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sternstaub

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Everything posted by sternstaub

  1. If randomness is not allowed in the simulation (-> deterministic), i think it must be done in the lobby? Not sure, but Petra AI behaviour can be set to random aswell.
  2. Transport ships could also be used as dropsites then. Also, if they have a high capacity like 70 units or so, they can indeed provide utility, depending on the map. Maybe also a speed buff for more garrisoned units? I am neither pro, nor against it (yet) tbh
  3. I said it once, and i say it again: give game hosts the option to decide such things. Game host could be given options to restrict mod usage only to signed mods.
  4. It could be cool for a random map. Do you mean to have 5 wall sections for 5 players, like a star? Is there any documentation references on random maps?
  5. Oh, thanks, i see ^^ Can actor trees be farmed by players, or are they decorative objects?
  6. Hmmm... Do i have to create an actor from the mesh first?
  7. I think it is reed, but cannot find it in atlas...
  8. Looks cool and inspiring how did you place long grass?
  9. I have the intention of recreating some parts of the roman limes as a map / multiple maps. Such models as yours will be of great help. will stay tuned.
  10. ...without DE, it cannot be opened Other question - how do you get this fancy skyset? For vanilla, i have now started a rework / new version for skirmish (...multiplayer) games. rheinland-Delanda-est-patch will be the only mod containing the old map. It will not be available for vanilla players. Will be structured a bit differently; i try to give as balanced positions and terrain as possible on an asymmetric map. The main concept of "ore -> mountains" and "rock -> river / swamp" remains. Future extensions will be written and published for vanilla, then patched for mods. I also consider creating copies of mod objects and use them in the game world to avoid breaking the balance / overwriting original mod files.
  11. The same on A26. And you can open it in atlas w/o Delanda Est? Could you send the file which you have opened / saved?
  12. Water resource might be an interesting topic regarding regenerative resources. Please consider this: if you build more wells, there is not more water, but you drain more water. Water is not infinite. Question is - how fast does the groundwater in a certain area replenish? More wells make sense when there is enough water in the ground (and new water coming from rain, rivers or underground sources) to keep them all supplied. Also, the farming and fertility component has been addressed. What if we try to organize and discuss under a bigger abstract topic? I suggest micro-biomes (EDIT: environmental patch?). Like territory borders, there can be a micro-biome mask for each map. On map creation, the borders of different micro-biomes can be set or alternatively the areas can be painted with a brush (background being a generic micro-biome, derived from map biome). There could then be many effects and properties applied to such mico-biome, like slowdown / speedup for units, fertility / field gain rate, build restrictions, water regeneration rates, currently available water amount, et cetera. Having an ever-refreshing resource would however require background processing. I can imagine that the multi-threading problem/discussion (0ad utilizes only 1 CPU core and does not compute asynchronously, AFAIK) could play a role when more background processing is, or is supposed to be, introduced. That way, not only the current lack of water dependency would be addressed; it would also introduce another level of mechanic. Which places offer the requirements for settlements? What about fertility and farming? Where to find good ore? Peoples fought and pillaged each other over such matters! This is just an example of how we may try to pull multiple factors and ideas together into a larger topic, so that this topic may be discussed, refined and improved until it's due time. Only adding a water player resource would, in my opinion, not be as fancy as it sounds, since a lot of other mechanics would have to be adapted, the cost would have to be added to all the buildings and units, then the resource would offer more playstyles which need to be balanced et cetera. And in the worst case, the playerbase, or parts of it, dislikes the feature in the end. With the micro-biome dependency, there would not necessarily be another player resource. It could be realized by adding a fountain building type, draining water either from the ground or from the rain, for example. Those could grant a "water supply" aura, affecting fields and refreshing units in some way. Also, i would like to clarify that the content of this post here alone is very likely to introduce