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Everything posted by Yavin
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Okay. Thank you again for your suggestions. Btw, I found the solution. I just reseized me map to the exact same map size - and voilá, it does not crash anymore. Strange.
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Thank you for the suggestion. I have renamed the files so they have the certainly the same name (like in the screenshot below) but the crashing remains. Tell me if I got you wrong and there is another file name that I missed. Though maybe you're onto something with your first hint. Perhaps it is not the terrain but the objects on them. I have two objects in my map I cant remove anymore. I even can't select them. They are the actors "structures/destruct_3*3.xml" or "structures/destruct_wood_3*3.xml", or at least in today's version of the game you can find the same objects under these names as "actors", and you can select them, move them and delete them. I placed them three years ago in an older version of the game. Do you think they can have a negative influence? I'm not that sure, since when I recenter the map to a smaller scale with these two objects still being in them, and I start the game it does not crash. Moreover, can you play on the map or does it crash in your case too?
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Thank you for the suggestion. Unfortunately, this does not work as well. As before, it loads up to 100 per cent, and then prior to the game start it crashes.
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I don't know why but my interestinglog is empty. Though I can give you the files of the other logs.
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Hey there, I've recently finished a map. Feel free to edit it and share in the forum. Regarding the map: It's Skirmish with 8 players. Players 1, 2 and 3 should be in one team, while the remaining players can be either put into teams or not. That's up to you :) I'll still put some screenshots in here. Have fun! Three Empires Second Version.pmpThree Empires Second Version.xml
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Hello @SciGuy42! Indeed coming a bit late, but better late than never! I've ever since kept your request in the back of my head, pondering whether or not I want to contribute to your maps. As I am a very individualistic map creater, and creative on that in the sense of not keeping up with rules or requirements (like those of your maps, where I would have needed to follow certain requirements as for example keeping the same number of fortresses and defense towers), I never brought me to look forward to build on your already half-completed maps requiring or expecting certain outcomes of my contributions. Lastly, I had the fear of messing your maps up, making them in a way unappropriate of any kind or submitting them to you too late. Thing is, I'd like to build on a map again. What's important, I've had a "character change" as you would maybe call it. Now I'd say I'd like to help you on your maps if you only wouldn't be to strict on me, haha. Say you would not give me a deadline or expect too much of my creations. However, I will probably be able to keep the number of defense towers and fortresses, that's not too bad So I'd welcome you contacting me in this chat or wherever else if you still like me to help you out. Lastly, I wanna say that I'm sorry for having denied your well-meant offer so long (while even building another map myself). Though, as I've said above: Better late than never we use to say (even if it's one and a half years, jesus! xD). If you do not contact me or don't want me to help you out anymore, this is no problem and I will build on a new map of mine, probably. Though I'd be surely pleased if you welcome my help! Have a nice day!
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Heyo guys Oh that's very kind of you @Lion.Kanzen! I really appreciate your offer! I'll think about this As for @Langbart, although I can't name a specific count of hours I spent building, I can make an educated guess - I'd probably say plus or minus 50 hours? I'm really not sure here, I wouldn't wonder if it were 30 or 70 hours. Nevertheles, I mostly built and tried the map whilst listening to podcasts or watching documentaries or something like that - and mainly, it was a lot of fun! Nice it works! Thanks for letting me know. Regarding the territory pulls - well thanks, I didn't even knew of them. They must be pretty great, especially with respect to the city wall of the Macedonians of this map. When I've time again, I'll definitely try them out and publish the results in the "Second Version"!
