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  2. Also another small updates , i implemented the products panel in the city economy panel, from the previous version i added also all 13 resources, and now i can get the real prices. All prices are calculated following this principle: Supply and Demand Ratio = total amount product produced in the last 10 Min/ total amount product consumed in the last 10 Min Cost of raw material = total amount of money needed to buy the materials to process Markup = the percent the producer earn from the material cost (i fix an avarage 12%) Formula = (markup/ratio)+Cost Using this formula all prices are interconnected each other ( when calculate the raw material cost i process the same algorithm, so both resources and products have dynamic prices based on supply and demand ) so to have a nice level of realism, in addition each city has its own economy so we will have very different prices for each one. In the picture below you can see that the prices for many products are really expensive, that due to the fact that the only producers i have is consuming wood and grain to produce bread, but no one is dropping wood and grain in the store house, so there is a hight demand and zero supply, so the price go very high. Being wood a raw material used to process all products, all products become very expensive. In a real game with many producers and consumers and gatherers the prices would be just fine.
  3. This was part of that article, again the use of iron body protection mentioned by Plutarch was noted. This was in 339 BC roughly around the time of Philip of Macedon's conquest of Greece.
  4. Great job @Genava55!! so i can start inserting the Gauls i guess. Waiting confirmation for the britons Thanks also to @wowgetoffyourcellphone . Can i insert these two too or i need to wait?
  5. A good counter statement on how the Punic Sacred Band are often described in online contents. https://www.ancientworldmagazine.com/articles/punic-sacred-band-clearing-up-confusion/
  6. @Genava55 I thought Alésia was kind of hard to locate ?
  7. Gauls: (I took the list of Sundiata and put their gallic names) Britons (I need to expand the list later, hard to find a native names for the archeological sites of Britain):
  8. Today
  9. Hello, Thanks for the report. Looking at the call stack I'd say this is the GLSL bug again. Try disabling GLSL and postprocessing in the game's option, and try to launch a game. That should work. For further reference here is the call stack. > pyrogenesis.exe!PerformErrorReaction(ErrorReactionInternal er=ERI_BREAK, unsigned int flags=0, volatile int * suppress=0x00000000) Line 426 C++ Symbols loaded. pyrogenesis.exe!debug_DisplayError(const wchar_t * description=0x007dd798, unsigned int flags=0, void * context=0x007ddfa8, const wchar_t * lastFuncToSkip=0x016a3f38, const wchar_t * pathname=0x007ddcb0, int line=0, const char * func=0x007dc790, volatile int * suppress=0x00000000) Line 483 C++ Symbols loaded. pyrogenesis.exe!wseh_ExceptionFilter(_EXCEPTION_POINTERS * ep=0x007dde1c) Line 289 C++ Symbols loaded. pyrogenesis.exe!CallStartupWithinTryBlock() Line 365 C++ Symbols loaded. msvcr120.dll!60bd2aa5() Unknown Non-user code. Cannot find or open the PDB file. [Frames below may be incorrect and/or missing, no symbols loaded for msvcr120.dll] Unknown No symbols loaded. msvcr120.dll!60bd2b33() Unknown Non-user code. Cannot find or open the PDB file. pyrogenesis.exe!_except_handler4(_EXCEPTION_RECORD * ExceptionRecord, _EXCEPTION_REGISTRATION_RECORD * EstablisherFrame, _CONTEXT * ContextRecord, void * DispatcherContext) Line 91 C Non-user code. Symbols loaded. pyrogenesis.exe!CShaderProgramGLSL::Link() Line 380 C++ Symbols loaded.
  10. other question which are the architecture of these civilizations? (aside of known by us) Garamantes and Numidians were exposed before.
  11. Isn't it poetic to have a special kind of orchard that only lets infantry or civilian communities in on foot? Sometimes I think we limit ourselves to a lot of creative things from real life. with a door like that would not allow the passage of accidental threats. it would be like a roadblock.
  12. @nani Do you think it is possible to generate aesthetic random maps by combining decals and other game objects? Would this cause performance issues, especially when you use decals? I have made this several years ago when I wanted to demonstrate a map making technique. I place my pre-made dioramas using game objects including decals in a blank map and copy paste and rearrange and rotate them in another one. That way I could achieve higher quality terrain details thanks to the alpha transparency provided by the decal mesh.
  13. @Monder87 Decals are game objects which are formed using a flat mesh. Often, this 3D object is textured using terrain textures and are often used as bottom surface texture for other game objects such as trees, geological objects and structures. You could see it yourself in the Atlas map editor, it is found in the actor selection tab.
