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  2. https://www.eliteminiaturesaustralia.com.au/a-miniatures-palmyran-army-3rd-century/?srsltid=AfmBOootOYKRW1X_8_8-2LqMPbaZcWsD7OyOnIvm8ALkbG7Qh2ZLwLTf This is difficult; there aren't many sources on the appearance of archers. Basically, it's a combination of Eastern archers with a Persian archer and a Syrian auxiliary archer.
  3. https://www.romanarmytalk.com/rat/archive/index.php?thread-18515.html Composition of the armies of the third century. It would seem that, if III Gallica are representative of other legions, the Roman army in the east remained loyal to Rome after the death of Odenathus. There could well have been defections, but as far as I know there's no evidence for this. Palmyrene cavalry was very heavily armoured, so cataphracts would be a good guess. Otherwise, Zosimus gives Zenobia 'Syrians... Saracens and Armenians' - apparently light cavalry. Palmyra was a great trading centre, and probably made good use of mercenaries - the shifting allegiance of the Saracens and Armenians might reflect this. Aurelian's army of the period was similarly polyglot: 'Mauritanian horse... Tyaneans... Mesopotamians... Syrians... Phoenicians, and... Palestinians' besides the Praetorians and legionary troops drawn from the Danube. (all quotes Zosimus , Historia Nova, Book I) - Nathan
  4. Infantry equipment. I had already shared my vision of the Palmyra swordman infantry above. https://www.twcenter.net/threads/updated-collection-of-palmyrene-and-late-phartian-early-sassanid-armies-pics-and-miniatures.772222/
  5. Today
  6. Hi everyone! Happy Summer! To celebrate, here's a new, super improved release. First of all, the Darknut Legion has finally become a major faction! They're super slow, super powerful, with access to every mercenary in the game. They can't build more than the one starting civic center, but they can build smaller outposts. Next, the Gorons now use the Plot system. This means that they're a lot less OP, but they're still a strong faction. The Gorons also have a full navy, consisting of three ships with which to wage war across the seas. Their navy centers around durable boats, though they are a bit slower than most. Third, thanks to the dedicated work of Odysseus, the Hylians are fully, completely balanced. They went through some major rebalances, mainly of their technologies and higher tier units. Their heroes are set to three different tiers (Low level, Mid level, High level), each hero has a unit (or in Seres' case, a structure) locked behind training them, and a technology. They also have full hero levels, and (most) of their abilities. The Hylians also have a good navy, very average and durable. Speaking of which, Unit Abilities are finally in, thanks to Stan' over on the WFG team. Only the Hylians have their full sets of hero abilites, and a few units (mainly the ReDead, Fiddler, and Wind Witch) have access to abilties of their own. The Gerudo also have some rebalance changes, though not as many. They also have a new technology or two, a new unit (locked behind one of those techs), and a full navy! Their navy is fast, and excels at capturing other navies via piracy. I had been hoping to give Labrynna an entire navy in time for the release, but I wanted to get a lot of these new balagnce and bug fixes out, so they only have one: a Hot Air Balloon, capable of trading between markets like a merchant, or used as a mobile flying weapons platform. The Gohma have also gone through a large rebalance, at least structure wise. They rely a lot more on expanding their territory via buildings, and are a pretty aggressive faction. I have also gone to lengths to nerf their spawning, so they get a lot less free units (for example, spawned Mites now disappear after a few seconds). The Stalfos have had the least changes; all that has been altered is the ReDead now has an active ability for it's scream instead of an aura, and their units are a lot less durable. The Wizzrobes have been both nerfed and expanded upon; they even have a new Chilfos unit. There are WAY too many other balance changes to list, so you'll have to see for yourself. I hope to see you in the tournament. Perzival12 https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0130
  7. Hyrule Conquest: Revival Tournament - The Rise of Hyrule About Hyrule Conquest: Revival and Myself Hyrule Conquest: Revival is a mod for 0 A.D. that pits factions and races from the Legend of Zelda universe against each other. Some of you may remember the original Hyrule Conquest, work on which ceased several years ago, and which I am reviving. It has 17 factions, a large amount of maps, and tons of unique features that set it apart from vanilla 0ad, in addition to amazing high definition art. I am Perzival12, I’m the head of the Hyrule Conquest: Revival project, and I want to reach out to those in both the 0AD and Hyrule Conquest communities to come and participate in the first Hyrule Conquest: Revival tournament! Download Hyrule Conquest: Revival here – https://www.moddb.com/mods/hyrule-conquest-revival Prizes – No prizes this time, this tournament is just for fun and bragging rights. Registration Player's interested in competing in the tournament have until July 31st, 2026 to state the name that they wish to enter the tournament under as well as the time zone they live in and you’re multiplayer rating (ELO). This is to make organizing matches easier for both parties. They will post this either as a reply to this thread or to the official Discord server’s #tournament channel. Once they do, they will be added to the bracket. No other form of entry is permitted. The tournament is completely free to enter. The Bracket page – https://challonge.com/n2gs3sht Tournament Rounds Each match in the tournament will be a 1v1. I will do my best to pair ratings so that players of similar skill are pitted against one another. The winner of a match moves up to face a new opponent, while the loser is eliminated. There will only be