Radagast. Posted August 24, 2014 Report Share Posted August 24, 2014 (edited) Dear comrades,Niektb, shieldwolf and my minor self have assembled a trigger and campaign map.We had to modify almost everything, from taking out the AI to not interfere with the triggers and our very own storyline machine.Have fun with heaps of Romans.Keep an eye out for your best units, else all of Gaul will soon be in the hands of the Roman Emperor Julius Caesar.Download:https://github.com/0ADMods/map__gallic_warsChange your working directory to the /path/to/0ad/binaries/data/mods/ and execute:git clone https://github.com/0ADMods/map__gallic_wars.git(for other than SVN/Git players, according to GameDataPaths to figure out your mods/ path)Then launch 0AD as follows:~/0ad/binaries/system/pyrogenesis -mod=map__gallic_wars Edited August 24, 2014 by Radagast. 3 Quote Link to comment Share on other sites More sharing options...
SwampGremlin Posted August 24, 2014 Report Share Posted August 24, 2014 Cool map. Quote Link to comment Share on other sites More sharing options...
Clovisnox Posted August 25, 2014 Report Share Posted August 25, 2014 You did a very beautiful jobs Tried it on the alpha (I guessed you designed it for svn versions ?) and had some issues Quote Link to comment Share on other sites More sharing options...
Freang12 Posted August 25, 2014 Report Share Posted August 25, 2014 yea, i had some issues running in alpha 16, player 3 resigned and the roman base deteriorated, very good looking map though! congrats. Quote Link to comment Share on other sites More sharing options...
niektb Posted August 25, 2014 Report Share Posted August 25, 2014 Those issues are not strange if you consider that triggers do not exist in Alpha 16... it will be playable with A17 hhowever. Quote Link to comment Share on other sites More sharing options...
niektb Posted August 25, 2014 Report Share Posted August 25, 2014 Screenie time!!! 2 Quote Link to comment Share on other sites More sharing options...
Clovisnox Posted August 25, 2014 Report Share Posted August 25, 2014 An other issue is the hard time to get wood at the begining (far away from the civic center) Quote Link to comment Share on other sites More sharing options...
niektb Posted August 25, 2014 Report Share Posted August 25, 2014 That is not an issue, that is intended Quote Link to comment Share on other sites More sharing options...
Clovisnox Posted August 25, 2014 Report Share Posted August 25, 2014 My bad 2 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 26, 2014 Author Report Share Posted August 26, 2014 (edited) By now the map is fixed. It didn't take long ... lol Increasing and declining attack strengths working. Without takeing an active part and defending the harbour and conquering key points it will be difficult. Though by now the Roman attacks begin pretty weak. yea, i had some issues running in alpha 16, player 3 resigned and theTriggers are only in the SVN version. It's working with A17 though but may probably not come bundled with it but is easily added using the Mod Configurator. roman base deteriorated, very good looking map though! congrats.that's fixed by now, there was a tech issue. Now the triggers directly manipulate the Decay of the Romans and only in this map and not for all 0AD maps which contain the Roman army base. very good looking map though! congrats. All credit goes to Niek and shieldwolf. They did a fantastic job. Edited August 26, 2014 by Radagast. Quote Link to comment Share on other sites More sharing options...
