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  2. From what I understand, the Battalions were built around the older system, before formations had battalion-style selection, so I’m not sure how well they’ll work now. Still, if you’re interested, we can try to get Battalions into Delenda Est using the old HC code.
  3. Hi, guys... Apologies for my absence and late reply... I randomly saw this post on reddit and decided to check the forum for the topic. I'm not principally opposed to this idea. I actually like it. But of course I'm biased because I'm the one who created that chariot model in the first place. War chariots were certainly used to an extent. As early as the Classic Kerma Period, prior to the Egyptian occupation, chariots appear in the iconography of Kushite rock art from Lower Nubia dated c. 1750 - 1500 BC., depicting battle scenes, such as the Kushite victory scene at Nag Kolorodna. As early as 950 BC, after the Egyptian withdrawal from Kush, we find the earliest archaeological evidence of chariotry in the form of a horse burial from Tombos. "Stress on her ribs and spine indicate she wore a chariot harness during her active life." Especially during the 25th Dynasty, chariotry was important. King Piye for example mentions mounting a chariot during his conquest of Egypt. In his Great Triumphal stele, it is written: "Off sailed His Majesty northward to the harbor of the Hare Nome. His Majesty’s coming forth from the cabin of (his) bark, and mounting on a chariot. The awesomeness of His Majesty reached the Asiatics, every heart trembling at him." "The remains of 24 horses in four graves were found at el-Kurru, with each group consisting of a team for a four-horse chariot. These horses were adorned with decorative and ornate trappings, such as silver plume holders, amulets, and multiple strands of beads. These horses were associated with the four Twenty-Fifth Dynasty Napatan kings: Piankhi (r. 743–712 BC), Shabaka (r. 712–698 BC), Shebitka (r.698–690 BC) and Tanwetamani (r.664–653 BC)." The actual chariots were unfortunately not, or barely preserved on account of the wood rotting away. But chariots are repeatedly depicted in reliefs of the 25th Dynasty, the Napatan period and the Meroitic period. The latest depiction of a chariot in Kushite art that I'm familiar with is a relief carved into the walls of temple M250, which is associated with battle scenes. It's located in Meroë, and dated to the 1st century BC, Meroitic period: Unfortunately, most of my visual references are stored on my old laptop which broke down and I currently don't have access to it. But fortunately, Isaac Samuel wrote a wonderful and well sourced article on the horsemen and charioteers from the kingdom of Kush: https://www.africanhistoryextra.com/p/the-knights-of-ancient-nubia-horsemen
  4. Very much so. It's the one major-major feature I think could be very distinguishing for the mod or even the base game. To round it all out, I'd love an RPG-hero mode too (like the old game: Rise & Fall: Civilizations at War, but with differences of course). But that's a completely different subject. If we were to add Battalions to the mod, we'd need to design it in such a way so that if subsequent base game changes make the feature obsolete, it can be easily removed or maintained.
  5. Thank you for the hosting suggestions, guys. I went with @Grapjas's idea. Here's the Github page link for the preview release: https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-28-preview And here is the direct link to the download: https://github.com/JustusAvramenko/delenda_est/releases/download/Release-28-preview/0ad_delenda_est_r28.pyromod
  6. Create a Markdown file called README.md in the root folder of your local repository. Write there anything you want. It can be an introduction of the mod, instructions to install it or anything else: Here you have a guide to use special character to give it some nice looking format: https://www.markdownguide.org/basic-syntax/ Then commit and push your changes to your remote repository If you use the command line git you can: git add README.md git commit -m "Add README" git push I was about to explain how to make a Release but @Grapjas just did it here:
  7. ModDB is a good place, I know you already have a page on there.
  8. Some fun game, unfortunate we crash upon unpausing.
  9. @wowgetoffyourcellphone, is this still something your interested in adding to DE? Because Hyrule Conquest had Battalions, and I think the code could be updated and added to DE. I also know the guy who wrote the battalions code (and a custom GUI to go with it), so we could always ask him for help.
