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Introducing the Official community mod for Alpha 26
Deicide4u replied to wraitii's topic in Gameplay Discussion
To make the cool Romans even cooler, of course. I love suddenly having 150 elite units on the map. -
Introducing the Official community mod for Alpha 26
Fabius replied to wraitii's topic in Gameplay Discussion
I did watch it and thought it cool hence why I brought it up. There was a mention of something akin to them in Caesar's time, and the so called Marian reforms that we currently have would be inclusive of that era, which is a stretch given the lack of info. Hence why I asked first if it was within the scope of 0 AD. Which as you have mentioned is not. I am aware that Marian reforms was a misconception, I was just working within the context of what is currently present in the Roman civ. Out of interest why do we have a tech labelled as such if it isn't really a major change as it suggests? Also thanks for sharing the historical information, I have been recently realising my Roman knowledge is much less than I thought it was -
Introducing the Official community mod for Alpha 26
Genava55 replied to wraitii's topic in Gameplay Discussion
Probably not, currently because 0 A.D. - Empires Ascendant is focusing on 500 BC - 1 BC. Have you watched the video? Nothing suggest a link to Marius. The first account of the Lanciarii is from the 1st century AD. By the way, the Marian reforms are the result of a misconception. Qualified scholars generally don't support the existence of a huge reform enacted by Marius. - Today
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Introducing the Official community mod for Alpha 26
Fabius replied to wraitii's topic in Gameplay Discussion
I recently came across this video on Lanciarii, link below for interested parties, and I was curious as to whether this fell within the scope of the current 0 AD time frame. I have two ideas for a Lanciari unit type, both assume a link with Marian Reforms. Eg unlocked by it and having the legionary keyword. The first would be either to revive the old champion skirmisher that used to be present in A23 but was cut entirely from A24 onwards, and have them as an upgrade to legionary skirmishers or a separate entity you train from relevant buildings. A second idea and more unique would be to utilise The Persian immortal template and make a champion unit that switches between javelin and sword. The idea of giving the ranged version a small multiplier against cavalry also came to mind. -
Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
But it has to be consistent and coherent with other civilizations. Too often, there's the immature temptation to want to put everything in every new civ, and this quickly becomes absurd and unbalanced. The Kushites underwent a similar development. I think it is something to keep for a later version of the Germans. Currently, it is based on the Cimbri. When there will be the later Germans, we could add the Cherusci pikemen. But in the meantime, let's focus on the Cimbri. -
Civ: Germans (Cimbri, Suebians, Goths)
Obskiuras replied to wowgetoffyourcellphone's topic in Delenda Est
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Civ: Germans (Cimbri, Suebians, Goths)
Obskiuras replied to wowgetoffyourcellphone's topic in Delenda Est
I would add an elite unit of spearman, just like the Wodanaz spear from Rome 2 Total War. -
Alternatively, you may set up the game to add an ally to help you against the AI.
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Interesting, thanks for your work. Can you plan to automatically send resources to other allies?
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Hey @Duileoga, Nice work there. Good start with your choices for buildings. Rice fields on point. "Jaya Sri Maha Bodhi" is an interesting choice for the wonder. There are others such as "Ruwanweliseya", "Jethvanaramaya" and "Lovamahapaya" which are also wonder material. "Uposathagara" would indeed make a great cultural building, albeit with a purely religious significance. "Thuparamaya" is a specific temple complex and could also only be used in a religious context. The building designs look amazing and quite accurate too. One improvement I would suggest though, is to do with the shape of the roofs. instead of having a curvature on the top part it would look like: https://www.dreamstime.com/photos-images/sinhalese-architecture.html https://amazinglanka.com/wp/ambalama-heritage-of-sri-lanka/ Another idea for a unique building would be a hydro infrastructure as in the Anuradhapura kingdom there were a lot of reservoirs and other infrastructure for water management, irrigation and public use. https://harindabama.com/2016/01/17/anuradhapura-the-advent-of-buddhism-in-sri-lanka/ https://www.sigiriya.info/about-sigiriya/ https://sigiriyafortress.com/sigiriya-water-fountains/
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- sinhalese
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Atlas editor crashes when I try to generate a map without forcing the players into a specific civ. The error stack: Generating New RMS Test of size 128 and 2 players. Creating playerbases...ERROR: JavaScript error: maps/random/rmgen-common/player.js line 66 g_CivData[getCivCode(...)] is undefined getStartingEntities@maps/random/rmgen-common/player.js:66:19 placeCivDefaultStartingEntities@maps/random/rmgen-common/player.js:111:44 placePlayerBase@maps/random/rmgen-common/player.js:159:33 placePlayerBases@maps/random/rmgen-common/player.js:147:18 GenerateMap@maps/random/new_rms_test.js:8:18 Unhandled unknown exception; terminating the application. Assertion failed: "m_Contexts.empty() && "All contexts must be destroyed before calling JS_ShutDown!"" Location: ScriptEngine.h:47 (~ScriptEngine) Call stack: (0x56d57c8cabbb) binaries/system/pyrogenesis(+0x8c8bbb) [0x56d57c8cabbb] (0x56d57c8b485f) binaries/system/pyrogenesis(+0x8b285f) [0x56d57c8b485f] (0x56d57c8b4a71) binaries/system/pyrogenesis(+0x8b2a71) [0x56d57c8b4a71] (0x56d57c8b6b71) binaries/system/pyrogenesis(+0x8b4b71) [0x56d57c8b6b71] (0x56d57c0dccd6) binaries/system/pyrogenesis(+0xdacd6) [0x56d57c0dccd6] (0x56d57c0d8052) binaries/system/pyrogenesis(+0xd6052) [0x56d57c0d8052] (0x56d57c0c6ef9) binaries/system/pyrogenesis(+0xc4ef9) [0x56d57c0c6ef9] (0x75419de27bcb) /usr/lib/libc.so.6(+0x27bcb) [0x75419de27bcb] (0x75419de27c8b) /usr/lib/libc.so.6(__libc_start_main+0x8b) [0x75419de27c8b] (0x56d57c0d1f75) binaries/system/pyrogenesis(+0xcff75) [0x56d57c0d1f75] errno = 11 (Try again later) OS error = ?