  14. Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x8C03CF87) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- it appears when the loading screen is over. What can I do? crashlog.dmp crashlog.txt
  15. Amazing graphic!! Another level, sorry the ignorance, what is decals? Can someone explain how you achieved this effect? I wish to use it in my Economy Simulation Mod. Btw @Bigtiger i read that you want to add city building features to your mod, and i saw you now focus on graphic, if you are interested check my mod, i m developing the economy dimension of the game, maybe we can collaborate in the future.
  16. The issue is one of gameplay, unfortunately. For gameplay reasons, you need nice wide open gates to allow elephants, siege engines, large numbers of troops, long lines of traders, resource-shuttling citizens, et al. to pass through. It might have even been acknowledged back in the day that gates could be more accurately presented, but the gameplay considerations do remain. It is possible to make double gates and other configurations though with some tweaking of the obstruction code (I made the Triumphal Arch passable under the arch; not exactly a good comparison, just saying I've played around with it a bt).
  17. Thanks, indeed the "mystery source" upper right picture very clearly should suffice to show what we need to approximate in the towers. I understand that this is a game. But maybe we could convince ever-busy @LordGood to fix it (Greek-factions walls/towers?) Gates: 'holes' shaped like these Here same type (main gate Hagia Sophia, door from older temple:) and here finally three more, just because:
  18. Groovy. You need to convince WFG to use your standard. Once that's done, then you can make some patches orienting the Greek/Latin in the game to this standard.
  19. @wowgetoffyourcellphone It is an omnipresent problem, you are not doing it wrong, we are all doing it wrong, because we have no standard. I am proposing one. Everyone will thank us for doing this. Especially if we want to have the game accurate and consistent, for before I put in dozens of hours of work I want to know that there is at least some order to the transliteration madness? It can be a first step for many young minds into the real ancient world: Let us make it a consistent entry, to the best of our ability. I even commit right here and now to make a "language overview campaign" - AoE2 campaign style.
  20. I didn't transliterate anything, I simply used the spelling used in hundreds of publications and articles. Whether that's not scholarly enough or that the traditional layman's spelling is wrong in some way, that's up to you to decide. I am not anal about whether a K or a C is used, I just want to make a fun game. I do know it matters to other people though, like yourself, so I don't begrudge that. Just know I can be of no help in this regard and I'm not even 0 A.D.'s designer or even on the official team in any way, so I can make no decisions here. If it was up to me, I'd have a toggle option to turn off <SpecificName> in the tooltips and UI, rendering the discussion irrelevant to me.
  21. Proposal: Transcription will be standardized to 350 B.C. Attic. The classical Greek of the 4th century. Koine is based on high-style Attic and it made tradition, to become the central source of influence for all learned men in the hellenistic age. Transcription (unit/building name tags etc.) and pronounciation standardization: Ββ - beta, as in "Bike!" translit.: B Γγ - gamma, as in "Greek" --- two ΓΓ creates "ng" sound, hence ΑΓΓΕΛΟΙ ("angeloi", messengers/angels). See table below. translit.: G/NG Εε - epsilon, as in German "sehr" translit.: E Ζζ - dzeta/zdeta, either pronounced "ds" or "sd"! translit.: Z Ηη - heta, as in "hell" translit.: Ê Θθ - theta, as in "tax" translit.: TH Ξξ - ksi, as in "axis" translit.: X Οο - omikron, as in German "Sohn" translit.: O Ππ - pi, as b in english "blister" translit.: P Ρρ - rho, rolled as in Italian "Roma" translit.: RH Ττ - tau, as in "astonished" translit.: T Υυ - ypsilon, as in German "für" translit.: Y Φφ - phi, as in "please" translit.: PH Χχ - chi, as c in "casting" translit.: CH Ψψ - psi, as in "epilepsy" translit.: PS Ωω - omega, either o in "come" or as o in protracted "sloooooow" translit.: Ô The letter "U" did not exist. The Greeks wrote ΟΥ, sounding as in "moon" (ΜΟΥΝ!). translit.: OU ONLY CAPITAL LETTERS. (Antiquity knew no minuscules, they are from the 9th/10th century A.D. ) Later variant letter symbols such as ω for Ω-omega, and C for Σ-sigma are to be avoided. The sound "F" did not exist at all, nor did the "th" of "the". If you hear that sound in the game, sound the alarm bell here in the thread and we will fix it! If a ῾ is identified in the top-left-corner of a letter, that letter is prefixed with letter 'h' in transcription. Hence: ἥρως = hêrôs Ἅιδης = Haidês All other diacritics are not represented, for simplification. There is no IOTA SUBSCRIPT (IOTA IS ALWAYS WRITTEN OUT). IPA is not used, it does not convey polytone classical Greek correctly. ΓΓ = ng ΓΚ = ngk ΓΧ = ngkh ΓΞ = ngx ΓΜ = ngm ΓΝ =ngn Proposal for the purposes of all naming