-
Posts
538 -
Joined
-
Last visited
-
Days Won
30
Everything posted by Vantha
-
-
Working on some new tip images... My computer is quite old, so I usually keep my graphics settings at medium to low. But every time I crank them up to take some screenshots, I'm just blown away by how good everything looks - even up close. It's truly incredible. Huge respect to the people behind it.
-
Thanks everyone, I noted down all the suggestions. I might add them to existing categories for now since we'll need more more than that for a separate category. @ramtzok1Let's put nomad mode into the 'advanced' category.
-
So, as multiplayer tips are added in #7503 (by @ramtzok1) we plan to split all of the existing tips into three categories (which can be switched between on the tips and tricks page) Here's a first plan to divide them up: Is there anything you'd change? (I know there might not be much for debate here, but still) By the way, if some of the competitive mp players wanted to make some tips on their tricks and strategies, now'd be a better time than ever. I'd be willing to create the images for them. We could add an category "Expert"... take that as an invitation
-
Atlas - Problem with placing vegetation on steep slopes
Vantha replied to Vantha's topic in Help & Feedback
The slope in the screenshot is the steepest of the whole map (and lays on the very edge). There are no cliffs (in the sense of exposed rock) at all in the area, only a few hills. I'd estimate that more than 95% of the map is still fully passable and buildable. But the same also happens on the flatter hillsides; it goes wrong basically as soon as there's an incline. -
I've run into an issue while creating the map for the tutorial campaign. Most of the terrain is quite even, but there are also some hilly parts. Now, the problem is that vegetation props don't align their rotation the slope. (I am aware that entity templates can be configured to do exactly that, like rocks and ores for example. But these props simply aren't entities, only actors). This works fine for most of them, but looks very wrong for low and wide actors (in my case underbrushes and grass): I used especially those two quite a lot for the rest of the map, so simply leaving out them in affected areas is not a option. And there aren't any good replacements for them either. Any ideas how I could work around this?
-
An idea I had a while ago (that would provide a practice opportunity to player) is to add some sort of "coach". It watches games and every now and then sends notifications to remind the player of something they forgot or could improve. For example: "Your wood production is struggling to meet demands while your storage is overflowing with stone. Move over some workers from the stone mines to the forest", "You have reached your current population capacity and can't train any more units, build more houses to increase it.", "A significant portion of your units is idle. Have them work at all times for maximum efficiency." I believe this could really help players new to the RTS genre with the multitasking and all of the casual single players. I've heard from a number of new players that they found the game way too hard (and it was for me too when I first started playing). It's not as hard to implement as it might seem, could be expanded on by the more competitive multiplayer community and even be made into a "challenge mode", similar to what @Lion.Kanzen suggested. And, of course, it would also come in handy for the unguided sections in this tutorial campaign. But let's keep this thread on-topic. I'll probably open a dedicated one once I get to it.
-
What do you mean? These campaigns are fully playable, no?
-
Me too, but that's sadly nowhere near feasible right now. Such introductions to our civs would certainly be nice to have. And, as you said, wouldn't even require that much work. Let's keep it in mind for the future.
-
I'm not sure I get it... if there's no story, then how is it different from an ordinary game?
-
No story and just single games? That defeats the whole purpose of a campaign, right?
-
What about the idea of practice games in between that we talked about at the beginning? I mean, they are present to some degree in the current plan: The player learns how to play through the village phase in scenario 2, so in scenario 3 the instructions only start after completing that (and reaching the town phase). Before this point, the player just repeats (and practices) what he learned in the previous game. In scenario 4, the same is done for the town phase as well. Do you think that's enough?
-
Scenarios 1, 2, and 3 all take place at the city and its surroundings. So, I'm hoping to be able to use the same map for all of them (the one that I'm creating right now). But we will only see whether that is actually possible once we get to the concrete implementation. Scenario 4 will definitely require a different map, though, if we decide for the idea with Hemeroscopium as the final target, since that city needs to be situated further to the North (somewhere not covered by the first map). But it might be possible to reuse parts of the first one for it.
-
Rejoining games as spectators instead of player in some cases
Vantha replied to Dunedan's topic in Bug reports
I think the cause could indeed an IP change. A while ago, I had a router that would get assigned a new IP address on every reboot. My connection back then was pretty weak and I had the habit of restarting it before reconnecting to a game I was disconnected from (just don't question it; it actually helped with the lag). After doing so, I - as far as I remember - pretty consistently rejoined as observer the first time (and would only be assigned to the open player slot after leaving and joining a second time - without any reboots in between). -
-
Yeah, but wouldn't it still be more exciting to fight e.g. the Battle of Cannae?