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Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
I came across this a while ago, I have yet to try it out, but it looks fantastic. It's one of the things that I'd like to pick up or help with, if only I had more time. -
Good day to you. Unfortunately I'm struggling to find any solid archaeological or literary evidence that can help us. There are only speculations of what it could have been like. The earliest surviving archaeological ruins are from the Vijayanagara Empire in India. But earlier Chola architecture can be found among ruins dating to the Polonnaruwa kingdom in Sri lanka, which is still around 1000-1200 AD. From what is generally accepted to be what life could have been like for Tamil people before 500 B.C. these pictures are the most agreeable. And these. The Tamils were also influenced by the Maurya Empire and that could have shaped the development of their architecture. the temple seen here is thought to be the oldest of the group, dating to the Chola occupation (roughly 993 - 1070 CE). As the shift of the Kingdom's capital from Anuradhapura to Polonnaruwa was at least partly a consequence of the Chola incursions, the Shiva Devalaya is thought to be the oldest surviving monument in the city, predating any Buddhist structures that proliferated after the Cholas were expelled from Ceylon. Somewhat surprisingly, it remains in excellent condition and is the best preserved of the city's Hindu shrines. https://www.orientalarchitecture.com/sid/1882/sri-lanka/polonnaruwa/shiva-devalaya-no-2 These are already showing a distinctive Dravidian architecture style. There are some very old temples in India (like the following one) that are said to date to much earlier than this, except that they have been rebuilt and renovated at more recent periods so it's likely impossible to know what they originally looked like. Evidences prove the origin of the temple in 1st century CE during the Sangam period (3rd Century BCE – 45th Century CE). However, as it stands today, the temple represents an accretion of building activity over centuries, the architectural idioms coming from the several royal dynasties who were captivated by and adored the Temple. Some of these were the early Cholas (1st Century CE) ruling from Uraiyoor situated to the south of Srirangam across the river, later Cholas (13th Century CE) of Pazhaiyaarai and Thanjavur, the Kongu rulers from Tamil west, the Pandyas from south (6th – 10th Centuries CE and 13th – 14th Centuries CE), the Hoysalas (10th – 14th Centuries CE), and the later rulers and viceroys of the celebrated Vijayanagara Empire of Karnataka (16th Century CE). The expansion schemes included addition of functional structures and pavilions of grand temple protocol (like the Mallikarjuna Mandapam) and its growth is a pointer to an antiquity since the time this unique centre of religious devotion had been known to and extolled by a diversity of religious and linguistic groups across the nation periodically surging towards this centre of pilgrimage par excellence. https://whc.unesco.org/en/tentativelists/5894/ Nevertheless I will keep looking, at least to find an accurate written record that will be helpful to envision how to design this civilization.
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@Ludwik Replays for the latest release (alpha 27) are here: https://wildfiregames.com/forum/forum/489-alpha-27/ To watch these replays, you must download them, and place them in the "replays" directory. On Windows, this directory is at: Documents/My Games/0ad/replays
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You can almost ignore sandbox but very easy still poses a challenge.
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Which version of the game are you using? If it works for you on both A27 and A27.1, then I think it's my hardware / OS issue. I was playing on A27.1, that might be why CachyOS (Arch Linux in general) is known to conflict with some 0ad features, especially Atlas.
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Can you tell me where I can see the Game Replays section ?
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Not seeing anything too weird in the second replay (replaying non-visually). Can't replay the first one unfortunately as it doesn't start on turn 0. If you can reproduce from scratch that'd be great.
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Hello, Thank you all for this advice I'll run several tests. Have a nice day.
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The jump between sandbox and very easy is too big, imo. This is especially the case with my newly merged pull request where I buffed the eco and military performance of the bot
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I'm not sure why should we make "Very Easy" easier when we already have a difficulty "Sandox". Which is what Very Easy will become if we nerf it even further. I don't think Very Easy reaches the City phase, but if it does, that should maybe be corrected.
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I think there is something we need to change here: make "very easy" AI much much easier. It took me several tries to beat this very easy AI when I was starting. This can be achieved by: 1. Nerfing infantry rushes, reduce size of attack even further 2. Huge anti-bonus to the AI's eco and attack strength.
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There is a warning iirc that suggest to new players to start with Petra "sandbox" before "very easy".
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This is good advice and will reduce the challenge for now @Ludwik. There's a lot to do in 0ad, so giving yourself some time to think about what you wanna do will help you learn quicker.
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