wowgetoffyourcellphone Posted June 22, 2021 Report Share Posted June 22, 2021 On 16/06/2021 at 4:46 PM, Lion.Kanzen said: i´m making a new version of "banner" map. Maybe fix some of the weird geographical errors? 1 1 Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted June 22, 2021 Report Share Posted June 22, 2021 Additionally it would be nice to have more coherent borders for territories. This is purely arbitrary preference, but I would find a map done in the style of Ptolemy's description of the world to be a fun idea. This is obviously not the original, but it would be a fun representation. 3 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 22, 2021 Report Share Posted June 22, 2021 I already played the last version of the mod for a few hours, a work in development but already very playable, here are some observations. 1 I believe that by the nature of development the world map is not yet complete, but I do believe that at least the ocean and inaccessible areas should have a color to stand out from the background. 2 Province could generate resource after conquered (money) with different values depending on their importance. 3 Provinces evolve with time, both in terms of the wealth generated and in terms of acculturation. 4 Technologies can be created for the hero on which he spends his money or/and experience to unlock them. 5 A general of cool stuff: special structures by province, empty states, construction of more heroes by civ, fleets and naval combat maps/combat between heroes' troops (kind of unlikely). I know how much this is complicated and laborious to be implemented, especially in a project with the nature of a mod maintained by one person, so nothing here is a chore, alias I hope in a few months with more knowledge in .js I even can help with any of these ideas or others that are accepted. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 23, 2021 Report Share Posted June 23, 2021 (edited) I recommend a trading system like Paradox's Imperator of Rome. You bring resources from other map territories and add to them taxes. Edited June 23, 2021 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 23, 2021 Report Share Posted June 23, 2021 48 minutes ago, Lopess said: I know how much this is complicated and laborious to be implemented, especially in a project with the nature of a mod maintained by one person, so nothing here is a chore, alias I hope in a few months with more knowledge in .js I even can help with any of these ideas or others that are accepted In fact it was not planned for this stage of game development. 1 Quote Link to comment Share on other sites More sharing options...
Saatamia Posted June 24, 2021 Report Share Posted June 24, 2021 Maybe he could have a "Persian war" campaign for the next campaign. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 8, 2021 Report Share Posted November 8, 2021 Any news? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 22, 2022 Report Share Posted February 22, 2022 How about global trade and a complex political diplomacy, with things like Casus Belli? Quote Link to comment Share on other sites More sharing options...
Palaiogos Posted June 26, 2022 Report Share Posted June 26, 2022 Is there a way to increase the unit cap? Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 26, 2022 Report Share Posted June 26, 2022 44 minutes ago, Palaiogos said: Is there a way to increase the unit cap? In general or in this case? 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted June 28, 2022 Report Share Posted June 28, 2022 @wraitii I see that there are many python files to help in the development of the mod, but I don't know how to take advantage of them in automation, where can I find out what each one does? I plan to make new campaign maps in the future. 1 Quote Link to comment Share on other sites More sharing options...
Palaiogos Posted June 28, 2022 Report Share Posted June 28, 2022 On 26/06/2022 at 12:13 PM, Stan` said: In general or in this case? In this case. It's always 300. Regularly, you can change it to 500 or unlimited in settings, but there aren't any settings Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 28, 2022 Report Share Posted June 28, 2022 1 hour ago, Palaiogos said: In this case. It's always 300. Regularly, you can change it to 500 or unlimited in settings, but there aren't any settings Ah yeah I think campaign restricts everything Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 28, 2022 Report Share Posted June 28, 2022 On 22/06/2021 at 3:20 PM, wowgetoffyourcellphone said: Maybe fix some of the weird geographical errors? Yes. Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 29, 2022 Author Report Share Posted June 29, 2022 On 28/6/2022 at 4:41 AM, Lopess said: @wraitii I see that there are many python files to help in the development of the mod, but I don't know how to take advantage of them in automation, where can I find out what each one does? I plan to make new campaign maps in the future. I'll try and get some smaller instructions in the repo and I'll ping you 1 1 Quote Link to comment Share on other sites More sharing options...
Lopess Posted March 30, 2023 Report Share Posted March 30, 2023 A pity that this beautiful mod is a little outdated, currently using the most updated version of 0ad, when starting the campaign it presents this error: ERROR: JavaScript error: gui/campaigns/grand_strategy/game/Province.js line 7 Province@gui/campaigns/grand_strategy/game/Province.js:7:25 parseHistory@gui/campaigns/grand_strategy/game/GameData.js:168:32 initialiseGame@gui/campaigns/grand_strategy/game/GameData.js:132:8 createNewGame@gui/campaigns/grand_strategy/game/GameData.js:102:14 actuallyStart@gui/campaigns/grand_strategy/init/InitPage.js:165:12 onStartRequest/<@gui/campaigns/grand_strategy/init/InitPage.js:159:41 setButtonCaptionsAndVisibitily/</button[i].onPress@gui/common/utilities.js:29:11 If anyone sober as a solver, or any idea what should be done? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 30, 2023 Report Share Posted March 30, 2023 On 16/06/2021 at 3:31 PM, Lion.Kanzen said: AoE I style map Looking at it now I am missing more details. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 30, 2023 Report Share Posted March 30, 2023 22 minutes ago, Lopess said: A pity that this beautiful mod is a little outdated, currently using the most updated version of 0ad, when starting the campaign it presents this error: ERROR: JavaScript error: gui/campaigns/grand_strategy/game/Province.js line 7 Province@gui/campaigns/grand_strategy/game/Province.js:7:25 parseHistory@gui/campaigns/grand_strategy/game/GameData.js:168:32 initialiseGame@gui/campaigns/grand_strategy/game/GameData.js:132:8 createNewGame@gui/campaigns/grand_strategy/game/GameData.js:102:14 actuallyStart@gui/campaigns/grand_strategy/init/InitPage.js:165:12 onStartRequest/<@gui/campaigns/grand_strategy/init/InitPage.js:159:41 setButtonCaptionsAndVisibitily/</button[i].onPress@gui/common/utilities.js:29:11 If anyone sober as a solver, or any idea what should be done? @wraitii @Stan` 1 Quote Link to comment Share on other sites More sharing options...
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