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  2. 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.
  3. @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
  4. You can almost ignore sandbox but very easy still poses a challenge.
  5. 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.
  6. Can you tell me where I can see the Game Replays section ?
  7. 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.
  8. Hello, Thank you all for this advice I'll run several tests. Have a nice day.
  9. Today
  10. 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
  11. 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.
  12. 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.
  13. There is a warning iirc that suggest to new players to start with Petra "sandbox" before "very easy".
  14. 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.
  15. Hello @Ludwik, welcome to the forums! The game is naturally competitive, as there are currently no official campaigns available. So, the only way to enjoy the single player is matches against the AI. Many players, myself included, consider the current AI lacking after learning the basics of the game. Believe me, you will want a greater challenge once you get more familiar with the game. My advice would be to watch some games on Youtube and reduce the game's speed at the start. Depending on your experience with other RTS games, you should quickly start winning against even the Medium AI We also have the Game Replays section, where you can dowload some of my and other players games.
  16. Hello, I set the default AI difficulty to Very Easy in the game settings, then set the default AI behavior to Random. But the game is still too difficult ! Is this normal ? Does anything else need to be changed to make the game a little easier ? Thanks in advance.
  17. A larger map definitely improves the strategic experience. There are maps where the rock skin is the same as the metal skin.
  18. Wonderful. I have trouble seeing the minimap properly.
  19. Now I understand an expandable interface. The game should be able to minimize some things or expand others.
  20. The problem with CS is that when you get to the third era, they are no longer relevant as workers. There should be slaves for the third phase, being equivalent to 3 citizens in terms of efficiency but with less health. Thus the population will be enslaved as a labor force and the rest dedicated to war. And so it was when powerful empires grew and lived off the work of others. While the armies were fighting abroad. Female citizens should be able to create soldiers in houses and research in buildings or heal units elsewhere, perhaps turning them into priestesses. There should be a single dynamic of evolution of society, from a small farming society to a cosmopolitan society. Today I was playing and I realized how boring the late game is. I modified the game to have less powerful rams. I nerfed the rams. I'll do the same with the catas.
  21. Yesterday
  22. Oh - and one question regarding how "nearest ally" is determined: Any arbitration who will receive the refugees if e.g. two allies are positioned at the same distance (I guess it is the distance to their CC or is it distance to the next soldier?) Sorry for the questions!
  23. Great idea! It also adds a bit of uncertainty to the game: Training of new units for the receiving ally might be delayed or blocked if population cap is exceed by the arriving newcomers, and also their mix might be not as expected/planned by the ally. On the other hand, these units might be proven and levelled-up due to experience, so definitely valuable. I am looking forward to testing your mod - will work in SP as well, I guess.
  24. Cimbri/Teutones/Ambrones raiders could work. Marauders too. Otherwise, axemen, clubmen... It is possible for some of them to have a bear skin as a cloak, just avoid the bear head.
  25. @real_tabasco_sauce An bare-chested Axeman that deals hack and crush damage? You couldn't be more generic than that, but they are barbarians, after all.
  26. Ok @Genava55 do you have a possible idea for a raiding type unit? The gameplay design is somewhat focused on infantry mobility, so a faster, lightly armored, infantry unit is needed to replace the wolf warrior. i suppose we could go fairly generic and call it Crimbri raider or something.
  27. Hello everyone, This is my first time posting, and this is also my first mod for 0 A.D. This mod changes how units are reassigned when a player is defeated. Instead of transferring to Gaia, the units now go to the next undefeated ally. I think this is a really interesting mechanic, especially when playing the Regicide game mode—where all of a player's units get reassigned when their hero dies. Let me know what you think, and feel free to suggest anything I should add! Check it out here: https://github.com/TobyDustin/0ad-refugees-mod I'm also trying to get it on Mod.io. If anyone knows how to do that, I'd really appreciate your help. Here's the preview link: https://mod.io/g/0ad/m/refugees-mod?preview=f5ab66257bcb802a72f07e11b3139287 Some screenshots:
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