Light Style© by Fisana

Jump to content


Photo

Anybody with the SVN version of the game want to help out?


  • Please log in to reply
26 replies to this topic

#1 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 15 April 2012 - 07:21 AM

I need someone with some time on their hands and who has an up-to-date SVN copy of the game top help out with some map design stuff. It might be tedious or it might not be. Point is though you help add something to the game. :) Basically, we might be giving the Iberians an interesting bonus: Essentially, the Iberians would start every match with a prefab circuit of walls as one of their civ bonuses. So, what I need is someone to go through the maps in SVN and add a circuit of walls around the Iberian starting point. I have already done about 3 different maps, but there are a bunch more. All you'd have to do is look at the maps I've already done and do all the other maps where applicable (for the Iberians only). The circuits should be organic looking, not a big square or circle. Just approximate what I've already done on the other maps.

Anyone up for the challenge? Could let multiple people claim different maps.

Attached are a few examples of that I'm talking about to make things clearer.

Attached Thumbnails

  • screenshot0015.jpg
  • screenshot0014.jpg
  • screenshot0013.jpg

  • 1

#2 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 15 April 2012 - 06:12 PM

Come one, come all! :)
  • 0

#3 MishFTW

MishFTW

    Primus Pilus

  • Web Development Team
  • 1,923 posts

Posted 15 April 2012 - 06:48 PM

I would but I don't meet the requirement. My comment: all those circuit walls look easily impregnable to me ;)
  • 0
Mish [Adarash Mishra]
Wildfire Games Webmaster
Email Me | About Me

#4 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 15 April 2012 - 07:13 PM

I would but I don't meet the requirement. My comment: all those circuit walls look easily impregnable to me ;)


Well, keep in mind those towers shoot arrows too! :)
  • 0

#5 Pureon

Pureon

    Primus Pilus

  • 0 A.D. Art Team
  • 3,655 posts

Posted 15 April 2012 - 07:17 PM

Well, keep in mind those towers shoot arrows too! :)

Yes, it'll make the Iberians very powerful early game. Impossible to rush.
  • 0

Pureon
0 A.D. Part time Designer / Texturer / 3D Artist
Contact email:
pureon{@}wildfiregames.com


#6 FeXoR

FeXoR

    Centurio

  • Community Members
  • PipPipPipPipPip
  • 950 posts

Posted 17 April 2012 - 11:14 AM

I need someone with some time on their hands and who has an up-to-date SVN copy of the game top help out with some map design stuff. It might be tedious or it might not be. Point is though you help add something to the game. :) Basically, we might be giving the Iberians an interesting bonus: Essentially, the Iberians would start every match with a prefab circuit of walls as one of their civ bonuses. So, what I need is someone to go through the maps in SVN and add a circuit of walls around the Iberian starting point. I have already done about 3 different maps, but there are a bunch more. All you'd have to do is look at the maps I've already done and do all the other maps where applicable (for the Iberians only). The circuits should be organic looking, not a big square or circle. Just approximate what I've already done on the other maps.

Anyone up for the challenge? Could let multiple people claim different maps.

Attached are a few examples of that I'm talking about to make things clearer.


If the starting walls are a civ bonus then all the random maps would need that to to be consistent.
I could add the walls to the default starting entity placement function createStartingPlayerEntities for iberians if that is wanted.
I think some other changes like cut some trees around the start locations would be needed then too though.

BTW Mythos_Ruler, I send you a map in a PM that had this functionality. Guess it's outdated now though.

Edited by FeXoR, 17 April 2012 - 11:16 AM.

  • 0

#7 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 17 April 2012 - 06:05 PM

Yeah, there would probably have to be something added to the rmgen folder so all random maps could take advantage of the Iberian wall bonus properly without having to duplicate the code.
  • 1

#8 MishFTW

MishFTW

    Primus Pilus

  • Web Development Team
  • 1,923 posts

Posted 17 April 2012 - 09:29 PM

Speaking of the civ bonus, remember this?
  • 0
Mish [Adarash Mishra]
Wildfire Games Webmaster
Email Me | About Me

#9 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 17 April 2012 - 11:14 PM

Speaking of the civ bonus, remember this?


Yes? :) Let me repost those here for reference.

Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image
  • 0

#10 Spahbod

Spahbod

    Triplicarius

  • WFG Programming Team
  • 594 posts

Posted 20 April 2012 - 11:25 AM

This wall won't work for some of the random maps. The ones with "natural" barriers like bodies of sea and cliffs (e.g. archipelago, cantabrian highlands, etc.). For those maps, some towers would suffice. Or it'd be a pain to create different shapes of walls for every random map.
  • 1
Omid Davoodi [ aka Spahbod ]

Wildfire Games Random Map Designer, Low-level Programmer
Contact me: myops37@yahoo.com


Support Wildfire Games!

