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There is a mod with good concepts that fixes the Rome II DLC Empire Divided. https://steamcommunity.com/sharedfiles/filedetails/?id=2805330646 My problem is that I saw several Intercisa helmets in that mod.
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I found a scene of Zenobia with her camel soldiers. It gives me a clue as to what some of the troops looked like. A rather Arabic-semitic style with turbans, some ice like the ones I showed above, less Roman, it gives me the impression that she didn't use many troops with a Roman appearance. In theory, many scenes from Palmyra depict troops wearing their finest civilian clothing. These include turban-style headdresses.
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Buenos días o tardes: -El catálogo de fauna quedaría así : Africa:(11) 1. Avestrúz 2. Bongo 3. Cafre 4. Chimpancé 5. Gorila MACHO 6. Guepardo 7. Hiena 8. Leopardo 9. Macaco de berbería 10. Okapi 11. Oryx América:(40) 1. alce 2. anaconda 3. ardilla gris 4. caimán 5. caribú 6. chacalaca 7. ciervo de virginia 8. coatí 9. cocodrilo 10. cocodrilo narigudo 11. cojolite 12. coyote 13. grisón 14. guanaco 15. iguana 16. jaguar 17. mapache 18. margay 19. mazama 20. mazama pandora 21. mofeta 22. mono aullador 23. mono araña 24. ñandú 25. ocelote 26. oso hormiguero 27. pantera negra 28. pajuil 29. pecarí 30. perro americano 31. puma 32. sapo de caña 33. tamandúa 34. tapir americano 35. tepezcuintle 36. tinamú 37. toloque 38. yaguarundí 39. zarigüeya 40. zorro gris Asia:(5) 1. camello bactriano 2. Leopardo de las nieves 3. Oryx árabe 4. Saiga 5. Tapir malayo Europa:(37) 1. ánade 2. ardilla europea 3. bisonte 4. cabra lusitana 5. castor 6. ciervo rojo 7. cigüeña 8. comadreja 9. corzo 10. culebra 11. erizo europeo 12. flamenco 13. foca 14. gallo 15. gamo 16. ganso 17. garza blanca 18. garza real 19. gato montés 20. jabato 21. lagarto ocelado 22. liebre 23. lince 24. marmota 25. nutria 26. osezno 27. perdiz 28. rana ibérica 29. rana verde ibérica 30. ratón 31. sorraia 32. tejón 33. tortuga 34. turón 35. uro 36. urogallo 37. zebro marítimo: (4) 1. Delfín 2. Orca 3. Tiburón martillo 4. Tiburón sardá TOTAL:97 (Más animales vienen de camino) Disculpen las molestias*
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Hello everyone! My name is Jorge, and I'm a software developer from Colombia. I'm excited to share a personal open-source project I've been working on, inspired by the incredible work of the 0 A.D. community and Wildfire Games. First of all, I want to express my appreciation to everyone who has contributed to 0 A.D. over the years. The dedication behind the game, its engine, artwork, and community is truly impressive. Introducing SourceQuest I've recently launched SourceQuest, a platform I'm building to showcase open-source games, explore their technology, and make some of them playable directly in a web browser. Website: https://sourcequest.games/ One of my main experiments is an unofficial WebAssembly port of 0 A.D., allowing players to experience the game in a compatible desktop browser without installing it. What I've been working on Rather than recreating 0 A.D. or developing a new game from scratch, my goal has been to adapt the original Pyrogenesis engine for browser execution. The current experimental port includes: The original C++ Pyrogenesis engine compiled with Emscripten and WebAssembly. WebGL 2 rendering. The original game simulation, interface, and Petra AI. Single-player gameplay against AI opponents. Browser-based game data loading and caching using IndexedDB. The port is still experimental and has limitations. Multiplayer is not currently supported, and the first launch requires downloading approximately 2 GB of game data. A compatible desktop browser with WebAssembly JSPI and WebGL 2 support is required. You can explore the port here: https://sourcequest.games/games/0ad/ Source code and modifications: https://github.com/MatiusRock1/0adwebassembly Experimental experiences built on 0 A.D. I've also been experimenting with two small mods built on the same engine: Kingdoms RPG: A prototype combining RPG progression, a controllable hero, quests, settlement building, and real-time strategy. Mare Nostrum: A strategy experiment combining turn-based territorial decisions with real-time battles. These are experimental modifications built on 0 A.D., not independent replacements for the original game. Credits, licensing, and respect for the original project I want to be absolutely clear about something important: 0 A.D. is developed by Wildfire Games and its community. SourceQuest does not claim ownership or authorship of the original game, the Pyrogenesis engine, its artwork, audio, or other original assets. My contribution focuses on the browser adaptation, its integration, and the experimental experiences built on top of it. This is an independent, unofficial community project. It is not affiliated with, sponsored by, or