a massive workload. Such thinking only makes sense if there is a plan for, say, 10 years. It may seem like a long time, but consider that 0ad is already being developed for quite a long time. With good results, exspecially the next Alpha! Good software takes time, testing, effort and vision. That i believe. But be that as it may - i believe that we can indeed agree to assume that the final, or even beta release of the game will still take a lot of time and a lot of community effort. For such an community effort to be utilized effectively in the sense of enhancing and stabilizing the engine, a long-time planning / strategy and public communication would certainly be a great help. The whole development might be subdivided into 10, 20, 30 patches with certain topics. At the moment, we have the suggestion thread, but posting there feels a bit like lost echo, because so many ideas and topics are being mixed up into this idea thread. If there were one thread (or Subforum) for each game component / each patch / macro-topic that has been planned to take place in the future, the ideas from the general idea thread can be just sorted into the existing system. Like tickets on trac, such ideas may be unattended for quite some time. But when the time is ripe to create the patch in question, all the community effort from all the time can be bundled and addressed. The ideas can then be realized in mods for testing, for getting an idea of how such feature would feel, how it would impact the game. As it seems to be with map-rheinland mod: i create it once, play the map a few times and then get a feeling for how it plays. If i afterwards recreate the map, it is a chance to make it better when i apply the experience from the first run. The same way it is done with bugs, AFAIK. They are lower priority until the release goals have been reached - afterwards, for the rc, the bugs will be searched and fixed. That does not mean that, for example, a demo mod for A43, which is now good and implements features which are planned to be implemented in 2034, would just be copied into the mods/public/ of the main game when the time comes. But the experience beforehand can help the devs to see and avoid problems and issues before they actually decide whether to implement a planned feature, and weather to implement it into the core engine or as js. The same way it is done with bugs, AFAIK. They are lower priority until the release goals have been reached - afterwards, for the rc, the bugs will be searched and fixed. However, I do not know of such long-term overview for the 0ad development, although i would be very interested in it. Any hints or ideas are welcome. what else to say? ..."Enjoy the choice " (not my quote) EDIT: I should give some example ideas for such macro-update-topics: - flora overhaul: try to add as many specimen of trees, bushes, fruit as we can, collect data about them, have meshes, add tooltips, add biome conditions / where those trees do grow. the meshes could be collected from existing mods, maybe? due date: 2031 - diplomacy and trading overhaul: bundle diplomacy and trade into a single window, add an resource overview for allies and buttons to quickly send res to the UI, discuss resource transportation (as addressed in the forums and, afaik, @man_s_our's realism mod), road systems. due time: 2034 - naval overhaul - WIP 2024/25 ? - formation, hero and combat overhaul: discuss different dynamics for commanding units, the effect of heroes on civil soldiers, behaviour and control of ranged units (sniping!), levels of combat automation (through heroes? Give heroes strategies which they actually used as automated command?), battalions and formations, continuous status effect system. many possibilities. due time: 2027? - ...and this one here, which can be called "environmental dynamics update" (better than micro-biome). Maybe bundle it with wind directions /effects, general environmental dynamics and such things? (i just shaked those out of my head, please do not take it too seriously)
  13. It is an interesting thought to have these different formation trees. Tightening a square formation should go relatively fast. Changing from a square to a line should not. But - is this not the case already? The units have to always walk the distance to their new formation. Anyway - formations have already been discussed on the forums before. Is there a planned time / version when this may be addressed? There are certainly multiple layers of impact to the formations topic, not only how fast they can be changed. Imo, having a "formation patch" / "tactics patch" does make as much sense as having a naval overhaul patch. Or having an "atlas + campaign mechanics" patch (drifting a bit OT here) But if so, it would most likely take quite some time (year+) until this would actually become a priority at hand.
