16 are now converted to a25 and tested. Some extra coding was needed as now siege weapons are no longer capturable. Therefore, in cases where you're supposed to capture one, just kill it and an identical type will spawn under your control Following at scenes from "Macedonia 16 - A Bridge Too Far", chronicling Alexander's (failed) attempt to conquer Tyre by building a bridge and marching his army over.
  20. By all means, someone please make the city of Thebes better, just need to keep the same number of defense towers and fortresses to maintain difficulty. There is also the city of Magnesia in Scenario 5 which could be a lot better. Finally Tyre, but I don't think I have converted that one to a25 yet so perhaps later. Generally, my main contribution with this campaign is the code and scripting. I could use help making the maps beautiful.
  21. Mission 12 is now converted and re-vamped for a25. Thanks all for the help and of course, thanks to the original creator of the city that Alexander conquers in this scenario.
  22. Thanks, yeah, I figured I was just exploiting a bug The code example helped, I now know how to use modifiers directly from code, it's pretty cool.
  23. I am still working on converting the missions -- so far, up to mission #11 are converted. However, I ran into an issue in terms of backwards compatibility. In many of the scenarios, the starting technologies are predefined. In the previous version, if I add a technology twice, I get twice the effects. So for example, the following code would add 30% to the international trade bonus as the tech itself adds 10%: for (let k = 0; k < 3; k ++) cmpTechnologyManager.ResearchTechnology("trade_commercial_treaty"); Now, this no longer works -- only the first time does the effect take hold. Would it be possible for me to edit some code to make sure that each time the ResearchTechnology function is called, the effects of the tech are triggered even if the tech has already been researched? Does anyone know where that code would be? Thanks.
  24. Mission 10 is now converted to a25 as well -- The Sacking of Thebes. You get to sack the city of Thebes which rebelled against Macedonian rule. But first, you must destroy its farms and storehouses, secure the blessing of the nearby temples and ideally, find siege equipment to help break through the city's defenses. As you make progress, reinforcements will arrive to help you with the task. If anyone wants to contribute to the design of the city itself, please let me know. There is definitely room for improvement (you'd just need to keep roughly the same number of towers and fortresses).
  25. So I take it that the change was intended, thanks I'd still wish it worked as it did before, there is one other mission where I think this dynamic is important. If anyone can point me to the code of how that was implemented before, please do, for this mission it was intended.
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