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How To Play

  1. update or downgrade 0 A.D. to fit the requirements of the mod version you want to play
  2. download the .zip file of the desired MinMod version
  3. extract it to <0 A.D. installation folder>\binaries\data\mods
  4. run 0 A.D. and navigate from the main menu to Tools & Options Mod Selection (select the mineral mod entry in the upper field)  Enable Start Mods
  5. start a new single player game with a supported map

 

************************************************** VERSION 0.2 **************************************************

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************************************************** VERSION 0.1 **************************************************

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********************************************** ANNOUNCEMENT **********************************************

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Edited by Palaxin
title tag added
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Yes, all mines will still provide the metal which the game uses now. The new mines differ in

  • position: more valuable metals are found farther away from CC
  • gather rate: more valuable metals are gathered faster
  • amount: more valuable mines provide less total metal

I'm still not sure if the mines should differ in the last point. Perhaps the amounts should be more equal. But a 4K gold mine otherwise would be an insane advantage. We will see in the testing phase...

Edited by Palaxin
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I like the idea in the way to encourage players to use more of the map and have some strategic spots to hold. It was also proposed for some ground with a farming bonus (working in Delenda Est if I read correcly).

I have one doubt though, with gold being fast to gather and small supply, they will deplete quickly. The highest the reward is, the faster it will vanish (so less time to fight for them).

On the same time, wowgetoffyourcellphone also suggested to have metal and stone mines or careers, that are infinite spot (I don't think they are implemented yet in Delenda Est). That way there is still an advantage to keep them under control on the long run, but they may not (or do) give a short time bonus. It may be having all stone/metal spots infinite (like farms), but with more or less gatherers allowed per spot.

Anyway, if you can test the idea (which will require modifying maps) it may give a lot of interesting feedback.

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  On 24/11/2015 at 4:00 PM, Lion.Kanzen said:

you solved a thing many other were fail to propose

not yet :P I tried to use a script to modify the many files, but %'@#& Windows :furious: denies write permission all the time though the property --> security settings say I can write...

I've already modified 200+ files in total and I still have to do nearly the same number. Upgrading the animation for all possible infantry models is insane, you have something like 3 ranks * 5 units * 12 civs

  On 24/11/2015 at 4:00 PM, Lion.Kanzen said:

This good way, congratulation

Thank you, I will do my best :)

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  On 24/11/2015 at 3:59 PM, Karamel said:

I like the idea in the way to encourage players to use more of the map and have some strategic spots to hold. It was also proposed for some ground with a farming bonus (working in Delenda Est if I read correcly).

Ah I have to check this mod. I was already starting to think about a farming mod after this one...

However, I don't like infinite resources that much. I could only imagine to have theoretically infinite resources but the gather rate slows down the more you have already gathered (like in real life mines). You could extend gathering by techs to some extend, but I think in the late game there should be a point where resources get sparse.

You are probably right with the gold mines being to small. Actually you could just walk there with 30-40 fully upgraded workers and get the 1000 metal even without extending your territory. Probably I will have to nerf the gathering rate a bit and increase the size.

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After playing more games with the countryside feature (which allows to gather quickly outside your CC) I don't feel infinite stone/metal would fit at last.

The requirement for an infinite food source is because food is a basic resource and if the game comes to lack it even at early phase you're stuck. It's not the case for metal and stone and it would destroy trading in a way.

Regarding the amount you may stick to the small and large spots. The nature of the metal would only change the gather rate. In my countryside feature, there can be much less workers on a spot (8 on a large spot, 3 on a small), so even a gold mine cannot be rushed and you need to control more resource spots to be efficient.

Even more, there are not that much spots, so maybe only 2 levels can be fine (common/rare or surface/deep), at least to start with and see if more would add something significant.

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MinMod Version 0.1 is ready!
You can get the download at my first post.