  10. You can use github to host the pyromod file by making a new release. And you can copy the direct download link and place it on the forum.
  11. I forget, which PRs were those? I need to study them for DE's terrible AI... lol
  12. Today
  13. I already use a git repo: https://github.com/JustusAvramenko/delenda_est I accept Pull Requests there, for sure. But to test the .pyromod mod file, I'll need to host it somewhere.
  14. Congratulations, @wowgetoffyourcellphone! Eles are happy @Arup, look! Couldn't you use a Git repository? That way you could even receive contributions.
  15. Yes sorry for the confusion I did somewhat maintain through the thread. The path check (removed in by the mod) is using the path where the mod.json is located, so content doesn't really impact it. But this alone causes frequent issues, there isn't any reasons why it should be a concern of @Emacz/the modder IMO, and again, unless it has a use case, why bother.
  16. I though you meant files could be different not only path. If not I misunderstood and that would explain why we keep discussing this matter. My initial point was that this seems like a solution tailored to modders who do not meet this basic condition: And judging by that response, I think I might be a bit right, .
  17. For this release: I've completed bundling the mod into a .pyromod file for distribution. I'm looking for suggestions about where to host the file (it's 598 MB, too large to host on the forum) for everyone to try it out and test. EDIT: @Grapjas assisted me in hosting the file. Please see top post for link! I'd like to test for a few things: Bugs. Bad text. Error or Warning messages. Crashes. Please test out via multiplayer with a buddy and see if anything causes an out of sync or crash. Specifically, try to place a Catapult with your soldiers. This caused a very hard crash in multiplayer in past releases. Let's see if the problem persists. If it does, I'll have to remove Catapult building for now and move them back to the Arsenal like in the base game until a fix can be found (and then re-bundle the mod for mod.io). Bad balancing. I'm not in the nitty gritty detail balancing mode quite yet, but if there is something grossly out of balance, post it here. For release 29 (the future): Suggestions for new heroes (I'd like at least 4 heroes per civ. Several civs currently only have 3), and hero auras/bouses, etc. (several heroes have incomplete stats and auras). Requests for new civs. Balancing. Maybe can get into nitty gritty balancing for r29. Requests/ideas for more main menu backgrounds. Would be nice to have 1 per civ -- at least 1 per larger "culture" for sure. New features? ?
  18. 3 years since the last release (0.26.0) New things for Release 28 Galatians A mix between Britons, Gauls, and Germans. The only Celtic civ with Resource Wagons. Cimbri Similar to the base game's version of the civ, but with standard DE features. Heroes Several more heroes of various civs rounded out and given their features (auras, etc.). This is an ongoing process, which is mostly complete, but there is still work to do. Hope to complete for r29. Hero Scout feature Your starting Scout is slightly stronger than subsequently trained scouts and receives a medallion for ease of selection at the start of the match. Visual: New and Updated technology, unit, and structure portraits. This is an ongoing process, incomplete for r28, but quite far along. The mod uses AI to create new images, utilizing in-game screenshots as base reference for most portraits, with historical research and references to round out the process. This disclaimer is for full transparency. Sample of Unit portraits: Sample of Technology portraits: Sample Structure portraits: The mod includes 8 new main menu backgrounds as well. Sample: This is all in addition to the other DE civs, like Syracusans, Scythians, Xiongnu, Yamatai (Yayoi), Epirotes, Imperial Romans, Zapotecs, and Suebians. Over 2 years of tweaks, changes, and improvements to every aspect of the mod. Sample in-game Screenshots (with some great model work by @nifa): Here's the Github page link for the preview release: https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-28-preview DIRECT DOWNLOAD FOR THE .PYROMOD FILE https://github.com/JustusAvramenko/delenda_est/releases/download/Release-28-preview/0ad_delenda_est_r28.pyromod
  19. I don't see it as a mistake from @Emacz if ever the reason was even because of something he did. The folder name, or anything of the path, as long as it's supported by the game and doesn't change any of the content, should be interpreted the same for compatibility. It's not even uncommon that when I use his mod and work on it, I make raw copies of the folder instead of using git functionalities. In that case, I'm likely to end up with a renamed folder name. You get the point, if it's useless (I think it is but maybe there is actually a valid reason) why make life of modders harder? ( @Emacz also being expert at being excessively bothered by this kind of stuff) Maybe I even pointed this out myself but i would never say that would make the feature "sterile". I'm not interested in waging a war against a made up threat that even if it existed, would be guaranteed to not care too much about measure taken against it. I understand you disagree but you see my point. If it's also at the cost of UX of normal players, then maybe we should also reconsider priorities. The above reasoning is also agnostic of your opinion on any existing mod, as it's just about intent to not disclose a modification.
