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Showing content with the highest reputation on 2017-05-01 in all areas

  1. I reached 20 000 views on my 0AD channel, it's not a lot but I'm promoting the game as much as I can! ^^
    3 points
  2. Hi, I've decided to share my replays with whoever wants to see them. They can be found here. While most of the games are from a21 (comes in 5 parts), there are also some a20 and a22 (svn) games for you all to watch. I hope there are some replay fanatics out there who will jump with joy at this news These replays are also good if you want to learn the game a bit more, since I play acceptably well (most of the time) and I also play with "pro" people who each have their strategies. Good watching
    2 points
  3. Well, let's get on it! EDIT: Just downloaded the Terra Magna mod from github. It is quite playable. Lots of errors when both TM and DE are enabled of course, but no matter. If we can get the 3rd hero in there, maybe move the crossbow units to the merc camp?, and get a wonder modeled, I could get these guys compatiblized with DE in the course of a weekend. When A22 debuts, I cross-promote Terra Magna when I release DE-A22 by highlighting the Chinese included in DE and point to TM, which includes an additional civ not available in DE.
    2 points
  4. Yes, I think Mayans of the Pre-classic period should be included (1000BC - 250AD)… They are among the most powerful and influential people of that time, in turn influenced by the earlier Olmecs… They were arguably more important than Zapotecs. I believe some people might have been caught up by the term Preclassic Maya, as if they weren't important, or recognizably Mayan at that time. They were. Preclassic is just a term to refer to a period in time. Some of the most important sites in the Maya world were established and peaked around 0AD's timeframe, such as El Mirador… "LIDAR scan reveals a network of roads, canals, corrals, pyramids and terraces at El Mirador [Credit: Archaeological Project Cuenca Mirador]" https://en.wikipedia.org/wiki/Preclassic_Maya http://www.latinamericanstudies.org/nakbe.htm https://archaeologynewsnetwork.blogspot.be/2017/02/ancient-maya-developed-super-highways.html#zkFQqkf7GpElu9ih.97
    2 points
  5. Dear 0ad community. Since I have not found any other Discord Server for 0ad I made one myself. I will link new Discord Servers below. It would be possible to give all rights to the WFG-Team to make an this an official Server. Yours, Chris Discord Server list: (Mainly German) 0ADCommunityServer: https://discord.gg/xc7rHuZ (Language??) Latinoamerica: https://discord.gg/HBqxrE8 (International Mod server): https://discord.gg/cwp99Wj
    1 point
  6. hi guy. I was thinking of making the warships upgrade in a line, a progression, like with Age of Empires and other games. Basically, the reason is because the differences between the light, medium, and heavy warships are not significant. I mean, at all. They basically are just a step better from the ones before. More health, more cost, higher attack, more garrisoning space, etc. etc. So, why not just enshrine this step process with an upgrade line like in Age of Empires? So, the core game and Delenda Est display 3 major ways of upgrading units. Promotion. I could use promotion techs to go from Light to Medium to Heavy, just like how promotion techs work currently in Delenda Est to take units from Basic to Advanced to Elite, and how core game upgrades Hypaspists to Silver Shields. Pros: Easy to do. Works good using current code. Cons: I'd have to make the warships have some xp requirement like 2000+ or something and this looks kind of bad, plus makes it possible for a Light Warship to promote to a Medium warship, etc., on its own, and I don't want that to happen. Fix 1: Ask that the code allow for infinite xp requirement, and that the when the requirement is infinite the UI does not show the xp bar next to the portrait at all. This would work wonderfully with minimal changes to the code as far as I can envision. Please tell me if this is a wrong guess. Fix 2: This is the ideal fix, but would require more work: A whole new simulation component for upgrade lines akin to what AOE and other games have. Fix 1 could work just fine to do this though, so I'm not sure a whole new component would be completely necessary as long as modders know about the Fix 1 functionality. Actor Swapping and Tech Editing. This option really sucks. Basically, can put an actor swap in the tech and then adjust all of the stats of the ship with a tech. There would be one warship template and then each tech would adjust the stats upward. Pros: Not much new code necessary, except the tech effect of changing footprint sizing. It's flexible, maybe overly so. Cons: so many cons with this one. You lose the medium and heavy warship templates and possibility of placing them in the editor, etc. Kind of a messy workaround, plus since there's some code changes needed anyway, best to just ask for a better solution like with Fix 1 above. Individually Upgrading. I like the Upgrade feature a lot. I use it in Delenda Est for Spartiates so you can upgrade 2 of them to Olympic Champions, upgrade individual wooden towers to stone, etc. But I'd rather use this feature to do individual upgrades like adding catapults, etc. to the ship instead up upgrading the whole ship. I want a line progression of warship upgrading, rather than upgrading individual ships, so this option seems to not work for me. My question is, how best do you guys think this can be achieved? I am thinking it is to request some minor changes to the promotion feature code in the core game. Unless this functionality is already in that component of the code and i am ignorant.