endorsed by Wildfire Games. The original licenses and attribution are preserved: GPL-2.0-or-later for the relevant game and engine code, and CC BY-SA 3.0 for the original artwork and audio, subject to their respective licensing notices. I've also included links to the original project, source code, credits, and license information on SourceQuest. Credits: https://sourcequest.games/credits.html Official 0 A.D. website: https://play0ad.com/ Why I'm sharing this here My intention is not to compete with or replace 0 A.D., but to explore another way for people to discover and experience this remarkable open-source game. I believe bringing open-source games to the browser could introduce them to new players and create interesting opportunities for experimentation. I'm sharing this project with the community because I'd genuinely appreciate your feedback, especially regarding: Technical considerations for the WebAssembly port. Attribution, licensing, and proper recognition of the original contributors. Potential improvements to browser compatibility and performance. Ideas for making this experiment more useful to the open-source community. If anything about the project presentation, credits, or licensing should be improved, please let me know. I'm more than happy to make adjustments. Thank you again to Wildfire Games and all the contributors who made 0 A.D. possible. Without your work, this experiment would not exist. Best regards, Jorge SourceQuest – https://sourcequest.games/
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Review request: PR #9291 – OOS diagnostic dumps
Ceres replied to Ceres's topic in Game Development & Technical Discussion
Does any of the maintainers want to review? Thank you. -
MatiusRock joined the community
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Other options include the conical helmet. Other options are that they are already transposing the helmets before the intercisa and with Sasanian influence. Basically a 2-piece metal helmet but adapted for infantry.
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Unable to edit the Gitea Wiki
Stan` replied to bowen951209's topic in Game Development & Technical Discussion
It's possible, but it requires more work. so far we don't really need it. (You should have access now) -
Is there a public repo for play0ad.com?
eZamus replied to bowen951209's topic in Game Development & Technical Discussion
@Stan` I cloned the project this morning, and when I returned to the Githuba few moment ago it was gone xD If you need any help, I will glad to help -
Is there a public repo for play0ad.com?
bowen951209 replied to bowen951209's topic in Game Development & Technical Discussion
Guys, the site is live! -
Apparently, the Intercisa is several decades after Palmyra, so it could be ruled out. Nor is it a closure. Intercisa appears as a response to the economic collapse of the Roman state and the adoption of new manufacturing techniques. https://imperiumromanum.pl/en/curiosities/fabricae-roman-armory/ Intercisa is definitely out. It is due more to the financial collapse of Diocletian's time. Forging a spherical bowl in a single piece required highly skilled artisans and many hours of work. • In contrast, the Intercisa design allowed less experienced workers to cut prefabricated iron sheets, join them with a central riveted band, and assemble a functional helmet in a fraction of the time. "With the third century A.D. and the growing threats at the borders, the design of Roman helmets evolved towards simplicity, pragmatism and low cost of production. The steppe and Sassanid Persian influences began to be noticeable, especially with the reorganization of the army and the appearance of government armor factories". Regarding Eastern archers: The lighter archer levies, or those raised in emergencies, used caps of pressed felt or hardened leather.[[Here I will need a source to validate this] The movement of the bow: When drawing an Eastern composite bow, the string is pulled back brushing against the cheek or the ear. If the archer were wearing the enormous metal cheek-pieces of a Roman legionary, the string would constantly strike against the helmet, deflecting the arrow and ruining the shot. This is my dilemma with the evolution of helmets. [Context the Siege of Dura Europos] Inside the Roman tunnel were found a pile of dead Roman soldiers, and nearby a Sasanian. His iron helmet (left) shows signs of Roman influence (mail, reinforcing plates), and in turn was a prototype for Roman helmets of the following century. This illustrates convergence in military technology and practices across this frontier, seen also in the shared methods of siege warfare exhibited at the site. Simon James, after Du Mesnil. https://erenow.org/ww/the-oxford-handbook-of-warfare-in-the-classical-world/9.php https://www.romanarmytalk.com/rat/showthread.php?tid=17085
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[Part III] Faction: The Archaic Hellenes (776-480 B.C.)