one match per player per round. Round 1 of the tournament will begin on July 31st, 2026 at 12:00am Pacific Standard Time. Players in this round will have until August 7th, 2026 at 12:00am Pacific Standard Time to get in contact with their opponent, play their match, and submit it to a judge. Failing to do so results in a disqualification for both players. Further times for future rounds will be determined at a future date. The number of participants will of course affect the number of rounds. Game Settings Disable Treasures – False Explored Map – False Revealed Map – False Allied View – False Population Cap Type – Player Population Player Population Cap – 300 Starting Resources – Blue Rupee (300) Disable Spies – False Cheats – No Mode – Conquest Capture the Relic – No God Slayer – No Regicide – No Wonder Victory – No Game Speed – Hyrulian Standard Time (1x) Ceasefire – No Ceasefire Rated Game – No Tournament Rules Faction Rulings – Because of their drasticly over powered units, the Fairies of Tarm are a banned civ for this tournament. Players are allowed to change factions at any point between games. Unit Rulings – There are no banned units as of version 0.13 of Hyrule Conquest: Revival Building Rulings – There are no banned buildings as of version 0.13 of Hyrule Conquest: Revival Maps – The players may select any of the following maps to play on; no other maps are allowed: Crescent Island – Death Mountain – Faron Woods – Gerudo Oasis – Leviathan of Faldoon Player Ethics – Players will treat each other with respect and honor. Should any player act in a toxic or unsportsmanlike manner, please report this to a judge and provide a screenshot or some other form of evidence of the player in question. No coaches or outside aid will be allowed during a tournament match. Also, any form of collusion or intentional loss of matches will result in complete disqualification from the tournament on a first time offence. Second offenders will receive a temporary ban from future Hyrule Conquest: Revival events and a third offense will result in a permanent ban from all Hyrule Conquest: Revival events. Connection Errors – Should a player disconnect from a game, the game will be paused and will remain so for up to 5 minutes in wait for the disconnected player to try and reconnect to the match. Should the player not reconnect within 5 minutes of the game being paused, it will result in the loss of the match, with the other player declared victor by default. Reporting Matches – Matches will be recorded via this thread or the official Discord server’s #tournament channel where the victors of the match will post the score of their match, who their opponent was, and the replay of the match played. Updates on your next opponent will be seen here: https://challonge.com/n2gs3sht Bugs and Game Exploits There are a few bugs in the current version of the game. Some can break things while others can be overlooked. The following are a list of all the BANNED exploits: Producing Units from Captured Buildings – There is a bug where if someone captures an enemy structure they can produce enemy units from it. No one is allowed to exploit this bug. Note that this does not apply to structures that are part of the map, i.e. Ruins and Minor Faction buildings. Researching Techs from Captured Buildings – In the same spirit as the previous exploit, some technologies can be researched at captured enemy buildings. Again, this does not apply to Ruins or Minor Faction buildings. Merchant Exploit - It's possible to train merchants, then kill them and collect the treasure they drop. The following are a list of all the PERMITTED exploits: Gohma Eggs Ignoring Population Cap – While this bug may come across as broken, more often then not it turns around to bite the Gohma player should they be constantly ignoring it which is the reasoning for its legality. The way it works is the Gohma Queen unit can lay eggs to turn into units which can exceed the population cap you are currently at. However, if you have gone over your population cap, you will not be able to produce any units or eggs from buildings until you've gone back under your population cap. Minor Faction Capturing – It’s possible that a player can unlock both Minor Factions, then capture an enemy Minor Faction to train units/research techs from there. This is perfectly fine, and is actually one of the drawbacks of using Minor Factions. Finally, these are a list of bugs, and how to fix them: Spotting Stealth Bug – There is a strange bug that sometimes occures when units that can spot Stealth enter battle. If this happens, it can be fixed simply when all units in the battle that can spot stealth are killed, or when they can no longer see other enemy units. Note that this bug often blocks the in-game chat. Notes from the Organizer Hyrule Conquest: Revival Discord – Here is a link to the official Discord server where we discuss everything related to Hyrule Conquest. This includes everything from strategies, tournaments, lore, matchmaking, replays, informational videos. If you would be interested in updates on the tournament or any future events, I would encourage you join! Hyrule Conquest Multiplayer Discord – Here is a link to IronWolf’s multiplayer HC Discord server. It has been disused for several years, but I would love to see some traffic there! Judges – As of now there are two judges (me and BewaretheXeno), though if you would like to become a judge, please message me and we can discuss the requirements and responsibilities. Note that being a Judge does not disqualify you from the tournament, but biased rulings (as decided by other judges, or failing that, more than 3 players) disqualify you from the tournament. Replays This is just a friendly reminder that after EVERY tournament match, either you or your opponent will need to send a zipped file to one of the judges with the replay of your match. Ready your troops, fortify your cities, plan your invasions, and LET THE TOURNAMENT BEGIN! – Sincerely, Perzival12