    1 point
  7. Inverse auras: the hero buffs himself proportionally to the number of allies around him. This is better than simply making the hero extremely strong, because it stops the hero from being OP in hero rushes or low-population games. Immortal: +1 HP/sec hero self-healing for each ally in 60m range Destructive: +2 hero crush damage for each ally in 60m range. Best if the hero has splash (for instance, an elephant hero, if the elephant hero also had splash). Tough: +1 hero armor for each 3 allies in 60m range, to a limit of +20, and +1 pierce damage per ally in 60m range. Squad auras: the hero buffs a limited number of allies in a very short range, but buffs them a lot. Triple damage, +5 armor for all ally melee attackers within 10m 70% more damage for up to 20 ally ranged attackers within 10m Battle duration auras: the buff depends on how long combat has been going on. Ambush aura: double damage and +50% walk speed for all units within 60m, for the first five seconds of a fight. For Ambush, the fight starts the first time you deal damage to an enemy unit within 60m of the hero, and ends once all players stop dealing damage within 60m of the hero's location at the time the fight began. Determination aura: +10 all armor types for all units within 60m, once the fight has lasted twenty seconds. For Determination, the fight starts the first time an enemy unit deals damage to one of your units within 60m, and ends when no enemy units have attacked within 60m for five seconds. Teacher aura: double experience gained by citizen-soldiers within 60m.
    1 point
  8. Thanks for your support ! I created a "local.cfg" file (using Num0-9)and everything is now working fine. Friendly,
    1 point
  9. Here's a playable version: wild_lake2017_5_1.zip Things to be done: Replace raider entities by biome Don't place "spots" on cliffs More variation for textures and decorative props in the plains Some biomes have unfitting "dirt" textures (used around forests on hills) Adjust center entities in grove spots (e.g. lumbermills?) Think about other interesting spots (e.g. mercenary camps (thanks @Lion.Kanzen), markets, tent camps, etc.) The mercenary camps would be so easy to add if "civilization" would not be a property of a player but the starting entities. This causes so many troubles/restrictions IMO we should remove that. I don't really want to add triggers. Interesting maps should be possible within the system IMO. "Untamed" may be a better name instead of "wild". Also thanks for the "crater lake" suggestion, @Loki1950. Let's see how this map ends up EDIT: Sadly the randombiome system in general seems half-baked ;/
    1 point
  10. Reminder Bugs in Caledonian Meadows: Start locations are smoothed AFTER global terrain painting causing woods to grow into bases. Start location resource distance to CC to large for Iberian walls.
    1 point
  11. One my favorites. https://en.m.wikipedia.org/wiki/Pre-Columbian_trans-oceanic_contact_theories#
    1 point
  12. Don't make it too complex I would say. My suggestions: - make a wonder building from the govt center (a simple template edit would do) - select a third hero (wolflance/ayakashi made a list somewhere too). Maybe improve the looks of the other two on the fly... - select 2/3 distinctly different champion units - create a border fortress building and move some troops to that building - and finally, balance the civ so that it doesn't become to powerful
    1 point
  13. @Lion.Kanzen Where is your previous post from ? This kind of reference would have been greatly appreciated for any civilization. Did you make those drawings ?