-
Here is what I suggest for scenario 4: I think the campaign should end in a big battle. 0ad is a game about warfare after all, so that's what people install the game for. Preferably, the player should get to carry out an attack this time. Mainly, because the tutorial should teach how to do that (and in scenario 3, the player only defends). But also because it simply a lot more fun from a role-playing perspective. However, we need a target. It can't be the Iberians this time since we made peace with them in scenario 3. The obvious (and ideal) choice would be Rome, but they weren't present in the region at the time at all (and I'll explain why that's important later). Now, it's not as impossible as it may seem to find historical events that suit our needs. Because here is what happened after Hasdrubal founded Carthago Nova: The city of Massalia was actually quite an important power in the region (and itself has a pretty interesting backstory, it was even candidate for the subject of this campaign at some point). Plus, it's Greek (and so its colonies), which allows us to include yet another popular ancient civilisation that players might have prior knowledge of. Of the said towns, Hemeroscopium ("Hemeroskopeion" in Greek) seems like the best choice (it's at least the one I was able to find the most about online). And it has the best-sounding name . So, I'd make it the final objective of the scenario to conquer this town. Now, it was not as big as one would wish, so the if there was a battle it was probably quite small and we have no historical record of it. That'd be the only drawback. However, after taking over the city we can have the player sign the Ebro Treaty (which among other cities was requested from Rome by Massalia). On the one hand, it prohibited Hasdrubal from marching further and taking more cities, but also granted much of the entire Iberian peninsula to Carthage (which is what Hasdrubal set out to do at the beginning of the campaign). And we can emphasise his diplomatic skills again. That would be such a satisfying end in my opinion.
-
But I wouldn't force the player into losing the battle either. Maybe when the attackers realize they can't breach the walls they simply retreat (they've been repelled, but far from defeated). That way it makes more sense why both sides are willing to sign the treaty.
-
I think it's a great idea. I was originally not planning on teaching the player the diplomacy system, but this is a nice opportunity to do so. We could make scenario 3 focus on fortifying the city and repelling an assault. But in the end actually negotiate an alliance with the attackers: For instance, gifting them some food to help with a current shortage (and maybe arranging some intermarriages). And in exchange the player gets access to the Iberian embassy building in the next scenario (therefore the ability to hire mercenaries) to use in the large attack in the end (against some Roman target).
-
Alright, I revised and updated our old outline. Here it is, to get everyone up-to-date with what we've got so far: Some notes: the first scenario is meant to teach basic controls and UI so we can fully focus gameplay strategy in the other ones. It's only supposed to last somewhere 5 and 10 minutes. The second, third and fourth scenario cover the Village, Town, and City phases respectively. It is possible to set custom victory conditions from scenario scripts and the idea is to make it the winning goal of the second scenario to reach Town Phase, and of the third one to reach City Phase. And to let them build on each other, so at the beginning of the third and fourth one just tell the player "Do what you did before." and start guiding again once the player has reached a point he hasn't been at before. For technologies, my idea is to not individually instruct to research every single important one, but rather tell the player "This structure has important technologies. Periodically check for available ones here and research them as soon as you comfortably can." and remind them to do so if they forget about it. Nothing is set into stone. Especially the story might need some refinement. Any ideas how we could include Mastia? And do you think it's an issue that we have Hasdrubal the Fair fighting battles? Any other suggestions? (Personally, I'd not do more than 4 scenarios, though, or else the length could scare off players)
-
As far as I'm able to tell, there is no evidence for Mastia being situated on the exact peninsula. The argument is that, firstly, if he could Hasdrubal would likely have founded the city on an existing settlement rather than building it from the ground up, simply because it'd save a lot of time, effort, and resources. And secondly, given how naturally well protected the spot is, it's unlikely that the indigenous (Tartessian) tribes wouldn't had made use of it in some way before the Carthaginians arrived. In any way, Hasdrubal's encounter with the local tribes were mostly friendly and he was known for favoring diplomatic measures over military ones. That's why he is called 'the Fair'. I wrote an outline for the very first scenario a few pages back: And this is my old plan for the next three scenarios: The question is whether, and if so, how to exactly embed Mastia into our story? To get back to the map, how do you think the textures fit together? How noticeable is the mix of two biomes?
-
Honestly, I'm not so keen on repainting everything a second time. I think the current textures blend together quite well already, but my opinion here might be biased by all the effort I put into it. Here is the map in its current state: carthago_nova.pmpcarthago_nova.xml What do you think?
-
Should I continue painting with those textures or switch over to the Aegean-Anatolian and later replace them with said Iberian variants?
-
Oh, actually, I already did quite a bit of painting with the new textures, using a palette of Aegean-Anatolian grass and dirt and some sand and cliff textures from the desert biome (mostly the Persian variants). I think it works well enough:
-
Yeah, that's essentially our plan. We already have a list of features to teach in each scenario (a couple of pages back in this thread) as well as an idea how to wrap a story around it. That means, at the moment, we're at step two: creating the scenarios - for which we first need maps.