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lilypoppy

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Everything posted by lilypoppy

  1. @Thalatta Map Changes: Design Note: Tribe locations have been redistributed across the region to encourage full map exploration and ensure a smooth gameplay pace. Red dots represent Roman camps that must be bypassed or raided. Objective: Unite local tribes to secure the northern flank while raiding heavily fortified Roman camps (red markers) for resources, technology, and treasure. Faction Missions: Titthi: Gather resources in the mountains to construct a strategic fortress. Arevaci: Attack and destroy a targeted Roman camp. Belli: Sabotage Roman supply lines to weaken their influence. (1,000 units of metal, 1,000 wood) Northern Passage: Break through the heavily guarded Roman port to access the northern flank. Stealing a Roman ship is optional but significantly speeds up your movement across the map. The player is faced with the fact that the port is inaccessible and must reinforce their forces to cross.
  2. @Perzival12 Thank you so much for your support on this project, I really appreciate it. Just a heads up because of my condition, I tend to work slowly and in small chunks, so things may take a while on my end. I'm still far from touching Atlas at this point, but I'll get there step by step. Do you work with GitHub, by the way?
  3. @Thalatta Here's my read on Scenario 2: no builders, no resources at start — raid settlements for loot, avoid conquest. Roman reinforcements keep growing until unbeatable, forcing evasion. Win by converting enough of the allied tribes (Arevaci, Titthi, Belli). I drafted a map: river crossing, mountain refuge, raidable settlements, the three tribes spread separately across the map, plus an idea of my own — a Roman port to capture a ship as a shortcut. Let me know if I'm on track!
  4. @Thalatta Here's how I understand the scenario 1 , let me know if this is right: Setup: player starts bottom-left near the Roman army (Carpessus/Tartessus). CC is top-right, representing Tribola. Phase 1: skirmish cavalry distracts the Romans while the rest of the army retreats to the CC. At the CC: we regroup and grow stronger (tech, troops, defenses) before the Romans arrive, then fight and defeat them — Vetilius dies here. Phase 2: a trigger fires and Belli/Titthi armies attack the CC. We destroy them to win. Two questions: Is the CC meant to be Tribola specifically? Is the fight against Vetilius at the CC a real battle, or a scripted event on arrival? Thanks again for all the work you put into this! Here's the map:
  5. @Thalatta Thank you for taking the time I wasn't expecting this, and I really appreciate it. No rush at all. I already have the source material, so if you can complete the first scenario table, that'd be a great start to build !
  6. @Thalatta My health (two brain tumors) and vision issues make reading hard. My biggest struggle is understanding the story and connecting facts. So I need a very simple story.
  7. @Perzival12 Yes, thank you. What kind of script are you talking about? Triggers?
  8. @Thalatta I really like the resource. I find it a bit hard to read and fully understand, but here's my Scenario 1 based on the first chapters. SCENARIO 1 – UNITE THE TRIBES (Inspired by Appian, §61-62) Element Detail Objective Rally the Lusitanian tribes to build an army. Context After Galba's massacre, 10,000 survivors are in hiding. You must convince them to follow you. Hero Viriathus (leader). Potential Allies Belli, Titthi, Vettones (Celtiberian tribes). Enemy Gaius Vetilius (Roman general) – 10,000 legionaries. Historical inspiration Viriathus saved his surrounded army by a ruse : he scattered his troops and harassed the Romans with swift cavalry. 0 A.D. mechanics Build your base, defend against Roman attacks, send emissaries (or troops) to convince nearby villages to join you. Victory condition Gather at least 4 allies on 6 and repel Vetilius' army.
  9. Thanks! @ShadowOfHassen If you have 2-3 sources handy, that would be a great start. Appreciate it!
  10. I'm working on a 3-scenario campaign with the Iberians. Little known and a story to highlight I think it could be fun and original. The Fire of Freedom or (The Eagle's Shadow) You play as Viriatus, a Lusitanian chief fighting against Rome. Scenarios : i. Unite the tribes – build your base, defend, convince villages to join ii. Ambush a Roman supply column in the mountains iii. Final siege – hold your fortress against Roman waves I'm still learning the Atlas editor so if anyone has tips or knows good tutorials, I'd appreciate it. Any feedback or suggestions! Thanks
  11. @Perzival12 I'm planning to make a campaign with the Iberians. I think it's something different and original. I already have some scenario ideas and I want to try the editor. The campaign is called "The Fire of Freedom" and you play as Viriatus, a Lusitanian chief fighting against Rome. @ShadowOfHassen If anyone has suggestions or is familiar with the editor, I'd love some help to bring my ideas to life. Thanks in advance! Let me know what you think!
