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https://www.persee.fr/doc/syria_0039-7946_1986_num_63_1_6923 I will find Dura europos' discoveries useful.
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look this.. i was not so wrong.
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https://tenor.com/fGW1ncEOmbc.gif
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ships Naval Boarding - seizure of ships
Nicolaus_von_Kues replied to CheckTester's topic in Gameplay Discussion
First draft: Naval Combat, Crew Experience, Boarding, and Ship Progression in 0 A.D. 1. Three Layers of Naval Combat The naval combat system should be divided into three interconnected layers: the base crew, embarked combat units, and naval officers. Layer 1: Base Crew The base crew consists of the personnel required to operate the ship, including rowers, the helmsman, and other essential sailors. These units do not necessarily need to fight individually. Their contribution can be represented through global ship statistics, including: - Speed and maneuverability. - Ability to maintain course during combat. - Propulsion efficiency. - Operational performance. If the crew suffers casualties, the ship should lose some of its capabilities. Layer 2: Embarked Combat Units These are the hoplites, swordsmen, archers, and other combat units transported aboard the ship. Their composition, statistics, experience, and upgrades should determine their effectiveness during naval engagements. - Hoplites provide a defensive line and resist enemy boarding attempts. - Swordsmen specialize in close-quarters combat. - Archers and other ranged units can inflict casualties before ships make contact. - Specialized units may provide additional advantages depending on the situation. These units should play a decisive role in determining the outcome of boarding actions and fighting on deck. Layer 3: Naval Officers Naval officers include the commander, helmsman, chief of rowers, and marine officer. Their role is to improve the performance of the crew and embarked combat units rather than replace them. For example, the marine officer could improve boarding effectiveness, while the commander could provide a general leadership bonus. 2. Global Ship Statistics When two ships engage in combat, their outcomes should depend on several factors: 1. Statistics: determine each ship's overall combat capabilities. 2. Crew and troop composition: determine the strengths and weaknesses of each vessel. 3. Experience and upgrades: improve combat performance over time. 4. Controlled randomness: represents unpredictable events, tactical opportunities, and battlefield confusion. If two ships have identical crews, combat units, experience, and upgrades, neither should have a permanent advantage. Both should have comparable chances of victory. Randomness should remain limited by the ships' actual capabilities. A significantly superior ship should not routinely lose to a much weaker opponent simply because of random chance. 3. Crew Experience and Progression Every naval engagement should provide experience to the participating crew, regardless of whether the ship wins or loses. Two separate experience systems could coexist: - Crew experience: represents collective coordination and naval proficiency. It could improve maneuverability, coordination, and overall naval performance. - Individual soldier experience: represents the combat experience of embarked units and improves their fighting abilities. An optional third system could provide experience to naval officers, allowing them to develop specialized leadership bonuses. Ship upgrades should remain distinct from experience. They could improve structural durability, speed, or other permanent characteristics. Experience gains should depend on meaningful participation and the difficulty of the engagement. Repeatedly fighting insignificant opponents should not provide an easy way to accumulate unlimited experience. 4. Capturing Enemy Ships Captured ships should have strategic value beyond simply removing an enemy vessel from the battlefield. An important design question is whether experience belongs to the ship itself or to its crew. One possible solution is to preserve part of a vessel's accumulated naval experience when it is captured, while introducing penalties or an adaptation period for its new crew. Capturing a veteran ship would therefore be rewarding, but it would not automatically provide a perfectly loyal and fully integrated crew. Boarding actions should also award experience to the units that participate in the fighting and successfully capture the vessel. 5. Experience for Capturing Buildings Capturing buildings should contribute to unit progression. - Units participating in an assault should receive experience for their combat contribution. - Units completing the capture should receive an additional capture bonus. - Defenders should gain experience for fighting attackers and successfully defending or recapturing the building. To prevent players from exploiting the system by repeatedly capturing undefended buildings, bonus experience should depend on the objective's importance and the resistance encountered. A similar principle should apply to capturing ships. 