    1 point
  14. Imperial Guards? troop type determines whether they wear armor or not, just like everywhere else in the world back then. Some missile troops, skirmishers, menials, squires, and rear-echelon soldiers were given minimal protection. http://www.twcenter.net/forums/showthread.php?688378-Period-Accurate-Armor Originally Posted by Geoffrey of Villehardouin I do like the illustrations you posted myself, though they also do not look much like the terracota army in the photographs. They seem to be affected by the older style terracota army of Qin Shi Huang in their hairstyle and some of the armour. Not quite. For one thing the soldiers of Qin Shi Huang all wore leather armor while the armor in the Yangjiawan were steel. It's also worthwhile to mention that save for the Imperial Guards of Qin, most armored Qin troopers wear leather armor that only protects their front like an apron.Furthermore it shouldn't surprise people that the Early Han Dynasty essentially had similar looking equipment with then Qin. People tend to forget that the Qin Dynasty lasted only 15-22 years making it a really recent thing. Wont be surprising if aspects of its equipment & fashion carried over to the Han.
    1 point
  15. This armor should belong to all senior officers of the Han Military or the Chinese Emperor's guard. Unlike most rank & file soldiers of the period who only had a turban or a leather protective cap for headpro, he wore a metal lamellar helmet, tufted with what looks like Pheasant feathers. According to the book, a color between red and orange robes marked the elite members of the Han-Period Emperor's Imperial Guard, which were called "缇骑" possibly a cavalry formation.This armor is that of an average soldier of the Han period whose drawing is based off the Yangjiawan Terra Cotta Army (i.e. The "Mini-Terra Cotta Army" which contained miniatures from the Han Dynasty as opposed to the bigass life-sized ones of the First Qin Emperor's). He Wore a cloth/leather cap/turban. Its not clear if the cuirass possessed a single pauldron/upper arm guard over the left shoulder or it was just a mistake in the part of the sculptors (My Personal theory: cuirass only had a left shoulder guard to aid the use of a shield, commonly held in the left hand with the fighter often presenting his left side, alongside with his shield, to the enemy). Another soldier's armor. This one has two pauldrons/upper arm guards as opposed to the previus soldier. The color of robes indicates elite or professional infantryman status. (Possibly soldiers of the infantry members of the Imperial Guards). On his back he has a badge or plaque of some sort, suspected to indicate his unit and possibly his rank . The experts base this hypothesis on how latter Dynasties having such a practice of unit identification, in which lower ranked troopers had badges at the back while senior officers had badges up front.This one is a Cavalryman's Armor, also from the Mini-Terra Cotta Army, probably of the light cavalry variety like horse archers. He has a two-feather He-Guan (Headress?) and, like the regular trooper before him, has a badge/plaque on his back. Variations of this armor shows a large feather back-plumes similar to Polish-Lithuanian Hussars of the late 1600's. The book says that there is hypothesis on the plumes which ranges from the feathers marking out Cavalry Officers (the book says this is unlikely as it will mark them out in the field) to marking out battlefield messengers & runners.The following pieces are from the Wei Kingdom and its successor states and eventual winner of the 3 Kingdoms, the Ssu'ma Jin Dynasty period. Now these wouldve likely showed up in the 3 Kingdoms period.This is a cavalryman's armor of the Wei-Jin period, possibly of the heavy cavalry kind. Also possibly a general's or senior officers armor and is an upgrade of the Han Aristocrat's armor initially shown way up above this thread, he wear's something called "Hundred-Beaten Steel" Armor. The cap shown here is that of an official but most likely he wouldve worn a lamellar helmet too. They also seem to have worn a cap based off the Steppe Nomads that inhabit the northern/western borders of the Wei Kingdom/Jin Dynasty.This armor set also marked the first appearance of lamellar faulds/extensive leg armor in the Chinese armor kit, which marked the increasing usage & mastery of cavalry typical of Late Han/3 Kingdoms/Ssu'ma Jin ChinaFinally, the armor of the Wei Kingdom/Ssu'ma Jin Dynasty period infantryman. Soldiers of the period seem to now wear a metal helmet and there seems to be a change in the trousers too as long trousers seemed to be favored.