  8. Now we just need to find some good hats.
  9. I’m hoping for a campaign in R30, after @Vanthas cinematic and dialogue changes are implemented.
  10. @Blackhydra I think this can be done right now using autociv mod and adding a custom hotkey in the user.cfg file. for elite units it should be something like this: hotkey.autociv.session.entity.by.rank.3 = "hotkey" you can get autociv from here: https://github.com/nanihadesuka/autociv I you find any bugs, you might want to try installing the one in this comment
  11. IIRC it also happened when users had smart cards. I remember some people sharing random popups while trying to connect.
  12. @Obelix Ah! Cool - was not aware - thanks a lot!
  13. I have two Campaigns listed under "Single Player -> New Campaign": Demo Campaign - new maps Tutorial Version: 0.28.0 (Boiorix), a2cae, Win64 There is some kind of tool tip that could be changed towards your approach - but I'm against it. Everyone can understand what's up after following the above mentioned path and see the two Campaigns.
  14. If you get neutral with an AI competitor, send traders to their markets. After that, many offer an alliance proactively after some time or if you offer one to them they agree (or still want some tribute).
  15. Those things don't have to be related, since one doesn't even have to move the XP slider if one doesn't want to, and just use some default. Exactly the same as what happens with batch training size, there's a default in Game Options, but it can be modified in-game, which can have its uses. It's only adding the possibility to do what I previously described. Same as above. By "replace" I mean enhance, not remove. The wounded unit health in Game Options would be the default, which one could modify in-game if wanted, since one might want to control what amount of units to actually select, and not so much what % of HP should they have (which could be useless in certain situations). Nothing is being removed.
  16. Getting to a hundred pop a minute faster beats any of this optimizations hands down. Indeed, much more useful.
  17. That's quite helpful. Here is my current theory what's happening: While we don't use mTLS, there is support for that in ejabberd (the XMPP server we're using for the multiplayer lobby). Part of that is instructing the client (0ad) to optionally send a client certificate if it has one available (SSL_VERIFY_PEER option for SSL_CTX_set_verify of OpenSSL). For most Windows users that's not the case, as they never used client certificates. However, for users which have client certificates installed, SChannel (the TLS-library used by 0ad under Windows) picks an invalid certificate and sends it to the server under certain circumstances. As it's invalid the connection gets terminated, resulting in errors when trying to connect to the lobby. As sending a client certificate to the server is optional and not used by us, that should be an avoidable problem. @Shad_: Could you do me a favor and figure out what's considered a valid client certificate by SChannel in this case? Is it just any client certificate or does it have to have certain properties (like being issued by Let's Encrypt for example). That would help us to find a way to work around the issue in 0ad or the lobby server so users don't have to manually take action.
  18. I had this problem recently, it might be your issue. I have many security certificates installed by various programs in my Windows 10 Personal Store. When 0AD tries to connect, it uses wrong info from the first 'valid' certificate it finds, whereas having none at all connects fine. Reinstalling Windows, Creating a new Windows user or removing the certificates in the Windows 10 Personal Store does the same thing to fix that issue. To check, just hit Win+R and type certmgr.msc and look at the Personal/Certificates folder. If you have certs in there, it may be the issue. I was able to back them up and remove them to test it out. How to back up security certificates May be an issue with how mTLS interacts with Windows
  19. It could be different to the point of changing the outcome of the next battle, for example: if he needs half his CS to fight, and the other half to collect resources, and they are all of the same rank, but have different experience, then choosing the half with more experience to fight would be the better option, expecting a higher proportion to rank up during the next battle. It's a detail, but in theory having sliders to filter those with HP, experience, etc, higher or lower than the chosen value from a selection could be a thing (I know there's the "injured" selection, but this could replace that, being clearer and more flexibly customisable).
  20. Just experience doesn't change anything, it's only used for promotions. You can double click to get all units of the same type and if you triple click you can limit the selection to the same rank. Generally micro isn't of much relevance until you become really really good at the game, so I'd suggest to focus on macro instead.
  21. When I play, I often (after a battle) try to select all of the soldiers with high experience. It always takes a big amount of time which often also results in me losing. So do we have a hotkey for this or should I simply just not try it because it takes so much time?