discussions on this forum from now on: Greek Transliteration and Original according to the above scheme are always to be given separated by a / : (No regional French/German/English/etc. forms - hence:) Themistoklês/ΘΕΜΙΣΤΟΚΛΗΣ Thémistocle Temistocle Themistocles Themistokles Alexandros ho megas/ΑΛΕΞΑΝΔΡΟΣ Ο ΜΕΓΑΣ Alexandre Alessandro Alexander Latin and Greek Problem: Greek Kaisar/ΚΑΙΣΑΡ (Kaisar) is pronounced just like Latin Caesar. But our sources in all ages are mixing up Latin and Greek all the time, we need a standard. The rule is that if a city or settlement was founded by Romans in its important manifestation, then the Latin form is preferred. If a city or settlement was founded by Greeks, then the Greek from is preferred. Piraeus = Peiraieus/ΠΕΙΡΑΙΕΥΣ, GREEK (capital founded by Themistokles/ΘΕΜΙΣΤΟΚΛΗΣ) Kaisareia/ΚΑΙΣΑΡΕΙΑ= CAESAREA MARITIMA, LATIN (formerly phoenician tradepost but refounded as the Roman provincial capital)
  22. Thanks for the contributions!! i really appreciated that, i will add all cities names soon. Now a small but very hard to code update... i finally finished the economy chart in the city economy panel , now the user can track all the stats of consumption and production of the city economy, with real time graph and trending percentage. In addition in the chart is possible to select which interval and period to define better the dataset. The interval is basically the timeframe in which the data is being recorded, in other words the y value of each data point is the amount of consumptions or productions had in the timeframe defined by the interval ( in our case we can select just between total city lifetime or daily ) The period instead is the timeframe defined in the X axis, and it define from when we want to visualize the data, is divided in days (1 day = 10 minutes gameplay) , in our panel we can select between total city lifetime, or last 30 days( 1 month) So with these setting we got 4 combination of dataset: Interval: Total Period: Total Being the Interval timeframe the total city lifetime, the values are always positive or equal to zero. This set define all the consumption and production had from the start to now, and indicate the actual grow percent in the last 10 minute game ( last day in the game ) Interval: Total Period: Month Like before the values are always positive or equal to zero. This set define all the consumption and production had from the last 30 days ( 1 month = . 300 min game) , and indicate the actual grow percent in the last 10 minute game ( last day in the game ). This is like the dataset defined before but zoomed in the last 30 days. Interval: Daily Period: Total Here the interval is 1 day, each data point show the amount added each day, when the amount is the same for each day we see a horizontal line, when increase is a spike and when decrease it go down. The period Total means from the beginning when the city is being created until now.Also here the trend is being calculated in the last 10 min game. Interval: Daily Period: Month Same like before but zoomed in the last 30 days. As you can see in the graph above i recorded a total of 520 days, so once we see the last 30 days and we zoom on it look very different. Now having consumption and production for each city i can define the prices of each product, and add them in the economy panel. That will be next step
  23. @wowgetoffyourcellphone remind me that we need to standardize universal spelling for Ancient Greek. It came up again in a MOD discussion, and of course is omnipresent. (Piraeus = Peiraieus) As I move now to begin recordings - I just moved into a new apartment - we need to standardize. This is with danger of opening a beehive ( @LordGood received my recording of Plato upon the 1st of March, it is today 8 weeks hence and no one has submitted a single recording as predicted ) I value everyone's contribution, and for me what counts is the honest desire to help, and all contributors deserve thanks! But there is some fixing which needs to be done here, and a decision needs to be made. I move to propose standardization along the following lines:
  24. 1. Can someone explain quickly what is going on here? I see lots of Diagrams, but I need to know how (according to what criteria?) above list for Ptolemies was compiled? 2. For 'Macedonians' you are going to have a lot of fun. Try looking at maps of hellenistic states and alliances, between 320 B.C. and 1 A.D. So are we talking Alexander's empire or that of which successor? It was all Macedonia. And do you count cities of Asia Minor (Mikra Asia) as Persia, or Macedonia, or Seleucids? Athens and Sparta were great in their own right, but are going to seem very small and insignificant if compared to the empires of Alexander and his successors. Or are you talking the alliances/federations of which Sparta/Athens were the heads? Which historian's numbers for cities' inhabitants and wealth/trade estimates are you using? Could you post the tables (screenshots/iphoneshots)? Happy easter to all Edit: PS. @wowgetoffyourcellphone see thread I just opened regarding city names.
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