6. Loot and Rewards Successful captures could provide a small amount of loot, representing recovered supplies, equipment, or requisitioned resources. Loot should be an additional reward rather than the primary purpose of combat. For naval captures, the amount of recoverable resources could depend on the condition of the captured vessel and whether it survives the engagement. 7. Health, Casualties, and Recovery The system should distinguish between ship health and crew health. - Ship health: represents structural damage and should require repairs. - Crew health: represents injuries and combat exhaustion among individual soldiers and sailors. It should recover gradually over time. Crew members should not necessarily recover all their health at the same rate. Structural damage should generally require repairs at a port or through a dedicated repair mechanic. This would give retreats strategic importance and make ports valuable logistical assets. 8. Possible Implementation Models Two principal approaches could be considered for implementation in 0 A.D. Option A: Global Naval Combat The statistics of both ships determine the engagement and its casualties. Embarked units influence the outcome through their numbers, composition, experience, and bonuses. This approach would be comparatively straightforward to implement and would support large naval battles. Option B: Individualized Naval Combat When ships engage in boarding actions, soldiers physically fight on deck using individual animations, attacks, targets, and casualties. This approach would be more visual and tactical but would introduce significant technical challenges involving unit movement, navigation, and combat on moving platforms. Hybrid Approach A hybrid system could combine global calculations for most naval engagements with individualized combat during decisive boarding actions. This would preserve the importance of embarked combat units without requiring every naval engagement to simulate a complete land battle on a ship's deck. Provisional recommendation: use global ship statistics as the foundation of naval combat, while reserving individualized combat for boarding actions. The final implementation should depend on the capabilities and limitations of the existing 0 A.D. engine. 9. Main Design Question Should hoplites, swordsmen, and ranged units visibly fight individually on the deck, or should their statistics determine casualties while animations merely represent the engagement? This decision will determine much of the technical architecture of the naval combat modification. -
ships Naval Boarding - seizure of ships
Nicolaus_von_Kues replied to CheckTester's topic in Gameplay Discussion
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ships Naval Boarding - seizure of ships
Nicolaus_von_Kues replied to CheckTester's topic in Gameplay Discussion
I'm currently reading about the topic and looking for appearance. First, I'll do a basic implementation — I'll probably use Greek or Hellenistic ships as the standard. For the first implementation, I'll only use the crew's controls. That's the thing I mentioned. Also, in theory, they should give bonuses to the ships. The boarding combat simulation will be important. It probably needs to render some troops as virtual, without a 3D graphical existence like their ground counterparts. It would work like an inventory system in RPGs; if you change something, it will change the ship's stats. -
ships Naval Boarding - seizure of ships
Thalatta replied to CheckTester's topic in Gameplay Discussion
As with everything, I strongly advise to consult the available information. Greek ship crews are well attested, for an Athenian triḗrēs for example: "the specialist assistants to the trierarch" are "the ὑπηρεσία" (hypēresía), which "in the strict sense was composed, in threes, of 30 men: the helmsman (κυβερνήτης) with an aft deck-gang of 5, the bow officer (πρωράτης πρωρεύς) with a forward deck gang of 5, the rowing master (κελευστής), the purser (πεντηκόντάρχoς), shipwright (ναυπηγός) and the piper (αὐλητής). In addition there were ten hoplites and four archers. These, with the 170 oarsmen made up the three's crew of 200" (201 including the trierarch, apparently), from Greek and Roman Oared Warships, 399-30 B.C., by J. S. Morrison. He then describes the crew of a Rhodian tetrḗrēs, and so on. This whole book is a necessary read on the subject. -
ships Naval Boarding - seizure of ships
Nicolaus_von_Kues replied to CheckTester's topic in Gameplay Discussion
- Yesterday
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Why isn't 0ad on Steam?
scr0llbaer replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
It's already on itch.io at least. - Last week
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Hi everyone! I was wondering about something, but I couldn't find an answer on the forum, so I thought I'd ask here ! Games like the original Rome: Total War can display thousands of soldiers on the battlefield. How does 0 A.D. compare in terms of its technical capabilities ? More specifically, how many units (or buildings) can the Pyrogenesis engine theoretically handle? I'm not talking about hardware limitations or FPS, but rather the engine's own technical limits. Thanks !
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Why isn't 0ad on Steam?
