All Activity
- Past hour
-
@Thalatta Muchos nombres son términos genéricos que engloban ciertas culturas, las cuales, de otro modo, no podríamos representar en el mod. Un ejemplo es la cultura Moche, cuya "civilización" se define en la historiografía como iniciada en el año 100 d. C. Sin embargo, a pesar de conocer este dato desde el principio, no podemos olvidar que esta población no surgió de la nada en ese entorno. Ex Mochicas: Son el resultado de más de mil años de culturas ancestrales como la Cupisnique, la Salinar y la Gallinazo, con especial atención a la Salinar, que es simplemente una frase de transición de la cultura Cupisnique a la Mochica.
-
Los Nazca son bastante característicos como para ser incluídos, considerando sus líneas, Cahuachi, y que hay espacio entre los Tiahuanaco y los Moches. Los Moches comienzan alrededor del 150 DC, y su extensión no era tanta, una cultura que más correspondería con 64 en el período 500 AC - 100 DC es la Chavín (al menos los primeros 250 años). El término Arawako (que debería ser Arawak, en inglés, o Arahuacos, en español) es confuso, fue dado por los Europeos a ciertos pueblos que encontraron, y hoy en día se usa para una familia lingüística que llega hasta Argentina y Paraguay (https://es.wikipedia.org/wiki/Lenguas_arahuacas). El término que tenía el pueblo marcado con 58 para denominarse a sí mismos y su lenguaje es Lokono (los Taínos también parecen incluídos). Esto está bien explicado en el prefacio de https://tiboko.com/wp-content/uploads/2023/07/Arawak-English-Dictionary.pdf. De cualquier manera, en general en el mapa hay una mezcla bastante grande de lo que son culturas, lenguas, y agrupaciones "raciales" (como los pámpidos), así que una posibilidad, dado el período y ubicación, es usar la cultura Saladoide, de la cual se puede leer en https://univ-antilles.hal.science/hal-00968898/file/Chap13saladoid.pdf, y donde se menciona que su presencia llegó al menos hasta el "Cotuan complex", en https://www.academia.edu/figures/7001856/figure-4-upper-orinoco-area-cotua-atures-raudales-atures indicado cerca de Puerto Ayacucho.
- Today
-
Implementing forces in Unit Motion
nifa replied to Atrik's topic in Game Development & Technical Discussion
The ship collision is cool. Could both units be affected, so the attacker gets a little backlash too? With this maybe we can have naval capturing soon, with two ships dragging side by side for boarding. -
johndavid joined the community
-
stephen17 joined the community
-
thomasadem joined the community
-
Buenos días o tardes @AlexHerbert -En este mod intentamos representar lo más posible las culturas y civilizaciones de aquella época. Ahora mismo estoy terminando la primera fase del continente africano (21 facciones) siendo Cartago una de ellas. Si tiene sugerencias, críticas, correcciones, referencias etc... sería de gran ayuda para el desarrollo y el equipo creativo. -¿Qué le parece nuestra propuesta? Unidades: Unidades ya existentes en el juego -Cartago no siempre usó masivamente soldados mercenarios. Originalmente usaban sus propios ciudadanos, corríjame si me equivoco @AlexHerbert pero creo que es a partir de las "Guerras sicilianas" contra los griegos (480-307 a.C), las "Reformas de Magón" y el auge de la "Dinastía Bárcida" que Cartago empezó a usar muchos extranjeros entre sus filas. -Por eso creo que estaría bien que sus tropas fueran étnicamente púnicas en origen y con una tecnología cultural o bonificación especial, hacer que tus tropas tuvieran un aspecto mercenario de las diferentes culturas auxiliares y con un costo en metal por su condición de mercenarios. Edificios: -A diferencia del juego , en este el catálogo de edificios no hay Embajadas ni el Gran puerto , creo que sería mejor preservarlos en el "Editor de Escenarios" y las he sustituido por edificios culturales que representan la autoridad política(Consejo y Senado), aristocrática (Palacio y Asamblea) y religiosa (Tophet) de la Ciudad. -¿Ustedes que opinan ? Disculpen las molestias*
-
Duileoga started following AlexHerbert
-
Duileoga started following Mithra Shakiba
-
Duileoga started following Alexandermb
-
Implementing forces in Unit Motion
Atrik replied to Atrik's topic in Game Development & Technical Discussion
We use one trigonometric function to determine the hit angle and deduct the amount transferred as angular velocity and add the force to right direction. It's a really nice suggestion that I like, I don't know how animating "choppy oceanic water", it would require to implement a terrain-dependent bonus or effects, then adding the force would be easy now. However i like it, not sure about what would be the timeline to even have the features enabling this. -
Implementing forces in Unit Motion
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
That effect is really well done, did you use a trigonometric function to obtain its positioning, or am I just, as usual, overthinking? I was thinking, if the game has some choppy oceanic waters at some point, that could become handy. Besides, that could give different advantages to ships, since Mediterranean ships weren’t ocean-going, unlike northern Celtic ones. -
Implementing forces in Unit Motion
Lopess replied to Atrik's topic in Game Development & Technical Discussion
When I saw this, it raised a real question for me! -
What I would like to say is that I think the Warring States would fit the campaign mode for China at that time (they have different general leaders and units, but basically follow the Han structures), since apart from special units, leaders, etc., I don't think there would be many differences from the Han for a separate civ with new structures and units, though of course I could be wrong.