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Hey guys! The Legend of Mali is a figurative Map of the Mediterranean and its surrounding land - namely the Aegean, the North African Atlas Mountians and the steppe of the Levant. However, it's siginifant to consider my intentions weren't to make an exact cartography of the Mediterranean, instead it is like my first map "The Legend of Avilava" rather a figurative depiction, like the people back then imagined when they've got told a tale about it - the Mediterranean. Therefore, Romans, Greeks, Persians, Seleucids, Carthaginians and Ptolemies may don't match to appear all toghether in a certain time period of history, but as I said, that's not what matters here. Furthermore, I want to give a you a short overview of the Players: Player 1 (Team 1): Although being as their civ Spartan, they have two seperate headquarters, one Athenian and one Spartan. The latter going in hand with a seaport. They are on the one hand protected by natural walls like mountains and the sea and on the other hand by a short city wall, protecting them from potential Roman invasions. They have a significant starting population of women and citizens alike whilst going in hand with lots of resources to gather from. Player 2 (Team 1): Being Macedonian, they seem to have captured Athens or something as they just start off with a big mountainous city Enjoying not only their coexistence with big quarries, woods and prepared fields to gather resources from (gather from or gather of? no idea), they're protected by a huge wall stretching from the mountains in the West to the seaport of player 1 in the East. Also, Player 2 takes advantage of a huge starting population of not only women but lots of archers and soldiers on the city wall. Player 3 (Team 2): Being set in the rough terrains of the Southern Atlas Mountains, the Seleucids start out with a persian styled city. Having a lower starting population and difficulty to farm crops, they're heavily relying on their advantageous position in the high mountains which is difficult to reach. Player 4 (Team 2): Also enjoying the beautiful view from up the mountain, the dense arrangement of city's buildings already suggest it's biggest problem: The lack of space of these Persians for fields to farm on. Nevertheles, the unreachable height of the mountains is their biggest ally - as the supporting army of player 3. Player 5 (Team 3): Being settled in the warm steppes of the Levant, the Roman capital is divided into two Players - Player 5 and Player 7, both Roman, both stationed next to the sea. Having set fields, a quarry and enough wood to prosper of, they are also in process of building a city wall. Player 6 (No Team): The Carthaginians - Set in the wild transition from mountain to coast, they are protected by the natural environment and city walls alike. Nevertheless, finding space for crop farming seems to be a problem at first - as long as you don't miss the berries! Player 7 (Team 3): The Northern part of the Roman capital has not only some territoral issues on which expanding is impossible, but they also face the threat of Greek invasions. Nevertheles, with sufficiently enough guardsmen they try to handle the problem. Player 8 (No Team): Sadly indeed, the Ptolemies neither have any starting city nor strong military power from the start - beside these two cute elephants. However, their surroundings provide resource availability at its best. Moreover, not only can they construct fields sufficiently, but they've also enough space to build their own city on. In order to give you a little overview of the Players (starting of with Player 1 and ending with Player 8) I'll "attach" some screenshots I just took in the following "space" (lol my English is dead by now haha) So, spoilers ahead! Some screenshots of the map in general: The entire map: I've now uploaded the second version in December 2025. I hope you have no problems with downloading it? Have fun! The Legend of Mali Second Version.pmpThe Legend of Mali Second Version.xml
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Hello guys sorry for my late response! I've had a busy time with prom, exams and stuff ... Though I now find time to read your posts! First, thank you @andy5995 for your though work checking this map to all of its possible indelicatenesses and now even putting it into the Commutity maps mod! That's amazing! Furthermore, thank you @Frederick_1 for keeping the discussion running all the times. I like your little enhancement versions, now even making it possible to play all vs all! Maybe you wanna make another map your own? I think you have what it takes. Lastly, I wanna add I've permitted myself to make another little version, a third edit if you wanna take it that way (as it's also called that way: Aegean Archipelago Third Edit). It was just playing it in summer some times I recognized some irreguaries - now player 7 has a quarry and the players 5 - 8 have a bit more wood on their side of the mountain. Also, I granted myself permission to embellish the one or other spot on the map, like using the degenerated bridge actor. Additionally I placed some more grass actors. (I also integrated @Frederick_1's idea to make the rivers all ship passable, so thank you for your advise!) @andy5995You don't need to check everything again using this third version, the second version does also quite well. Cya! 583080004_AegeanArchipelagoThirdEdit.pmp 1138613822_AegeanArchipelagoThirdEdit.xml
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Heyo @andy5995! Thanks for responding - I think mine is GTX 10 60 with 3 GB. Also, thank @Frederick_1 for giving his opinion! Sorry, you mean subscribing or following this topic / PR in which we write currently or do you mean regarding Github? No problem, I of course can do so but am a little confused.
