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defense mod


mimo
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As there was some interest in a defense mod (you have some time (8mn by default) to develop your economy, and then every 3mn, a bunch of ennemies attack you, with the number of ennemies increasing at each attack), I put here a version of such a mod. The game stops if the user has still its cc after 12 such attacks.

It's still a very WIP version : just try it with the default settings of the gamesetup gui, without changing any option. And it is adapted to the svn version of today.

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This is really cool. However, shouldn't this be possible with just a regular AI? The AI could wait for 8 minutes, then attack every 3 minutes (I believe it's already possible for the AI to spawn free units instantly, but I'm not sure about that) and resign after 12 attacks.

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I guess everything is possible. But why would you need a regular AI which would develop its economy in such a mod. In addition, you would always find some players to raid the AI, which is not at all the goal of this mod which should emphasize defense.

So there are no AI here, only an empty map and ennemies appearing at some given time, and attacking the player with some appropriate orders. In fact, I originally developped the move-attack order for this mod.

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  On 01/03/2013 at 9:13 PM, mimo said:

But why would you need a regular AI which would develop its economy in such a mod

It wouldn't need to develop it's economy, it could just spawn X units when it's time to send the next wave.

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In addition, you would always find some players to raid the AI, which is not at all the goal of this mod which should emphasize defense.

I suppose they could just take out its CC or something (it wouldn't have to build any extra buildings, it could just spawn units from nothing). But presumably they're playing it for a little defensive action, so that's not much of a problem IMO.

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In fact, I originally developped the move-attack order for this mod.

Attack-move works great BTW, thank you!

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  On 01/03/2013 at 8:48 PM, alpha123 said:

This is really cool. However, shouldn't this be possible with just a regular AI? The AI could wait for 8 minutes, then attack every 3 minutes (I believe it's already possible for the AI to spawn free units instantly, but I'm not sure about that) and resign after 12 attacks.

AI's cannot currently spawn units.

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  On 02/03/2013 at 12:18 PM, quantumstate said:

AI's cannot currently spawn units.

Are you sure? There are unit spawning cheats, and iirc from the tutorial you made the AI can send chat messages, at least in theory that would mean that they could send a unit spawning cheat (not sure it would be all that easy to do even if that part works as a building needs to be selected :unsure: ).
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  • 4 weeks later...

I am not able to run it, I get a lot of errors on current SVN. Put it here:

$ ls trunk/binaries/data/mods/defense/
defense.zip

Run with:

./0ad -mod=defense

I get this:

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unfortunately, it depends on the svn version you use. Here is an updated version with today's svn if you want to give it a try. I'll try to provide an update for the next alpha when released.

The default version is a bit challenging : to make it simpler, we may start with more resources in the "more options" menu.

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It works now, and it's it's really fun to play :sword_rune: ! I loose at 27' when they send me some rams. I am not a good player, I suppose that an experienced player could do much better than me.

Maybe you could add a couple of other messages to please users before the first attach, something like "our spies revealed military activity at the (civ name) camp" and "our spies detected an army leaving from the (civ name) camp toward our base, they will be in our territory in (x) minutes", or something.

I also have to say that performance it was good, never went down to 10 fps. It would be nice to have this integrated in the official game since it's something different and funnier to play than the usual AI.

Edited by fabio
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fabio: thanks for the suggestion for messages. I will add some.

I've fixed also a small bug.

Otherwise, to give more infos on this mod, it also contains some features compared to the standard game. Here are the most important :

- farms are automatically rebuilt when exhausted, so you don't have to watch continuously at them

- when garrisonned, female workers keep their previous orders and go back directly to work when ungarrisonned (quite useful when you are attacked)

- guard/escort order : if you add "hotkey.session.escort = AltGr" or whatever key you like in your config file (local.cfg), you can affect a unit to guard/escort another unit or building. For example, you will notice that ennemy siege units are escorted by infantry men when they attack you.

defense.zip

Edited by mimo
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Those seem like very nice features that would be nice in the normal game. However the team did decide to go with infinite farms instead of reseeding farms (see #1318), but the other ones would be great. It would be nice if the keeping previous orders applied to citizen soldiers as well as women, or preferably if there was just a general "back to work" button on females and citizen soldiers. That way you could have some soldiers go out to defend against a raid and then immediately go back to what they were doing.

The escorting thing sounds great, especially if it works for example having a priest guard a hero or some citizen soldiers guard and repair a ram whenever it gets damaged.

But anyway: I think I'll try the defense mod; it sounds quite fun.

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  On 30/03/2013 at 4:31 AM, alpha123 said:

Those seem like very nice features that would be nice in the normal game. However the team did decide to go with infinite farms instead of reseeding farms (see #1318), but the other ones would be great. It would be nice if the keeping previous orders applied to citizen soldiers as well as women, or preferably if there was just a general "back to work" button on females and citizen soldiers. That way you could have some soldiers go out to defend against a raid and then immediately go back to what they were doing.

The escorting thing sounds great, especially if it works for example having a priest guard a hero or some citizen soldiers guard and repair a ram whenever it gets damaged.

Having to always rebuild farms is one of the (rare!) things I really find annoying when playing 0ad. So if the team is going to infinite farms, that's good news even if I'm not a big fan of infinite resources. But as the interest of a mod is to have a different gaming experience, I will keep my reseeding farms :wink1:

For the keep order, I fully agree that it is something which would also be usefull for soldiers. But here for this mod, I've taken the simplest approach : I do not see any reasons why you would not want to keep previous orders of women when garrisonning them, so I've kept them. For soldiers, that's a different problem.

The escort works partly as you describe, i.e. during the battle, the escort will fight against ennemies attacking the ram, but once the battle is over, they will automatically repair it if needed.

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  On 30/03/2013 at 7:00 PM, alpha123 said:

Out of curiosity, why do you prefer reseeding?

For me, the point is not about prefering reseeding or not, but about disliking unlimited sources of resource. The only other one which exists is trade. But for trade, you have to setup a trade route which may be long enough to allow your ennemies to break it. With unlimited farms, you just have to build some of them around your cc (thus well protected by all your defense) and you have an unlimited resource.

Of course, everything will depend on the details of the final implementation, so even if I am an apriori against it, unlimited farms may well become a good thing : food should be easy enough to get (we don't want to have to micromanage), but not too easy otherwise the concept of food will become useless. And this is also true in the end game; afterall, famines was at the root of the fall of several big civilizations.

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  On 31/03/2013 at 1:16 PM, mimo said:

For me, the point is not about prefering reseeding or not, but about disliking unlimited sources of resource. The only other one which exists is trade. But for trade, you have to setup a trade route which may be long enough to allow your ennemies to break it. With unlimited farms, you just have to build some of them around your cc (thus well protected by all your defense) and you have an unlimited resource.

Of course, everything will depend on the details of the final implementation, so even if I am an apriori against it, unlimited farms may well become a good thing : food should be easy enough to get (we don't want to have to micromanage), but not too easy otherwise the concept of food will become useless. And this is also true in the end game; afterall, famines was at the root of the fall of several big civilizations.

me neither, we need have some micomanagement, is pat of Mechanic, if farm are infinite you can forget aout food and only have 3 Resources Game.
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