Lion.Kanzen Posted August 25, 2018 Report Share Posted August 25, 2018 Are similar to a older bug that a reported around Alpha 8-11 Quote Link to comment Share on other sites More sharing options...
Trigger1982 Posted August 25, 2018 Report Share Posted August 25, 2018 ok it is the same on the other side. I would hope these would have been fixed by now. Quote Link to comment Share on other sites More sharing options...
Trigger1982 Posted August 25, 2018 Report Share Posted August 25, 2018 What I will do is not keep posting pics here. I found over 30 issues, at least 1 in nearly every map. I will setup a dropbox and put a link on the main forum page, so developers and others can see the issues. This will help the ( Not spamming ) and all will be in this folder with a note to each issue. Each issue rectified / resolved will be updated :). Quote Link to comment Share on other sites More sharing options...
Guest Posted August 25, 2018 Report Share Posted August 25, 2018 You could also create a ticket on trac with the list of affected maps and the reason. It would be better as than it wont be lost on the forums after a while. You can upload it on dropbox and I can create the ticket too, if you prefer that. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted August 26, 2018 Report Share Posted August 26, 2018 On 8/25/2018 at 2:23 AM, Trigger1982 said: I found 1 issue here. Only 1 can gather nearest deeper river, if 2 go same time to collect it can glitch and can not gather any. Both fish need to put further into the river. This is set to Giant map IMO this is a path finding and unit AI problem. That doesn't mean we shouldn't change the maps but that will not fix the underlying problem. 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted August 26, 2018 Report Share Posted August 26, 2018 (edited) While a unit shouldnt try to gather from a resource which is inacessible (another variant of the same bug is when units try to drop off to an inaccesible dropsite), there is practically no reason to place them as a gatherable item by a map script. The pathfinding/unitAI bug can be fixed as soon as wraittis pathfinding patch gets in, or when the appropriate code is split from the hierarchical pathfinder’s makegoalreachable() function. Edited August 26, 2018 by Guest Quote Link to comment Share on other sites More sharing options...
FeXoR Posted August 27, 2018 Report Share Posted August 27, 2018 I agree resource entities should be reachable (at least somehow like after chopping all the way to that tree in a dense forest). Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 14, 2019 Report Share Posted July 14, 2019 (edited) Risk type. For example this is Europe (WWII) Quote At the begining of the game the host will choose the game modes. Then every player will be randomly assigned cities (bases). Choose one of these cities to make units at and conquer adjacent cities to increase your income. The objective of the game is world domination. Quote This is a fast paced map where the goal is to conquer the world. There's only one obstacle: 11 other players trying to do the exact same thing. Conquer regions for bonuses, and secure entire continents for additional bonuses. This map combines many of the best elements of Risk maps before it as well as some concepts from the classic board game. This game requires diplomacy and deception, careful calculations, and micro and macro skills to even survive. The best part? After playing a game on the lagless official hostbots which allow players from all battle.net realms to connect to one another, visit the Official Website to view your stats from any game, see where you rank compared to others, and view replays from any official game hosted. Risk Devolution/Risk Next Gen Europe takes the infamous Europe terrain made by Goble-R1sk and turns it into an insanely strategic and fast paced game. This is similar to older versions of Risk Devolution except it is more fast paced and has more options. It also runs much more smoothly and is now ranked at risknextgen.com. All the old features of devo reborn remain except the engine has been completely rebuilt from the ground up and there are subtle differences to encourage professional gameplay. It plays like a more fast paced, polished and fun Risk Devolution with new features that enable entirely different game play. You can even choose between classic Risk Revolution and Risk Next Gen units now! Enjoy seamless gameplay on Risk Next Gen and now on Risk Devolution as you work your way toward the best risk player of all time! Edited July 14, 2019 by Lion.Kanzen 2 Quote Link to comment Share on other sites More sharing options...
FeXoR Posted July 15, 2019 Report Share Posted July 15, 2019 IMO a Skirmish map would be better suited for a "Risk" like game Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 15, 2019 Report Share Posted July 15, 2019 6 hours ago, FeXoR said: IMO a Skirmish map would be better suited for a "Risk" like game yes sure. Quote Link to comment Share on other sites More sharing options...