  22. It's definitely a cross between Roman clothing and Parthian. Valerian and Shapur I look quite similar.
  23. Banquet reliefs at Palmyra often depict young men in attendance dressed in almost identical outfits to their master. Their costume consists of a belted roundnecked, long-sleeved tunic with a decorative band on the neckline, cuffs and hemline, a cloak, tight trousers.
  24. Parthian fashion, especially Hatra's, influenced Palmyra's style...The_Parthian_haute_couture_at_Palmyra.pdf --- The document analyzes how the dress of Parthian origin (Iranian) became a symbol of prestige among the elites of Palmyra during the I-III centuries AD, despite the fact that the city belonged politically to the Roman Empire. The author argues that this fashion arrived thanks to the intense commercial contacts between Palmyra and Parthian Mesopotamia, and that its use reflected wealth, prestige and cultural identity more than a political affiliation suit are also known from late Parthian-period reliefs and statues in Iran and Mesopotamia. In Elymais in southwestern Iran a long-sleeved long sash is often worn in addition over the left shoulder. 10 The art of the semi-independent kingdom of Hatra has also produced many examples of the trouser-suit (fig. 5). Here, male worshippers and some of the gods wear elaborately decorated belted tunics which are combined with baggy trousers. Floral and geometric designs running down the centre of the tunic and the At Palmyra there are many funerary and religious reliefs – and some statues – showing male figures dressed in the Parthian fashion. In addition, actual finds of textile fragments from Palmyrene tombs suggest that in the first to third centuries AD a large part of the population adopted the Parthian fashion, while others were dressed in the Roman style of the time. 12 The trouser-suit at Palmyra consisted of a round-necked long-sleeved belted tunic – short, knee-length and long trousers and/or leggings. Often a cloak fastened on the shoulder was worn, or a himation was draped. An early example of the Parthian costume occurs on the architectural reliefs of the Temple of Bel. 14 The ‘Foundation T’ relief shows a headless rider figure looking right and wearing a round-necked (?) longsleeved belted tunic, a shoulder cloak and wide trousers/leggings (fig. 6). A decorative vertical band with dots (pearls?) runs down the side of the trouser leg. A similar (divine?) rider figure, but turning left, wears an almost identical outfit with a decorative cable pattern band on the side of the trouser leg. 15 Relief decoration on the stone beams of the Bel Temple shows that trousers were also used to dress divine beings. For example, the god Aglibol wears a long-sleeved tunic with a cuirass, a cloak and wide leggings with the ornamental band at the side of the trouser legs rather than in the centre (fig. 7a). Wide leggings with diagonal folds fall over his shoes. The leggings were probably attached to suspenders covered by the tunic and were pulled up at the outside of the thighs. 16 On the so-called ‘Offering scene’ of the Bel Temple male figures wear a draped himation over long tunics. The legs of two figures on the left are covered with leggings/trousers (fig. 7b). Trousers are also worn on a late first century altar relief from the sanctuary of Baalshamin. Here, the god Malakbel appears with a bushy curly Parthian hairstyle, 17 and next to Malakbel and his chariot stands a dedicant wearing a long sleeved tunic, a draped himation and wide trousers. The funerary art of Palmyra also provides us with many examples of male figures dressed in tunics and trousers. 24 A relief from the tower tomb of Kitôt in the Valley of the Tombs of AD 40 shows the principal reclining figure in the presence of his wife and two sons. Kitôt wears a long-sleeved round-necked tunic, a draped himation and wide trousers with a decorative band; traces of greenish/blue colour were discovered on his trousers. 25 A draped himation over the tunic is male figures, probably priests, at Hatra and Dura Europos during the second and third centuries AD. 27 Banquet reliefs at Palmyra often depict young men in attendance dressed in almost identical outfits to their master. Their costume consists of a belted roundnecked, long-sleeved tunic with a decorative band on the neckline, cuffs and hemline, a cloak, tight trousers 26. Curtis 1993, pl. XXIb. ---These also catch my eye.--- Perhaps the pants should look looser. I made these but they should wear pants or trousers. At least I know that the garment worn over the main robe has a name and has already been mentioned several times. Himation (rectangular woolen mantle that was draped over the chiton, much like the simlah or me'il). Philosophers, teachers and elders were frequently represented with this combination.
  25. In stats, it shows how many soldiers died. However, we do not know what kind of units (melee / ranged) and how they are killed. Are they killed by structure? By melee? By ranged? These stats may help us to plan our strategies or upgrade plans better. I made this mod to print these stats in chat. For example, in this screenshot, I killed 16 civilian using melee units. I killed 1 civilian using ranged unit. Their CC killed 2 melee units of mine. Watch it working live when you see me around in lobby.
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