-
@Perzival12Try it now https://github.com/0ADMods/civ_grid
-
The link doesn’t seem to exist.
-
The Kushan Empire was a separate entity, more closely linked to India, and was essentially considered the leading power in Central and South Asia during its peak.
-
I don't quite understand what you mean, but yes, Qin Shi Huang unified China. Basically, the states mentioned were the strongest among the many vassal states of the Zhou dynasty. Essentially, the Zhou dynasty was a unified dynasty with supreme power in China, but the nobles were granted titles and land, forming their own territories, which later became vassal states. Nominally, they were loyal to the Zhou king, but gradually, central power weakened, and the vassal states grew stronger and conquered each other – that was the Warring States period. The names above are five of the seven most powerful vassal states.
-
Interesting, but I imagine they'll do something like Civs Perhaps for a campaign mode? I might be wrong, but isn't Qin the same person who unified China just before the Han dynasty? its maximum strength is a bit later than the year 100. That wouldn't be a problem for us, we already have pre-existing conditions.
-
Great, I feel that the Warring States period states of China such as Qin (秦), Chu (楚), Qi (齊), Zhao (趙), and Wei (魏) would be good choices; it was a very interesting period. Also, the Kushan Empire is also great, but the timeframe in which this power reached its maximum strength is a bit later than the year 100.
-
Implementing forces in Unit Motion
Atrik replied to Atrik's topic in Game Development & Technical Discussion
Noted but for the videos, the unit template parameters are for the "demo". The balancing of it all will be a task on it's own , my focus at the moment is to put the features out there as most of them would be optional (so disabled/absent from unit motion). It could be possible with not too much work on the code side, now that a lot of the structure is already there. But it also require a proper animation, else would look too weird. So that's for another time.. You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion. -
Las estruturas Nabateas
-
They are supposed to be the skiritai camp in p1, and the perioikoi town in p2. Basically where you can train "allies"
-
What are them, exactly?
-
Buenos días o tardes: -Muchas gracias por su crítica. La incorporación de nuevas culturas sigue creciendo ¿Hay alguna civilización/cultura que le gustaría ver integrada? El periodo del mod abarca del 500 a.C-100 d.C Disculpen las molestias*
-
https://github.com/0ADMods/civ_grid Download and test it; the region filter will only work if the civs have the following information in their civ.json file:
-
-
Implementing forces in Unit Motion
Emacz replied to Atrik's topic in Game Development & Technical Discussion
templates for mods too! -
Should be an ez fix
-
Implementing forces in Unit Motion
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
Indeed it looks good, although infantry seems to be moved less than it should on the first video, and the ship way more than it should. I’d reduce the "mass" of infantry (I guess it’s not really possible to throw some to the ground or send someone flying from time to time? :P), and increase it quite a lot for the ship, along with greatly increasing the "dampening" effect of water. Ships getting cramped and not able to break off was a thing, and a weakness for ramming ships, which needed some space to accelerate for ramming, and didn’t transport a lot of soldiers not to be slow, making them vulnerable to boarding in those situations. -
Newbie Questions - I can't beat Easy AI as Romans
Thalatta replied to Satevis's topic in Gameplay Discussion
Press C while attacking (I agree there should be a more intuitive way). I have no problem beating very hard AI and I never batch produce (only because I haven't played enough matches to get used to it, as I understand it, it gives some advantage).
-
Latest Topics