Maverick2116 Posted May 25, 2020 Report Share Posted May 25, 2020 I am an utter newbie in the game and also map making. I wanted to try and make a map of 3 vs 1. However there are lots of issues that I am facing with regards to the terrain (unable to build docks in certain coastlines). It would really great if someone tried my map and either edit or suggest something. Map Link https://drive.google.com/drive/folders/181k-jX3FkoSEEFLi-Enkgw4ITyqKXfkb?usp=sharing Quote Link to comment Share on other sites More sharing options...
badosu Posted May 30, 2020 Report Share Posted May 30, 2020 (edited) I am wanting to make a 0ad version of this map after I finish slopes: I think it would be nice for a 0ad map with ramp mechanics. Edited May 30, 2020 by badosu 1 1 Quote Link to comment Share on other sites More sharing options...
FeXoR Posted June 20, 2020 Report Share Posted June 20, 2020 I added a ToDo list for random maps generation to trac: https://trac.wildfiregames.com/wiki/Random_Map_Generator#RoadmapTodo If anyone is up to one of those tasks please let me know 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 20, 2020 Report Share Posted June 20, 2020 Ping @nani @badosu @Feldfeld ... 1 Quote Link to comment Share on other sites More sharing options...
Vico Posted August 27, 2020 Report Share Posted August 27, 2020 Hello! My first post here. Can someone make the Canyon of Death (or Death Canyon, idk because my game is in portuguese) scenario as a random map? 1 Quote Link to comment Share on other sites More sharing options...
anonymovs Posted March 17, 2021 Report Share Posted March 17, 2021 I just leave it here. "Map" of Pontic Olbia May be someone might be interested in. Also attached used materials PonticOlbia.pmp PonticOlbia.xml 3 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted March 9 Report Share Posted March 9 Here's a random map I made today... 14 minutes ago, andy5995 said: I made a random map from the the Cliffs of Carnage skirmish map. It supports all the different biomes. The map will be included with the next cm2 release (that will be v0.25.12). Players start as nomads (whether or not the option is checked). That's because I don't know how to write the code that would make sure players start with a cc and base on the cliffs based on teams. But they get 16 more women than usual to help speed up initial build time. 1 Quote Link to comment Share on other sites More sharing options...
andy5995 Posted March 18 Report Share Posted March 18 I don't know if there's already code or a function that does something similar, but here is some code that randomizes the heights over the entire map when its generated: g_Map.log("Generating random heights"); for (let i = 0; i < 100; i++) { let centerPosition = new Vector2D( randIntInclusive (mapBounds.left, mapBounds.right), randIntInclusive (mapBounds.top, mapBounds.bottom) ); let size = randFloat(1, 16); let coherence = randFloat(0.35, 0.85); // How much the radius of the clump varies (1 = circle, 0 = very random). let smoothness = randFloat(0.1, 1); // How smooth the border of the clump is (1 = few "peaks", 0 = very jagged). let height = randFloat(-12.0, 40); let blendRadius = randFloat(10, 16); createArea( new ClumpPlacer(diskArea(size), coherence, smoothness , Infinity, centerPosition), new SmoothElevationPainter(ELEVATION_MODIFY, height , blendRadius)); } var playerBaseRadius = defaultPlayerBaseRadius() / (isNomad() ? 1.5 : 1); g_Map.log("Flatten the initial CC area"); for (let position of playerPosition) { createArea( new ClumpPlacer(diskArea(playerBaseRadius * 1.6), 0.85, 0.45, Infinity, position), new SmoothElevationPainter(ELEVATION_SET, heightLand, 12)); } The entire (unfinished) map code is at https://github.com/0ad-matters/community-maps-2/pull/41/files Quote Link to comment Share on other sites More sharing options...
maroder Posted March 18 Report Share Posted March 18 (edited) 4 hours ago, andy5995 said: I don't know if there's already code or a function that does something similar, but here is some code that randomizes the heights over the entire map when its generated: See e.g. https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/maps/random/ardennes_forest.js#L288 or also this: https://github.com/0ad/0ad/blob/f314b5b9d2be852a4d25f4b9ef40ab4acf4f2002/binaries/data/mods/public/maps/random/rmgen/painter/RandomElevationPainter.js#L10 Edited March 18 by maroder 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 10 Report Share Posted April 10 Suggestion Random gold rush. Quote Link to comment Share on other sites More sharing options...
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