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I didn’t fully understand your message, what exactly is not supported by evidence? Most of the buildings in the game are fictional. Most of the decorations are fictional. The soldiers clothing in the game is also fictional and it has to be, even if you take inspiration from examples in various museums you still have to design it fictionally because there’s no other choice. Historically, we don’t have precise knowledge about things from thousands of years ago. That’s why I strongly disagree with the statement, “If we want to add objects and decorations, there has to be a meaning to it.” It’s completely incorrect. If we are going to make a historical correction about the Kurgan above, first of all, the grassy green hill is not accurate. That vegetation is something that formed naturally over time due to neglect after these structures were abandoned. When you look at them today, that’s what you see now but they were not like that when they were originally built. If a mound was constructed while the structure was in use, it would likely have been covered with stones or decorated in a way that gave it a more structured appearance. If historical accuracy is a concern, then it’s a problem for both cases anyway because we simply don’t have enough historical data to achieve complete accuracy. If I’m playing a game and I have to choose between a visually engaging example and a boring one, I will definitely choose the first.
- Today
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How to play Online with a friend without troubles?
Vantha replied to Henry852's topic in Help & Feedback
@Henry852 It's working again now, by the way, so you can now open the link I sent. -
A kurgan is a tomb. I understand your reasoning, but it's not supported by evidence. It was very common for tombs and burial sites to be looted or damaged a few generations after their construction. These kinds of monuments weren't venerated by the whole of society; it was a form of ancestor worship. It is, in a way, an expression of power. If the ruling clan changed, the monuments associated with the previous clan weren't maintained. I understand the criticisms regarding the aesthetic aspects; they are valid. However, any historical or sociological interpretation must be supported by facts and observations. If we want to add objects and decorations, there has to be a meaning to it.
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Can't click on any buttons on the welcome screen, can't start the game.
Vantha replied to Jayanne.Sung's topic in Bug reports
Ok, I'll do and see if it still happens. -
Doldrums joined the community
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The first one doesn't seem to be based on real-world examples from the Scythian period. But in your mod, you can do whatever you want. Do you have any suggestions for improving the second one?
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Hello you could try to update your Intel drivers or to run the game with vulkan either passing conf=rendererbackend:vulkan Or Adding the part after = to your user.cfg
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I have baby sheep, baby deer, baby wolf, baby bear somewhere. I used a script to scale the DAES.
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Imagine you need Sheep + Baby Sheep, then you can recicle the same mesh the same animation at a certain scale.
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@Duileoga I made a few dozen animals; at some point I'll try to use those animation tips.
- Yesterday
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I'd honestly like to have both styles in the game. The more exciting one as a Scythian wonder and the "boring" one as a map object.
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About Spartan with the ai, maybe you need to add a cs spearman or something to the civic center, maybe the ai is looking for them, but can't find them
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I can help, did you want me to fix the iber cav pic?
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Hello! My game crashes upon launch, giving me this message: Much to our regret we must report the program has encountered an error. Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths Details: unhandled exception (Unknown (0xE06D7363)) Location: unknown:0 (RtlUserThreadStart) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) I have attached the crashlog files below, please let me know if there's more information I should provide. Thank you for your time. crashlog.txt crashlog.dmp
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Pm'd! If you are able to help with this, it would be huge. @Atrik will have to start taking our expansion more seriously if the portraits are done right He said so himself! But in all seriousness, it will aslo help people understand the game better, knowingin what type of unit they are training For a while i had the normal champ iber jav cav portrait for their new Sword cav a little confusing no?
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unlucky-ungulate joined the community
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Could you send me one of the images. Blender is a modeling and art work maker thingy, I didn't know if you used that. What is the correct background, just black?
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I get the screen shots from atlas... what is blender? I have a hard time removing the background and placing it on the correct background.
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Could you just get a screenshot of a unit in game? Or if you are rendering it in blender, you could do it there
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yeah, i can actually handle the actors OK... it just a little bit of work, but portriats is where im struggling the most.
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Hello. Kurgan stelae have recently caught my attention as well. They seem like remnants of a much older, shared cultural tradition. We see very similar examples across a vast geography, from Central Asia to Western Europe. I recall that there are many examples found in Ukraine and its surroundings. Using these in a wonder is definitely a great idea. I should say that I really like this original design and the overall concept. It conveys the organic, human-made nature of the period very well. It’s not perfect and that’s a strength. It’s rich in texture and detail. The variation in the curvature of the ground, the torches, the scattered rocks. All of these make it much better than the new model. The new model feels quite lifeless and frankly, boring. There’s no sense of a sacred space, no visual grandeur. Just a hill. It’s also important to keep in mind that these grassy mounds form over time as monuments, graves, or structures like amphitheaters are gradually covered by soil and vegetation when they are abandoned. That doesn’t mean there shouldn’t be a hill, on the contrary, it adds a sense of depth. The issue is that it shouldn’t be "just a hill". A similar situation can be seen at Göbekli Tepe (Potbelly Hill in Turkish). It was discovered as a hill because the structures there were either naturally or deliberately buried (For Göbekli Tepe, there are also theories that the structures may have been deliberately covered either as people left the area or to protect them from the threat of war. However, they were not buried while they were in active use.) So representing this as just a hill while the civilization is still active may not make much sense. For this reason, the latest example is not only visually underwhelming but also historically less grounded. In the end, this is a game, not a documentary. So the priority should be strengthening the visual impact and overall atmosphere without making major historical mistakes. That’s why drawing from diverse references or adding creative elements shouldn’t be a problem. After all, our knowledge of thousands of years ago is limited and without imagination we wouldn’t get very far. Well done.
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For similar civs, could you use the texture from a different civ? (like if you are adding a cav to Spartan, you could use a Athenian cav texture) It might not work for all civs though
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I like the idea, one of the hardest things with "new" units though is actors and portraits, so you don't confuse them with the original units.
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Probably for all civs. Maybe the scout cav also have a big vision range
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scout calvary for all civs or just rome? We had "hunt" cav in a27 which basically was faster cav, but weaker... good for hunting and ok for scouting. Its definitely something to consider bringing back. The whole thing about citizen cavalary is tricky though.
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What do you think of a scout cavalry? They could build scout towers, maybe they are fast but low attack and resistance. Another thing for Romans: Milecastles or Fortlets. They already have army camps, so maybe that wouldn't be good to add
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did just add 15% better meat/wood gather rate than rank3 soldiers but 25% slower metal/stone
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