  20. @DesertRose, they have better base gather rates for their workers, which makes them faster. Maybe they also amass larger armies, but I'm not sure if that is true with this release. Medium AI is the only "fair" difficulty where the AI gets no resource advantages or disadvantages. Otherwise, it's not smarter.
  21. Nah, I just did what @real_tabasco_sauce said above, I added a damage type called True, and nothing has resistance to it.
  22. My reply was only meant as an example in response to your question. I didn’t mean to imply that the goals of a mod like this could lead to cheating. Perhaps it was a poor example. I only wanted to suggest that this kind of change could potentially introduce compatibility issues. But as I clarified immediately after, I don’t have the knowledge to categorically say whether it would or wouldn’t prevent that. Rather, my impression was that this change seems designed mainly to spare modders from a small inconvenience that, in my opinion, they should probably handle themselves. Afterall they should kinda know what they are doing or keep learning and improving their product. We’re not talking about anything very complex here. Just learning how to properly create a .zip and distribute it correctly. You yourself mentioned that this was something like: Of course I see mitigating the risk of cheating as a good thing. But it’s not my intention to revive any unproductive debate around that topic here. Those weren't my motivations when I ask about this mod. Yes. I still think that would be a good thing to do. Even if I remember someone arguing that this might be a sterile solution, since hiding a mod can be as simple as renaming one or two files. Anyways, I think we’ve interacted enough over the years for you to know that I’m not against mods or modders.
  23. You've very well summarized my thoughts on the matter.
  24. @Atrik helped me so it should be easier for the mod to work. I'm definitely looking for people who want to test it out. One of the biggest things I think we've done so far (besides add more units) is increase resource gathering thus hopefully allowing for more early attacks/skirmishes and strats. women gather rates 1.0 .75 3.0 .5 .25 .25 (Now only cost 40 food, 40 health) Gender rather rates 1.0 .5 3.0 .8 .43 .43 (50 food 50 health) CS gather rates .75 .25 3.0 .75 .4 .4 and then Serfs.... I think the game misrepresents the role of slingers in Classical Antiquity. Talking to some of the historians who have helped on the game, a lot of the civs didnt have slingers per say.... they were more like low class citizens who were the laborers, but sometimes would need to skrimish throwing rocks or other small objects at the invaders. So the civs that have women only all have a serf unit. For slingers its 50% less dmg, 25% less range but only cost 40F 10S and 10W their gather rates are: .75 .25 3.45 .86 .46 .46 (Berries, farms, meat, wood, stone, metal)
  25. Did you need a readme for when you first start playing 0ad? The whole point now is to not "sell" it as a mod, but as a completely different game. But I was working on updating all the changes, and will continue to do so as i fix things up.
  26. it will take me atleast a whole day just going through all the changes you made. you should make a readme or smth on your github to graphically show the changes maybe... your mod is really fun tho. P.S: you don't preach your mod when I ask for it but you do when I don't smh does everyone hate me or smth
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