  14. Tried to load into atlas after removing all entities from the map.xml - this happens. Issue seems to also affect the contents of the .pmp file. First of all, thank you for taking the time and trying it out yourself This is weird, i can open the file in neither in the game nor in Atlas. Always crashes with segfault. รด.o
  15. I will try deleting the game objects successively. In the worst case, the map will end up with only terrain data. But in fact, recreating ALL game entities is a good opportunity to apply what i have learned from the previous process of creation. Also, the tree specimen have not been placed correctly. Oaks, for example, need light, while beeches can also sustain in the shadows of other trees. The latter were thus dominant trees in central europe - i did not know that before. The aim of such maps should be in alignment with the 0 A. D. philosophy of historical accuracy. In that regard it should be considered that the whole vegetation was by far, far, far, far richer than it is nowadays. Different kinds of trees were more present than today, others less, again others not at all. I would like to take such considerations into account. So please - if you have any thoughts or criticism on how it can be improved or expanded - visually, conceptually, structurally, balance etc. -, feel free to share your thoughts on the matter. Maybe this becomes a mini-package of the same map in different variations / game modes? So - i will just recreate it once more, learn from the past and create a clean package. It could be finished with A27 release. Thanks again to everyone who offered their help so far, here and in the IRC. It is a great support for moving forward ======= Offtopic ======= Another matter has come to cross my mind whilst writing the post. Since there should not be 10000 topics with some far-reaching ideas which perhaps never can be realistically implemented, this OT-section here is likely to be a better place for it. 0AD is a modular game, which is great. But it can also cause problems like this one, where vanilla trees become incompatible. But what if the modding community would contribute their meshes and other resources from their mods (not the scripts or gameplay logic, only objects themselves) to a "mega-package"? Like a large database, which everyone contributes to and is credited for their work? It can be updated in some interval and would reduce the likelyhood of such errors, because no changes to the local meshes are neccessary when switching mods.
  16. Thanks for your reply. I could try to remove the missing DE template references for mercenaries, artifacts etc. manually from the .xml file. But it is weird that the trees are not found, since their paths should not be different in Vanilla and DE. I compared the logs to my mods/public/templates dir, and the log states that files are missing although they are actually present. @wowgetoffyourcellphoneSorry to bother you, but do you have an idea what could be tried here (without creating a whole new map)? Your experience from the DE creation would certainly be helpful to understand. Of course only if you can spare the time Much obliged!
  17. userreport_hwdetect.txtmainlog.htmlinterestinglog.html Sure... my bad ^^
  18. The Scenario Version is almost finished for use with Delanda Est now. Main post updated. Sadly, i must have somehow broken the map somehow. When trying to start it without DE, the game tells me that it could not find templates for gaia/tree/pine_tall ... etc. . After failing to load thousands of templates, the game freezes, then my system sound freezes and it just crashes Seems that no game objects can be found at all (not only missing DE objects). I would be very grateful if someone has an idea how to fix it and can help.
  19. Thank you But do not worry, i invested a lot of time over the course of a year. After finding out how to remove the flickering in wayland KDE ( ... ), i can start playing with the changes. So the next package will contain some patch files for DE files, making expansion cost glory and coin, for example. On second thought, it makes more sense to create a separate patch for the DE users. So there will be map-rheinland and map-rheinland-DE-patch. The scenario version will then be packaged into the DE patch.
  20. Thank you It is nice that some people can enjoy it Will try to fix the dependency issues and do some fine tuning within the next weeks, so it can also be used on A26 without DE (although would i highly recommend using the A27 Vulkan backend because of the stutter)
  21. map-rheinland.pyromod New version of the map. It has been created using Delanda Est (github dev version) and A27. Changes: A lot of adjustments. Balanced choke points and resources, remade the forests to not look dull, added mercenary camps, added artifacts etc., added info to the description. For some reason, when trying to load the map without DE, none of the map objects can be loaded. So i have added it as a dependency for now (although only the Scenario version is supposed to require DE)
  22. Just found out that the javs and swords at roman army camp do not stack with the ones from barracks in the menues when put into the same control group.
  23. That post was referring to a rolling-release package on Arch, so you should not be affected by it if you are on Ubuntu. Was something about libxml. See here for 0 A.D. build instructions. I am also using dev version of 0ad + DE and there is many nice improvements and fixes compared to A26. Definitive recommendation.
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