I can't get the mod be displayed in the 0 A.D. main menu UI (where you should usually select the mods). Can someone tell me what I have to do? I thought it would be enough to place the mod folder in binaries\data\mods, but it doesn't work that way :P I made it work by overwriting the files in the public folder, but I know it is not supposed to make changes there...

Sadly I can't work on the mod in the next weeks or maybe months due to my bachelor thesis. Feel free to try the demo map, create own maps, and make your own modifications (most can be done in the templates).

Edited by Palaxin
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  On 28/11/2015 at 6:18 PM, Karamel said:

Regarding the amount you may stick to the small and large spots. The nature of the metal would only change the gather rate. In my countryside feature, there can be much less workers on a spot (8 on a large spot, 3 on a small), so even a gold mine cannot be rushed and you need to control more resource spots to be efficient.

Good idea, I included less workers for more valuable ores (though more than 8).

  On 28/11/2015 at 6:18 PM, Karamel said:

Even more, there are not that much spots, so maybe only 2 levels can be fine (common/rare or surface/deep), at least to start with and see if more would add something significant.

Each ore provides significantly less than the 5000 metal of the default ore, so it should be possible to place more ores and more different ore types on the map. I think 3 types are a good number, so usually we could use iron, copper and silver. Gold could be reserved for scenario and skirmish maps where they can be placed carefully ;)

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  On 28/11/2015 at 6:30 PM, WhiteTreePaladin said:

Age of Empires 3 did something similar with the copper and silver mines. They both contributed to the "coin" resource, but I don't think they had different gather rates.

I admit that the gather rates are somewhat experimental, but I think it would be nice if the ores would differ in more than just textures.

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  On 29/11/2015 at 5:15 PM, av93 said:

Nice concept.

Included or not, it would be nice to include the models. Also colored sparkings could be a good addition to the different ores.

Expand  

Thank you :) Actually I added white sparklings to silver ore and the existing sparklings to gold ore (size a bit increased). This should show the value of these ores, whereas iron and copper do not have sparklings. But it would be very easy to add sparklings to them, too.

Edited by Palaxin
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Atlas does only have access to the public folder, not to the mod folder? Because I can't use the new ores when I load the mod from the game UI. This means you have to add/overwrite files in the public folder to use Atlas or is there another solution?

Edited by Palaxin
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  On 30/11/2015 at 2:45 PM, Palaxin said:

Thank you :) Actually I added white sparklings to silver ore and the existing sparklings to gold ore (size a bit increased). This should show the value of these ores, whereas iron and copper do not have sparklings. But it would be very easy to add sparkings to them, too.

Reminds me Minecraft :P

I think that ores should differentiate more in relation to stones and bigger sparks could be a fast solution. BTW I don't know if in reality ore veins are shiny.

About gameplay, maybe it would be simpler to have two kinds of ore, rich and standard (mining rate) and two kinds of size.

Edited by av93
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  On 30/11/2015 at 8:21 PM, av93 said:

Reminds me Minecraft :P

I think that ores should differentiate more in relation to stones and bigger sparks could be a fast solution. BTW I don't know if in reality ore veins are shiny.

About gameplay, maybe it would be simpler to have two kinds of ore, rich and standard (mining rate) and two kinds of size.

Depends on what it's the ore of.

Enjoy the Choice :)

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  • 2 months later...

MinMod version 0.2 with random map support released!
download at my first post

Thank you for your feedback on the previous version! I included some suggestions:

  • Karamel: ores should only differ in gather rate, but not in size / resource amount
  • av93: ores should differ more from stone; I added copper sparkles and slightly colored the ore textures according to the respective metal

About the gameplay proposal to only include two different ore types: most random maps only use iron and silver ores. Copper with the standard gather rate is used where it is difficult to introduce two ore types. Gold is reserved for skirmish and scenario maps where it can be placed carefully and mark places of special importance. So random maps use 2 ore types on average and skirmish/scenario maps 3 types.

Let me know if you have any problems or further suggestions :) 

Edited by Palaxin
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