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Thank you, @andy5995. I see, if it is not suitable for the mod it is no problem. Also I thank you for your work of testing it. Nevertheless, I'm in the Zulip chat by now
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Thank you for your suggestions! I see there might be a fix to having the teams not being overwritten from previous settings on this map? Though, you have to know I'm not that into IT and 0ad programming in general, so I'm pretty confused by what the links @smiley you send me say. Do you mean there is a fix, that is a file, that one should integrate into their folders to not have the maps settings in Skirmish / Random overwritten? I'm sorry for not understanding but thankful for you trying to help me.
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Thank you for your reply, @Stan`! So the individual player of the map has to orient him / herself to the map description to set the teams. I hope @andy5995 is okay with the map being like this and not FFA?
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Thank you for your explanation, @Stan`! Now I finally get to know what is meant by the term. However, I'm sorry there had been a misunderstanding. The map should not be FFA, but the Players are set into teams. Player One, Player Two, Player Three and Player Four are in Team One while Player Five, Player Six, Player Seven and Player Eight represent Team Two. As the map type is Skirmish, I am now finding out that there is no option of setting the teams from start? Instead, it looks like: Nevertheless, in the Atlas Editor I set the teams (for each player) like the following (under "Diplomacy" you could set the teams): Though, in the map browser you see no teams set from start. You guys know how to have the teams already set in the map browser although the map is Skirmish?
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For me one question remains, I'm sorry for not having asked previously @andy5995 What does "FFA" mean exactly?
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Thanks for your suggestion of correcting the error, @Stan`! Now I think it works again, I can load the map. It had been problematic for me as I had multiple versions of the map with slightly different names and thus had been pretty confused! haha I hope I now understood the problem I also had with downloading the "Aegean Archipelago First Edit" I put on the posts - as other users had the problem - you have to delete the number in front of the file name in order to be able to play and not get "Error loading map - no terrain data".
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Although the fixes should be implemented by now, whilst starting to load "Aegean Archipelago First Edit" an error occurs: Do you guys know how to fix this? I just had been doing some terrain modifications and changed the name of the map. Also, in the Atlas Editor the map can't be opened:
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Thank you for giving me your opinion on moving Player One to its northern peninsula @Frederick_1 For now, I just let it be on its original position. I hope and think it is not that bad having Team One (the southern four players) a bit more close together than Team Two (the northern four players) - but I can be conviced to something different! I've now created "Aegean Archipelago First Edit" and want to post it in my main post. I included the ideas of the changes of @Frederick_1 (making the main rivers ship passable) and moved the CC of Player 1 a little bit forward and out of the map border. Also, I've written a better map description as @andy5995 suggested also explaining which player should belong to which team (although the teams are already set unlocked). 1447202180_AegeanArchipelagoFirstEdit.pmp 441450144_AegeanArchipelagoFirstEdit.xml
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Good evening, hello there! I'm back from my vacation, it had been awesome, chilling around the beaches, taking swims and doing hiking all around the Mediterranean sea in Italy. I really needed that! First of all, thank you guys for your critique of the map. Special thanks to @Frederick_1 and @andy5995 for going in depth and even doing some modifications to the map! Although I'm more or less quite happy with my map, I already expected some problems with Player 1. Space is little for this player. As for @andy5995, you're right, maybe it's not too aesthetic to partially obscure its CC so close to the borders. I checked @Frederick_1's changed map out, best to use his map as this problem is fixed. Though I did not think of it being too much of a problem, I also agree with @andy5995 it being irritating to have the players 1 - 4 so close together whilst the players 5 - 8 are being distributed from east to west. You think of it being reasonable to put Player 1 on the peninsula north of its original starting position, like some where here: ? This would change the problems Player 1 cause, a) seeing its CC from the border b) having just small space to build on (for this player) and c) having the players 1 - 4 not that close together and more distributed on the map. But this may come with other problems (e.g. this player being very vulnerable?). What do you say? Oh my god, I gotta go to sleep soon, this day of departure from vacation had been pretty exhausting. So again, thank you and Cya!