  12. I believe 0 A.D. has enormous potential – not just as a game, but as a platform for storytelling and community-created content. As someone who has created many scenarios in Age of Empires II, I see a key opportunity for 0 A.D.: Make the power of the engine easier to use. Right now, creating interesting scenarios often requires programming knowledge. This excludes a huge part of the potential creator community. My suggestion in 3 points: 1. Unify Triggers and Scripts A visual trigger system for beginners using simple Conditions → Actions. JavaScript remains available for advanced users. The two should become different levels of the same system rather than feeling like separate tools. 2. Upgrade Atlas Make Atlas a true scenario creation environment – with objectives, events, dialogues, reinforcements, ambushes, and dynamic gameplay. The creator should be able to focus on story and gameplay, not constantly think about the code required to make an idea work. 3. A Small Official Campaign – 3 Scenarios It doesn't need to be a huge campaign. Three well-designed scenarios could be enough to demonstrate what 0 A.D. can do. But there is an even bigger opportunity: Make the campaign editable and use it as documentation. Players could open the scenarios in Atlas, study how they work, modify them, experiment, and learn by doing. The official campaign would become more than content. It would become a living tutorial for scenario creation. The Vision Play → Discover → Learn → Create → Share → Contribute A player finishes an official scenario. They think: "I want to make something like this." They open Atlas. They experiment. They create their own scenario. They share it with the community. And eventually, that player may become a contributor. Why This Matters to Me I have experience with Age of Empires II scenario design, and I would genuinely love to contribute to 0 A.D. However, due to health limitations, I can't code or work on complex systems for long periods. That's exactly why I care about this problem. I know how technical complexity can prevent a great idea from becoming a playable experience. My suggestion comes from both sides – as a player, and as someone who wants to create. The Opportunity Much of the foundation is already there. The potential is already there. The community is already there. The opportunity is to make that potential easier for everyone to use. 0 A.D. doesn't necessarily need to become more complicated. It needs to make its existing power more accessible. Give players the tools to become creators.
  13. [SOLUTION] My solution was to use ~/snap/0ad/657/.local/share/0ad/mods and I renamed all my variables from petra to felixbot. Here is my branch ~/snap/0ad/657/.local/share/0ad/mods ├── FelixBot │ ├── FELIXBOT.zip │ ├── mod.json Thank you !
  14. Sorry, I hadn’t noticed the Development & Technical section.
  15. To continue, here are my tests /home/felix/snap/0ad/657/.config/0ad/mods/public/FelixBot/ ├── mod.json └── simulation/ └── ai/ └── felixbot.js mod.json (minimal valid example): { "name": "FelixBot", "title": "Felix-bot", "version": "1.0", "description": "Custom AI bot for 0 AD by Félix", "author": "Félix", "requires": [] } snap run 0ad -- -mod=public -mod=FelixBot TIMER| InitVfs: 332.118 us FILES| Main log written to '/home/felix/snap/0ad/657/.config/0ad/logs/mainlog.html' FILES| Interesting log written to '/home/felix/snap/0ad/657/.config/0ad/logs/interestinglog.html' TIMER| CONFIG_Init: 2.54065 ms Sound: AlcInit success, using OpenAL Soft FILES| Hardware details written to '/home/felix/snap/0ad/657/.config/0ad/logs/system_info.txt' TIMER| write_sys_info: 16.674 ms FILES| UserReport written to '/home/felix/snap/0ad/657/.config/0ad/logs/userreport_hwdetect.txt' TIMER| RunHardwareDetection: 6.27691 ms TIMER| InitRenderer: 48.9268 ms TIMER| ps_console: 2.4843 ms TIMER| ps_lang_hotkeys: 1.28745 ms TIMER| pregame/mainmenu.xml: 73.157 us TIMER| common/modern/setup.xml: 114.106 us TIMER| common/modern/styles.xml: 125.51 us TIMER| common/modern/sprites.xml: 860.851 us TIMER| modmod/styles.xml: 32.384 us TIMER| modmod/modmod.xml: 10.4945 ms TIMER| common/modern/setup.xml: 101.322 us TIMER| common/modern/styles.xml: 133.014 us TIMER| common/modern/sprites.xml: 880.314 us TIMER| modmod/styles.xml: 30.226 us TIMER| incompatible_mods/incompatible_mods.xml: 843.469 us TIMER| shutdown Renderer: 351.773 us TIMER| shutdown SDL: 8.589 ms TIMER| shutdown UserReporter: 4.32417 ms TIMER| shutdown ConfigDB: 76.396 us TIMER| resource modules: 231.48 ms TIMER TOTALS (7 clients)
  16. Hey! I’m diving into making my own AI bot and want to start by copying the Petra bot, then renaming it so I can experiment with it. The catch? I’m running 0 AD via Snap on Linux, so paths are a bit tricky. I’ve tried putting my mod in ~/snap/0ad/657/.config/0ad/mods/public/, but the game doesn’t detect it. Anyone here worked with local mods on Snap? How do you launch the game with a custom mod using -mod or other tricks so it actually loads? Also, any tips for safely copying Petra’s bot to start tinkering would be awesome. Really appreciate any help—I just want to play with bot AI!
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