#11 FeXoR

FeXoR

    Centurio

  • Community Members
  • PipPipPipPipPip
  • 950 posts

Posted 20 April 2012 - 12:09 PM

This wall won't work for some of the random maps. The ones with "natural" barriers like bodies of sea and cliffs (e.g. archipelago, cantabrian highlands, etc.). For those maps, some towers would suffice. Or it'd be a pain to create different shapes of walls for every random map.


I'm at it though I have to agree it's not that easy...
  • 0

#12 Pureon

Pureon

    Primus Pilus

  • 0 A.D. Art Team
  • 3,655 posts

Posted 20 April 2012 - 01:48 PM

For those maps, some towers would suffice.

I think that's a good alternative
  • 1

Pureon
0 A.D. Part time Designer / Texturer / 3D Artist
Contact email:
pureon{@}wildfiregames.com


#13 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 20 April 2012 - 07:44 PM

As long as it works for most maps, and then on the maps where it doesn't work we give them some defense towers, I think is more than acceptable. (y)
  • 1

#14 FeXoR

FeXoR

    Centurio

  • Community Members
  • PipPipPipPipPip
  • 950 posts

Posted 23 April 2012 - 06:28 AM

As long as it works for most maps, and then on the maps where it doesn't work we give them some defense towers, I think is more than acceptable. (y)


I will add walls as iberian starting entities but will wait until all races walls entities are in place so I don't have to adjust things every few days...

It would be nice if someone would add a comment when all factions have walls of the same length (and perhaps again if models are unique for all civs) as far as is planned.

Edited by FeXoR, 01 May 2012 - 07:11 AM.

  • 0

#15 FeXoR

FeXoR

    Centurio

  • Community Members
  • PipPipPipPipPip
  • 950 posts

Posted 03 May 2012 - 08:16 PM

Well, here's a start:

Attached File  iber_wall_civ_bonus2012-5-3.zip   133.67KB   49 downloads
I added a new starting unit placement method to rmgen misc and adjusted all random maps to it. Iberians now have walls added to their starting entities automatically. They can be set (e.g. to towers only) for maps where walls doesn't fit by an optional keyword argument so the function can be easily adjusted to any further needs without adjusting all rms again (which sucks). Rms no further need to get the starting entities - the place function does it now.

I didn't test if the trees caught in the walls cause trouble...

The fortresses are not randomizes yet but will be.
Some variation might perhaps be nice (sometimes elliptic, sometimes irregular polygons, ...)
See the wall_demo rms for some examples.

Most naval maps only have towers added.

Edited by FeXoR, 03 May 2012 - 08:58 PM.

  • 0

#16 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 03 May 2012 - 09:16 PM

Not bad. I wish they had towers at the "gates" and the wall layout wasn't so geometrical. See the Oasis 10 map for example.
  • 1

#17 FeXoR

FeXoR

    Centurio

  • Community Members
  • PipPipPipPipPip
  • 950 posts

Posted 03 May 2012 - 09:48 PM

Not bad. I wish they had towers at the "gates" and the wall layout wasn't so geometrical. See the Oasis 10 map for example.


As I said, it's gone be more irregular.
Towers at gate makes at least 10 (if placed in the gap). isn't that a bit much?



Edited by FeXoR, 03 May 2012 - 09:49 PM.

  • 0

#18 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 03 May 2012 - 11:04 PM

As I said, it's gone be more irregular.
Towers at gate makes at least 10 (if placed in the gap). isn't that a bit much?


Not really. When we have gates there will need to be towers there anyway. :)
  • 0

#19 FeXoR

FeXoR

    Centurio

  • Community Members
  • PipPipPipPipPip
  • 950 posts

Posted 04 May 2012 - 04:07 PM

Not really. When we have gates there will need to be towers there anyway. :)

Here we go...

Attached File  iber_wall_civ_bonus2012-5-4.zip   135.16KB   44 downloads

Best map to test this is the good old "New RMS Test" map.

Perhaps you might want to play around with the arguments in rmgen/misc.js line 200.
Or try the other possible fortress types by documenting them in after line 200 (and document out line 200 itself ofc.).

Concave angles are not supported. I did that before but ran into problems making the last wall entity fit. It would need some tries to get a well fitting fortress and sometimes walls crossed (when random numbers where significant lower than average). In addition it was not really possible to determine the final size of the fortress in any way (only the average size which isn't enough on most random maps). So I abolished that approach. 

Edited by FeXoR, 04 May 2012 - 04:26 PM.

  • 0

#20 Mythos_Ruler

Mythos_Ruler

    Senator

  • WFG Retired
  • 14,967 posts

Posted 04 May 2012 - 05:32 PM

Doesn't look too shabby. I would cut down the number of "gates" to 3 or 4, and make the area the walls enclose a little bigger.
  • 0