    1 point
  16. The Han Dynasty. The Han army was the first Ancient Chinese army that truely embraced cavalry warfare to its maximum. Due to constant incurisons by the Xiongnu/Huns in the North, the Emperor Wudi realized that, to defeat the Xiongnu, a formidable and mobile cavalry force must be trained. Throughout the reign of Wudi, the Han army grew and so did its cavalry. The Han cavalry did not have cataphracts, and primarily relied on speed and mobility. Unlike their Roman counterparts, Han cavalrymen did not wear metal helmets, and wore fairly little armor. Han cavalry was geared towards warfare with nomadic groups, and speed was essence. The defeat of the Xiongnu by generals Wei Qing and Huo Qubing, and the subsequent expansion of the Han Empire into Central Asia, could not have been realized without its extremely mobile cavalry force. http://www.allempires.com/forum/forum_posts.asp?TID=7801
    1 point
  17. The governmental center can be used as wonder The Hans indeed lack champions (I recall there were some suggestions around in this forum) and what's problematic too is that the unit roster at the barracks is too broad. I've launched an idea of a Border Fortress (including a reference for a 3D model) to move some units to balance that (also somewhere in this forum) I disagree with moving the crossbow to the mercenary camp. According to our research, the crossbow was one of the most commonly used weapons (I need to look up for some sources if you want proof)
    1 point
  18. And we have big monster. Weiyang Palace (simplified Chinese: 未央宫; traditional Chinese: 未央宮; pinyin: Wèiyāng Gōng) was a palace complex, located near the city of Chang'an (modern-day Xi'an). Built in 200 BC at the request of Han Gaozu, under the supervision of his prime minister Xiao He, it served as the administrative centre and imperial residence of the Western Han Dynasty, as well as the Western Jin dynasty and several other regimes during the Northern and Southern Dynasties. The palace survived until the Tang dynasty when it was burnt down by marauding invaders en route to Tang Chang'an. This was the largest palace ever built on Earth, covering 4.8 km² (1,200 acres), which is 6.7 times the size of the current Forbidden City, or 11 times the size of the Vatican City.[1]
    1 point
  19. --- MAGNIFICENT AND SOLEMN: The Zhongyue Temple, built at the foot of the Songshan Mountain in the Han Dynasty (202 B.C.-A.D. 220), was the earliest base of Taoist activities in China (CFP)
    1 point
  20. I never did play with the Chinese textures, were there any prominent candidates for a Han wonder?
    1 point
  21. Perhaps you ought to wait for the Han's completion first, That would prevent a messy union that requires more maintenance than is necessary.
    1 point
  22. I call the Mauryans the "Indians" in Delenda Est, already. Also, the Ptolemies are called "Egyptians." EDIT: I've toyed with calling the Greek factions Greeks (Athenians), Greeks (Spartans), etc.
    1 point
  23. Anavultus - Segment 1 (Map Control) Anavultus - Segment 2 (Elephas Maximus) Anavultus - Segment 3 (Speed)
    1 point
  24. As I expected, I can't find the replay file for this one.
    1 point
  25. Some screenshots of things to come: WIP file (not ready to be played!): wild_lake.zip Similarly planned: Wild Mountain Wild Continent Wild Bay Wild Canyon Wild Coast This will include many additions to the random biome system for random maps sooo, if you have any plans to extending it beyond random maps (which I endorse) speak up now ^^ If anyone happens to have a better name than "Wild" that would be very welcome. Also some flavor text for each of the maps would be nice
    1 point
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