Ultimate Aurelian replied to Zophim's topic in Aristeia
For champion infantry. -
What I have found in my research. At this stage the Romans discarded helmets of Celtic origin or of that style of manufacture. The Neiderbieber style was the last to use the evolution of the imperial gallic coolus as a base. https://www.ospreypublishing.com/uk/osprey-blog/2025/roman-infantry-helmets/ Both Montefortino and Coolus are called "Jockey cap" helmets H. Russell Robinson. Despite this, the Niederbieber is the only helmet that the Romans created themselves. It was neither Celtic, nor Greek, nor Eastern. The source says that: "Throughout their development, Roman infantry helmets had one thing in common: the fact that their origins always lay with the equipment of peoples Rome had encountered on the battlefield and subsequently adopted (and adapted). The Montefortino, Coolus and Weisenau/Imperial-Gallic and -Italic helmets were all derived from helmets of the inhabitants of north-western Europe. By contrast, the Late Roman ridge type helmets were adopted from steppe prototypes to the east, which appealed because their composite construction was less troublesome than the earlier one-piece bowl examples. Arguably, the only true Roman development was the Niederbieber type, with their deep neck guards and close-fitting, large cheek pieces, and these were only a natural progression from Early Principate helmets". Apparently, the type of manufacturing is what differentiates each model or type. I will try to read the entire source, that is, the book: Roman Infantry Helmets by M.C. Bishop.
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Unable to edit the Gitea Wiki
bowen951209 replied to bowen951209's topic in Game Development & Technical Discussion
Sure. My Gitea account is @bowen951209. By the way, do you mean it's currently not possible to sync with CI like what I said in the first solution? -
Unable to edit the Gitea Wiki
Stan` replied to bowen951209's topic in Game Development & Technical Discussion
That's because 1) Gitea is lacking some features and 2) due to defacing issues, I need to grant you permissions. then you'll be able to edit it Do you want some ? What's your gitea account ? -
Is there a public repo for play0ad.com?
Stan` replied to bowen951209's topic in Game Development & Technical Discussion
It's vanilla 0 A.D only the recording is a custom patch. all the trailer videos maps are here https://github.com/0ADMods/trailer_tools -
It's something that's crossed my mind many times, almost every time I let the game choose a random map for me instead of choosing it myself... The truth is that there are certain types of maps where the strategic mechanics to follow are very different from the norm, so they should be considered as special challenges, I mean, those with extraordinary situations reserved for very expert players such as those I list below: - Survival of the strongest one (Honestly, I don't even know how to start playing on this map, I always quit out immediately); - Jebel Barkal (A nightmarish map, that gigantic Gaia fortress keeps throwing enemy hordes at everyone and is almost impossible even to survive); - Extinct volcano / Inundation (That/those map(s) where everything floods after almost half an hour and you have to rescue your entire civilization by riding in boats; the CPU is useless because it always dies, but you survive); - Polar sea (aka 'Eternal AOM Fimbulwinter', wolves and more wolves, not a trace of wood, just depending on the trade routes besieged by wolves, what a pain of a map, jeez!); - Pompeii (Perhaps the most standard of the previous ones, but it is excessively mountainous and there is almost no land on which to even build). That is, all these maps (and maybe some more that I'm forgetting) should be collected in a separate category within the game, somewhat like 'Special Challenges' or 'Expert Challenges', and thus being excluded from the standard random maps... What do you think?
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Is there a public repo for play0ad.com?
Asher replied to bowen951209's topic in Game Development & Technical Discussion
How did you guys do the moving camera in the trailers? It was cool how they moved. Could that feature be added in to normal 0 A.D.? - Yesterday
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bowen951209 started following Is there a public repo for play0ad.com?
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[Request] Third Century Roman Shields Imagery
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Art dev
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There is still one post that has not been approved. I see a similarity between these and the Neiderbieber style.
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Is there a public repo for play0ad.com?
Asher replied to bowen951209's topic in Game Development & Technical Discussion
Let's go with the better one (https://stanleysweet.github.io/play0ad-website/) -
bowen951209 started following Unable to edit the Gitea Wiki
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I was discussing with our language coordinator on Transifex whether we could add a guide for our language to the Gitea Wiki. He said he has no edit permissions. While reading through the Wiki, I also noticed a few details I'd like to add, but I don't have permission either. As far as I understand, the Gitea wiki is just another Git repository. However, we could not push, and there is no way to submit a PR for it. I'd like to discuss better solutions to allow the community to revise the Wiki. Here are two ideas I had in mind: Move the Wiki Markdown files to the main repo and auto-sync them to the Wiki repository via CI. If we are migrating to a new website for play0ad.com, we could host the Wiki pages there instead.
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Is there a public repo for play0ad.com?
eZamus replied to bowen951209's topic in Game Development & Technical Discussion
The backend would be, yeah, for updating content (news, some link aka youtube trailer and whatever is set configurable ...) Yes it's easy to update via Git, when you are familiar with Git, seem to be the case for the majority of people in this thread, but maybe the current (next ?) community manager/redactor is not very "tech", Sveltia will be complementary, not mandatory but could make a bridge for non technical contributor PS: I mentionned earlier an issue that make me thinking about a "ssg migration", it was this one https://gitea.wildfiregames.com/0ad/0ad/issues/7711 Jizz, it's gorgeous already xD How should we organize ? they are now 2 unofficial Hugo Website project and it's only Monday xD
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