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Hello there! In anticipation of my (also Mediterranean) vacation in Italy I want to publish the last map I mainly built in November to December 2021. As new Aegean textures came out in Alpha 25 the summer a year ago I tried to make some map out of them (I can remember @wowgetoffyourcellphone of wishing my Map "Metropolis" having used the new terrains ). After my maps "The Legend of Avilava" and "Metropolis" (both scenarios) I decided to resort to the Skirmish type of map giving the player more individuality by choosing their own civ. Thus, there are no starting structures / little cities besides the original headquaters each player beginns with. Maybe I'm too generous in the assumption everyone playing 0ad has a proper gaming PC. I just like these huge maps (even beyond "giant" would be great) with gigantic battles and stuff, hence I've decided it's scale being "giant". The map generally is arranged to have a 4 vs 4 setting. Each player starts near his own team; far from enemy players. Relatively the same amount of starting resources near the headquaters accompany each player; every team should have land more or less equally distributed to gain resources from, to build and / or to expand on. Having let some simulations with bots go their way, I've had a lot of fun watching them. Through this I've been able to correct some little flaws and some features that would hinder the game's fluency. It's likely this map isn't perfect or "fine" anyway (others have to say so), thus I imagine that I'll maybe make some further versions. And if others like to do so, you're granted permission to of course. You guys feel free to use this map in which way you want, it's yours! But I think now it's time to show you some screenshots to get a better understanding of what I'm talking about. Best to show you the type of Mediterranean landscape that I love so much (regarding this I sadly live in Austria :D) and which I hope I've been able to properly reconstruct here: Also a look onto the starting positions of each player (screenshot follows player number): (Team 1: Player 1 - Player 4; Team 2: Player 5 - Player 8) Looking back, I'm happy enough with what came out of my conception of a Mediterranean "holyday-like" map. It's too good I'm now starting with feeling it all myself in my vacation in Italy! As for you guys, as I said - The map is all yours. Thank the 0ad programmers for having made this aweseome game and featuring the forum to have the gamers able to communicate and exchange with each other - and to publish self made maps! Cya soon, this Saturday I'm out in Italy now yooooo! Aegean Archipelago.xmlAegean Archipelago.pmp Edit on 13.8.2022: The edited versions should be preferred I hope there are no problems with downloading them? Aegean Archipelago First Edit.pmpAegean Archipelago First Edit.xml (When a number in front of the map file's name occur, you have to delete this part of the file name. For example, after downloading, you may get the files with a certain number, like: "678349583_AegeanArchipelagoFirstEdit.pmp" and "678349583_AegeanArchipelagoFirstEdit.xml" - you have to delete "678349583_" of the file names to be able to play on the map)
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Hello there! Oh, is it regarding the community maps mod? Of course I would love to have it included into your mod @andy5995 since I've put so much work into building this map; but if it's unplayable for rather low performance processors I understand it to be problematic to have it included. However, you guys inspire me to have a look onto the last map I built last year I have not published here in the formus yet. I'll go over some little hitches, fix them and put it online, hopefully I'll be able to do so before my vacation in Italy starts. As far as I can think of map seize it should not be as big as my previous two maps. And thank you for letting the conversation come alive here in this topic, @Stan`!
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Good evening! It's a great looking map, I especially like the double plateau feature. This in combination with the wildly spread straits of the map makes it like a labyrinth. For me it enhances the already in game existing map "Ambush" as there aren't different hights on the mountains / double plateau. Congratulations!
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Thank you for this offer! I've already checked this out once. It's a truly nice campaign. Currently I gotta say I'm not building on maps cz there's no distance learning here in Austria at the moment. I've built three maps in total, The Legend of Avilava, Metropolis and some aegean-like map I'm actually done with already (but wanna wait before putting it into the forums). I'll thank you for appreciating me as a "good map builder" - but currently I'm not building anymore. Maybe I'll have a look on it later when time's suitable!
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Thank you! @Freagarach, @maroder Indeed, if applicable one can lower / reduce the graphic performance. For my part it worked pretty well, actually. If the lag goes really bad, you even could delete all the grasses / bushes actors because they are the most used objects and are therefore probably a main cause for lag but serve no certain reason (besides good looking) As for @Lopess, yeah that's sorta what I wanted to do with this map, like playing a "story" from different perspectives. Nevertheless, the "for x minute" part including all campaign making features my level of programming knowledge isn't sufficient enough, unfortunaltely :p For now, I'm just capable of creating maps in the altas editor.
