Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Hello, it's been a while since I logged in here... I thought it appropriate to make the following bug being known, which I recently discovered playing vs CPU. I don't know if it's been reported before, so if it has, I apologize... Well, the thing is, while playing a 3v3 game on the "Fortress" scenario, I had the idea to garrison the walls of my base with several units of immortals, in their 'archer' mode. I defended myself against enemy invasions in that way for some time, until I decided to attack one of the enemy bases... The thing is, I make all the immortals in my base switch to melee mode, while they were still up on the walls, and in the most unexpected way -once ungarrisoned- they remain "floating" in the air, as if they were still perched on an invisible wall... I tried switching them back to their long-range mode, but they were still hovering in the air like dragonflies... Obviously this shouldn't happen, so I imagine the developers should fix the issue accordingly for the next release... That's all for now, and thank you for your attention. In case you need more information, please let me know... See you!
  3. Today
  4. I started making a mod that is supposed to make boats better. So far, I've increased health for all arrow and siege ships, increased resistance for arrow, siege, and ram ships. And some more stuff. https://github.com/Jeff-web-sketch/BetterBoats. I am thinking turret-able units would be cool on boats, but is that possible? If you have any input on how boats could be made better, I would be glad to have your input.
  5. Yesterday
  6. How viable would the Rhine Germans be in this early timeline? I know they had some participation in the Gallic Wars. For a bit later you also have Batavian Revolt (almost contemporary to some Briton heroes).
  7. I wonder if after some more testing we could add this to 0 A.D. itself. Or would you all think there'd be too crazy of consequences.
  8. Not sure, but maybe you have to define another player as non-AI? Just an idea.
  9. Hi @Asura, do you consider adding your mod to : https://mod.io/g/0ad/m. It would allow players to install the mod easily and give us, as host, an easier way to setup 5v5 games when they are a lot of players in the lobby. I can do it myself but its your mod so i am not really allowed.
  10. Is that a an option? I didn't know about that
  11. Hi everyone, I'm using Atlas and I understand how it works, but I'm having one issue: in the simulator, I can't seem to switch to another player. I tried using ALT+D, but nothing happens. The simulator only lets me control player 1. Has anyone else had this problem? Is there another key or setting I'm missing? Thanks for your help!
  12. @Genava55We are working on the period from 500 BCE to 300 CE for all the civilizations in this mod.
  13. If you want to stay focused on the period between 500 BC and 1 AD, I suggest to choose the following: - Cimbri (Jutland) - Suevi (Elbe-Germanics) - Lugii (East-Germanics) - Bastarnae (East-Germanics?) The Cimbri could be based on material from Jutland and the events of the Cimbric war. The Suevi could be based on material from Jastorf and Grossromstedt cultures and the events related to Ariovistus: Iron-Age-in-northern-Germany.pdf The Lugii could be based on material of the Przeworsk and Oksywie cultures. The Bastarnae could be based on material of the Poienesti culture and their invasion of the Balkans between 200 and 100 BC:
  14. For mods you can just use R28 unless you want to make a mod for the dev version. For the PRs you have to be on latest, but the patches are built on the CI (Gitea) too
  15. Is there an easier way to make a mod or PR than downloading and building (or attempting to) the whole game?
  16. The Roman storehouse has a low poly crane of the same style maybe you could modify.
  17. Ah sorry, I thought you said the enclosure outside the temple. The enclosure outside the settlement/village is the necropolis I think.
  18. There are bimonthly bundles, but the last one failed for the same reason yours did. (bad download.)
  19. Is there a pre-built version for macos?
  20. Well you can write that script, you just have to edit the map in the game's location for custom maps. https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
  21. I'm on 25.1 but it should yes. The problem is that the mirrors often fail and apple often break things Libs you have built should be fine
  22. -Al principio pensé en crear macro-grupos (Germanos escandinavos , germanos del Elba y germanos del Rin), pero por la dificultad de clasificar las tribus , decidí enfocarme en las tribus más importantes de cada región. -En todo caso , Cimbrios , Suevos y Queruscos coinciden en que fueron capaces de crear grandes confederaciones tribales , en grandes extensiones ,que desafiaron a Roma o la vencieron , lideradas por Boiorix,Ariovisto y Arminio respectivamente... Diculpen las molestias*
  23. Thanks @Stan` ! Too bad, I thought I could write a bit of (simple) python prep code (as a little Python training project for myself) for Atlas and then load that XML file for further map/scenario editing. Will find another playground!
  24. https://gunbai-militaryhistory.blogspot.com/2019/01/dokyu-japanese-crossbow.html https://en.wikipedia.org/wiki/Ōyumi Early Japanese siege weapon (bolt thrower and stone thrower versions.)
  25. https://www.reddit.com/r/AskHistorians/comments/ncey0d/did_medieval_european_warships_ever_have_mounted/ This is not the only source, as Emperor Leo VI's Taktike Constitution 19 also gives details: There were three kinds of machine artillery used by the Romans against enemy ships: the toxobolistra ("bow-ballista", still the classic torsion-powered engine seen in the classical and late antique Roman empire), the manganikon or alakation/elakation ("machine" or "revolver" aka a mangonel aka a traction trebuchet). These were slightly more complex than the typical machines we see in art or reconstructions, as they had pulleys as mentioned in the De Ceremoniis. These were what were used to hurl the aforementioned stones, fire grenades, and other more exotic ammunition, alongside with those hurled by hand. Finally there were the cranes, which had the same general form and function as the alakation but were used to swivel and pour or drop fire, stones, and nets directly onto the enemy watercraft. It's also possible that the old onager, which would have simply been called a bolistra (it operates exactly the same way as bolt-thrower, but has one torsion spring which is positioned horizontally) was still around and also used to hurl small pots and anti-personnel stones. It is not directly mentioned as being mounted on the ships (just like the manganikon or alakation/elakation), but we know they were still around from various sources. And of course, there was the siphon, the great invention of the 670's that allowed the Roman navy (which effectively hadn't had to deal with decked warship combat in ~600-700 years and learned that lesson the hard way after their open-decked patrol boats were smashed to pieces at the Battle of the Masts in 654) to use liquid fire to overpower the Arabs (the liquid fire itself wasn't a new invention, the siphon was). As far as I know, most of this technology was eventually copied by the Western Europeans, as they brought back the counterweight trebuchet (invented by the Romans in the 1000's) after the first crusade, and the ballista was adapted into the springald. Byzantines could potentially be one of the only 1000 AD civs with heavy/siege ships and siege bolt throwers, at least in Part 1 (more dark ages focused)
  26. If I get this working, then I pull origin, will I have to redo all of this?
  27. Is this part the palisade under construction? or is it something else?
  28. Is there something I am doing wrong, I keep running into things not building. It does work on macos 26.6.2, right?
  1. Load more activity
×
×
  • Create New...