Nicolaus_von_Kues replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
It was suggested before, but I don't know what decision was reached. -
Why isn't 0ad on Steam?
ShadowOfHassen replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
what if we started small and put 0 a.d. on GOG for fun? It's smaller than steam and we could put it as early access we'd just have upload are already made binaries. -
FYI - the case is settled, as the player admitted to auto-queuing. Also, further analysis of commands.txt showed that he had more than 3x the # of commands given as the second best players, including 28 separate attack commands against 28 separate targets in a single turn. His game is as natural as the average Youtube fitness influencer.
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Yes it is although even the map is broken I think. "Strategic Campaign ..." under Skirmish maps.
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Do you need to get town phase fast to be really good at the game?
Thalatta replied to Blackhydra's topic in Help & Feedback
These kinds of challenges are what would be interesting to have as Achievements. But, as some pointed out, just pushing for 100 pop would hurt the late game, so most Achievements could aim at improving that, with extreme ones only possible to be achieved with certain civ/scenario combinations. -
Error trying to acces the "development" page
Paloma Melo replied to Paloma Melo's topic in Help & Feedback
Installing Firefox solved my problem. Thank you all for the replies! -
I'd like to get these three animals finished up for 0 A.D. Each one should have its own issue, covering the model, rig and animations. For each animal, we need six animations: idle, walk, run, attack, feed and death. Each animation should be a separate Action in Blender and exported to its own .dae file. Walrus Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/walrus.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_walrus.dds Reuse the existing mesh and texture if possible, but the walrus needs a new rig. The camel rig can be used as a reference: https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes%20and%20animations/skeletal/animals/camel/camel_animations.zip Animations needed: Idle Walk Run Attack Feed Death Muskox Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/muskox.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_muskox.png Entity: muskox.xml Same idea as the walrus: reuse the existing assets where possible, but make a new rig based on the camel rig reference. Animations needed: Idle Walk Run Attack Feed Death Dragon Mesh: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/meshes/skeletal/dragon.dae Texture: https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/textures/skins/skeletal/animal_dragon.dds The dragon needs at least a new mesh, along with a rig that works for it. New textures are fine too if the existing ones aren't suitable. Animations needed: Idle Walk Run Attack Feed Death Camel The camel is a bit special, we have the mesh A few things to keep in mind Keep one material per mesh, and pack the textures into the .blend file. When exporting the animations, remove the material from the export setup so the .dae files don't end up with texture paths. One blend per animal LODs would be nice to have, but they're optional. To import DAEs in recent blender versions you need to enable the plugin If you want something different it would be nice to have this building made in modular pieces. I had started but never finished Villa-of-the-lions-in-ostia-antica.blend
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Do you need to get town phase fast to be really good at the game?
scr0llbaer replied to Blackhydra's topic in Help & Feedback
It might be a viable strategy and just a way of preference and for sure it's more than sufficient against just one AI opponent, but in other settings it might be important to get certain upgrades (market, forge,...) sooner. -
Do you need to get town phase fast to be really good at the game?
Obelix replied to Blackhydra's topic in Help & Feedback
This is a question I asked myself years ago as well. What really helped me to think about different strategies was the following topic and the reply by @cl2488 -
From less to more radical: I've proposed for not all to have basically the same Storehouse techs (just the names are different, I think), this would give more variation on how each civ would obtain and trade resources. I haven't carefully checked the other economic techs among civs, but all that is an opportunity to add variation. The same regarding religion, that being something that should be quite different among civs, and luckily many current temple techs lack decent names and icons, giving ample space for change and (needed) improvement. I've mentioned that all civs could have their very different special units, like the Ministers are for the Han. Also, the naval system I proposed is actually not that radical (after boarding is implemented) and gives more opportunities for strengths and weaknesses, thus each civ would have a more characteristic, interesting and historically accurate way to do things at sea (which right now it's something quite avoided, when it could be fun, as it has been in some Total War games).
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Maybe the wiki article JavaScript can serve as a first start?
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I hope your problem is solved nowadays, but if not I really recommend you and everyone finding this topic in a research: Try using ethernet! (I know it's like IT Helpdesk telling you to restart your PC first but using WiFi for multiplayer matches via lobby is a very common root for problems.
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