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Everything posted by lilypoppy
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Good to know! And a big thanks to @Vantha
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True. But not everyone can contribute the same way. Making tools more accessible could bring in more creators.
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I get it. But I still think there's untapped potential for solo content. And I have huge respect for what the devs have built. That's why I'm here.
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I'm sending a message in a bottle out to sea. Hey everyone, I'm working on a campaign for 0 A.D. called Burning Heart. I want to brainstorm a cover for it. Not an Age of Empires 2 copy, but something with that same vibe, that feeling of power in the image. Anyone down to collab on this? That'd be great.
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Atlas simulator switch player
lilypoppy replied to lilypoppy's topic in Applications and Contributions
Simple workaround: I select the units with the selection tool, switch them to Player 1, do all the constructions, unit placements and formations I need, then save. I reset, reopen the XML file, reassign the relevant units to Player 2, and save again. @Stan @Grautvornix @Asher -
Hi everyone, I'm using Atlas and I understand how it works, but I'm having one issue: in the simulator, I can't seem to switch to another player. I tried using ALT+D, but nothing happens. The simulator only lets me control player 1. Has anyone else had this problem? Is there another key or setting I'm missing? Thanks for your help!
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Hi, I would like to thank everyone, I have never had so much collaboration for a project that was just a simple idea. I'll be honest with you, the biggest risk in this project is myself, and developing this campaign is going to be a marathon for me. The initial goal of this project is to introduce 0.AD and promote the game on various platforms. The aim is to develop projects for myself, should I ever be able to return to work. It's a way to stay active, as I've been on sick leave for three years. My request is : if anyone would like to design the maps for this campaign; that would be a huge help. Thank you!
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Narrative Campaign General Discussion?
lilypoppy replied to Lion.Kanzen's topic in Gameplay Discussion
Hi everyone, @Thalatta and I are working on a narrative campaign for 0 A.D. Burning Heart, about Viriathus and the Lusitanian resistance against Rome. If anyone wants to join or help out, it would be really appreciated! -
Hi @Thalatta END - NO TRIUMPH, NO SURRENDER Tantalus lays down his arms. Caepio, for once, is merciful. The Lusitanians are given land — not as conquered slaves, but as a people allowed to live. The war ends. Not with a triumph. With a silence. In eight years of war, his army — drawn from a dozen scattered tribes — never once turned against him. They followed him to the end. And beyond it.
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Hi @Thalatta scenario 5 Viriathus is dead, murdered in his sleep by men he trusted, bribed by Caepio. Tantalus is made leader in his place. He marches on Saguntum but Rome answers, and Caepio gives chase. The war Viriathus once turned in his favour now turns against his people for good. Setup The player starts as Tantalus, with a weakened army and dwindling resources no fresh economy, what you have is what you'll have Caepio's army pursues relentlessly from multiple directions, growing stronger as the player grows weaker Saguntum appears on the map as a target, but is unreachable/repelled a reminder that this fight was already lost before it began Objective — this scenario cannot be won militarily There is no victory condition. The point is how long you hold, not whether you win: Retreat to a final defensible position and survive as long as possible Protect as many of your remaining people/units as you can while resources run out Once your strength is exhausted (a survival timer, or army/resource threshold), a scripted surrender triggers automatically — not a "Defeat" screen, but the intended ending What happens at the end The surrender fades directly into the campaign's closing text — no failure state, no retry prompt. This is the ending: Tantalus surrenders to Caepio, the Lusitanians are given land to live in peace, and the war ends.
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Hi @Thalatta Scenario 4 Introduction Viriathus' last victory forced Rome into a peace treaty, recognizing him as a friend of Rome. But Caepio is furious at these terms — he pressures the Senate until hostilities are reignited, breaking the fragile peace. Setup Normal economy on both sides, but Rome starts with the advantage Several Gaia dropsites scattered across the map Vettones and Callaici present to distract the Romans Objective Destroy the Gaia dropsites before Rome captures a set number of them — a race for control, not straight conquest. Idea to add Since the Callaici were a coastal Atlantic people, I was wondering if it's possible to include a bit of sea in this map — maybe Rome resupplies by ship along the coast, and the Callaici could get fire ships (brûlots) to intercept and burn them, slowing Rome down. Could also add one Gaia dropsite on a small island, only reachable by boat, for a bit of variety. Not sure if this is too much for the editor though, let me know what you think! Here's a draft map:
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Hi @Thalatta Senario 3 Introduction After the winter defeat against Aemilianus, the war spreads to other regions of Hispania. Rome sends Servilianus, backed by cavalry and Numidian elephants gifted by King Micipsa. After several engagements, Servilianus seems to gain the upper hand — Viriathus is cornered, forced to retreat before an overwhelming force. Setup No buildings, no resources at the start The player begins with a small army, immediately attacked by a much larger Roman army, backed by African elephants Scattered around the map are passive units (routed Lusitanian soldiers) that become controllable once approached — representing fleeing troops rallying back to the cause Objective — 4 stages 1. Immediate retreat A frontal fight against Servilianus is unwinnable (elephants + overwhelming numbers). The player must flee from the start toward a defensible position — the Hill — without seeking a fight. 2. Rally the scattered troops Along the way, several groups of passive units are scattered across the map. Approaching them makes them join the player's army (a proximity-based "capture" mechanic) — the only way to rebuild a fighting force. 3. Secure an economy The player must capture abandoned/neutral buildings (villages or Gaia settlements) to start gathering resources — essential since there's no builder and no starting CC. 4. The turnaround Once regrouped and reinforced at the Hill, the player must go back on the offensive and capture one or more Roman Command Centres to win the scenario. Win condition Capture the designated Roman CCs (e.g. 1 of 2, or both depending on difficulty). Lose condition Total loss of the player's army before rallying enough troops or reaching the Hill.