azayrahmad Posted August 26, 2014 Report Share Posted August 26, 2014 I love the minimum 12 year old disclaimer. Like there's going to be a kiddie version somewhere. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 28, 2014 Author Report Share Posted August 28, 2014 oh, good idea. We just thought of the problematic onslaught, it's definitely a battle map. Were you realize the limits of the pathfinder if you fail to get rid of the enemy centurio early enough. We might have to exchange every 2nd tree entity with an actor. But it's purely optional. Still if you manage to rescue the druid, you have a good time, with gallic reinforcements of your Gallic neighbour villages. By now the map is balanced, all features are added too (e.g. sudden and random major assaults, siege attacks, decline and increase in strength, trader visits, ...) We might have to react when the Gallic chieftain dies, we are open to ideas. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 28, 2014 Author Report Share Posted August 28, 2014 (It's been a major overhaul. Please retest the map, the random functions were broken prior to the version of tonight!) https://github.com/0ADMods/map__gallic_wars/commit/f06219cc40177e32c3b6bb0a832475dbefc59616 The druid now returns home when rescued. The enemy centurio is harder to finish off and returns to a random hiding place when his excursion didn't lead him to an importan Gaul. Have fun with this map. It's A17 ready. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 28, 2014 Author Report Share Posted August 28, 2014 It's a quick map if you now what to do: - Rescue the druid. - Hunt the Centurio. - Finish off the Roman fortifications and hope for Caesar not sending a new Centurio in time. You can finish all this easily within 5 to 10 minutes. The longer you have to stay defending your village, the more Roman units you have to counter. Finally you will be doomed, as the Romans even will overrun your heroes at some point if you stay idle for too long. Have a look at the minimap in the screeny. A Roman garrison just left its fort to lay siege to your village. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 28, 2014 Report Share Posted August 28, 2014 Keep it up Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 30, 2014 Author Report Share Posted August 30, 2014 How great this view of the gallic village is, really a great job, shieldy and niek! 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted August 30, 2014 Report Share Posted August 30, 2014 What happened with the water? :? Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 30, 2014 Author Report Share Posted August 30, 2014 I have low settings to allow more units. I like the water, both water types, the blue and the HQ ones. And with your environment settings it's really a sunset feeling. The map is rebalanced and the Gauls now have more time, but their heroes are less strong. Send them out early enough to find the Roman Centurio and the Gallic Druid or the Romans grow too strong. Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 30, 2014 Author Report Share Posted August 30, 2014 The druid on the shield:And this is what happens if you let the Roman Centurio do what he wants: (I couldn't turn the tide in this game anymore, it was simply too late.) Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 30, 2014 Report Share Posted August 30, 2014 Hey rada, awesome, could you make the ai use the testudo formation ? Quote Link to comment Share on other sites More sharing options...
Radagast. Posted August 31, 2014 Author Report Share Posted August 31, 2014 The latest SVN issues are resolved. The AI wasn't set up properly for Player 3 (the trigger controlled trader).The map was once again rebalanced, the major attack frequency of the Roman garrison lowered to allow the Gauls to also spend some time gathering resources.Try to projtect your gatherer using palisades or conquer key points in the forrest that are easy to hold. Other than that you'll notice, that wood is a critically difficult to get resource.If you encounter the Windows SDL or something bug, when selecting the mods, then either use the command line:-mod=public -mod=map__gallic_warsor1. Tools & Options -> Mod selection2. Select mod 0ad / public -> Enable3. Select map_gallic_wars -> Enable4. Save configuration5. Restart the engine/game.If you encounter errors in the process, click Suppress.Hey rada, awesome, could you make the ai use the testudo formation ?We could add it when the Romans reach their siege/attack positions, but our investment into more awesomeness is proportional to the community's interest and the community is ceasing to exist.Thus my current motivation is rather for adding my surrender system, new animals, surrender animations, inventory and other things related to 0AD Extended. Quote Link to comment Share on other sites More sharing options...
av93 Posted August 31, 2014 Report Share Posted August 31, 2014 I will play when the new alpha is finished. Maybe the map should be bundled with it! Quote Link to comment Share on other sites More sharing options...
niektb Posted September 4, 2014 Report Share Posted September 4, 2014 I will play when the new alpha is finished. Maybe the map should be bundled with it!I don't think it can be bundled with alpha 17 as it adds more than only map files. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 4, 2014 Report Share Posted September 4, 2014 It could be asked on the next meeting though Quote Link to comment Share on other sites More sharing options...
Radagast. Posted September 5, 2014 Author Report Share Posted September 5, 2014 Gallic Wars is not applicable for being integrated into 0AD SVN. Things needed to be outsourced into the TriggerHelper.js and the Gallic heroes needed to be removed as well as the Roman Centurio needed to not be overridden. (currently we increase his lifepoints, otherwise it'll all be too easy with those strong heroes)Fallen Empire Studios already thought of making it compatible, the uniqueness would suffer and it had to be rebalanced again and I'm against it as we now have a mod configurator, so no problem to launch 0AD once with Gallic Wars Part 1 and once without.Once we have the full campaign ready, including a system to change maps dynamically on a overview screen (which will not be this year), we'll make it fully historical accurate and get rid of the ultra-strength heroes.But for now it's a fun map, an alternation to 0AD with still a lot of historical accuracy, but quite strong and speedy Gauls (the druid's recipe still works). Quote Link to comment Share on other sites More sharing options...
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