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  1. Messing around with the Xiongnu 0.1 in TM, I've come to these ideas: Should be able to build any building in own, ally, and neutral territory. All structures very weak HP/Health. Perhaps 33% of normal (besides the CC, which should only be slightly weaker than other CCs). Consequently, probably something like half the cost and build time. Perhaps a "Great Settlement" late tech that removes the unpacking ability of buildings, but gives them full-strength HP/Health. When Civic Center, or Chanyu's Hall is unpacked, its territory grants greater (perhaps double) health and capture resistance to all of the player's structures. Packing and unpacking should be faster than it is now. Maybe 30 seconds for the Civic Center, 20 seconds for Corral/Training Ground/Temple, and 10 seconds for a Yurt. A "Great Migration" late tech could reduce these pack times even further, perhaps by half. Make one Dropsite structure, instead of the current two. In fact, just have a trainable (from the CC and later from the Market) ox cart for a dropsite and dispense with the current unpacking dynamic for this structure. Make a new Market structure (nomads were strong traders) and put the economic techs there. Perhaps base the model around the current "food deposit" model. See screenshot below for a Market mockup using the "Storehouse" and "Food dropsite" models. I think they should at least get Outposts. Definitely need a Wonder. Blacksmith can double as the Siege Workshop.
    7 points
  2. Syracusae was the largest, most powerful, and, reportedly, the most beautiful of all Greek city states. It was the archenemy of Carthage for centuries (Rome was a relative latecomer, originally a minor Carthaginian trade partner and ally); both cities attempted to conquer all of Sicily and dominate trade in the Western Mediterranean; Carthage and Syracusae launched several (unsuccesfull) attempts against each other, and repeatedly besieged. They were also frequently at war with the other Greek cities on Sicily, which frequently changed their allegiance. During the Peloponnesian War, Athens, always eager to expand its influence, invaded Sicily with the intention to conquer Syracusae, a perceived Spartan ally. The army they sent was much larger than any Athens ever fielded; nevertheless, Syracusae annihilated it; the Sicilian Expedition was a turning point in the Peloponnesian War; this enormous defeat in Sicily resulted in Athens losing the greater war in the end. Syracusae probably peaked under the Dionysius. During his reign engineers, artists, and philosophers from throughout the Greek world gathered at his court; Plato was one of them. Also, the quadrireme was adopted and the quinquereme and sexireme were invented in Syracusae. Furthermore, artillery designs (ballista, catapult, gastraphetes, etc.) were perfected and started being used. Archimedes, the greatest scientist of antiquity, was a Syracusean native and lived all his life there. He was reportedly killed when Rome conquered the city in 212 BC after a years' long siege. A typical coin of Syracusae, displaying Arthusa and a quadriga. Massilia was not as famous as Syracusae, but it certainly was the most important city along the Gulf of Lion. A significant portion of trade between the Gaulish and Greek worlds went via Massilia. It lost its independence when it was conquered by Caesar in 49 BC. A Massilian coin, displaying Artemis and a lion.
    4 points
  3. 3 points
  4. Hi: Syracuse: Syracuse was orginally greek colony on sicily founded by Corinth in 734 BEC. The city enjoyed a period of expansion and prosperity under the tyrant Gelon in the 5th century BCE, survived a two year siege by Athenian forces from 415 to 413 BCE, and again prospered under the tyrant Dionysius in the 4th century BCE when the city controlled much of Sicily and large portions of southern Italy. Achimedes lived there. He was a greek mathematicain, engineer, physicist, inventor and astronomer, but not a leader. The romans was the main enemies and they did try siege the city 214 - 212 BEC. Achimedes invented much war machines to protect Syracus. His inventors was the claw of achimedes (capture ships near the city wall) and the heat ray (sunbeams was focused on a same point and torch anything). Roman legions did killl Archimedes. Syracus was trade with lot of colonies arround mediterranean (Carthagain and Greeks). Carthagain and Syracus was build the main allies. But i dont know if the banner of Syracus was appear today. Leader: Deinomenids (485–465) Gelon I (485 BC–478 BC) Hiero I (478 BC–466 BC) Thrasybulus (466 BC–465 BC) Thrasybulus was deposed in 465 and Syracuse had a republican government for the next sixty years. This period is usually known as the Second Democracy (465-405). The extent to which Syracuse was a democracy in the same sense as Athens during this period is debated. Dionysii (405–344) Dionysius the Elder (405 BC–367 BC) Dionysius the Younger (367 BC–356 BC) Dion (357 BC–355 BC) Calippus (355 BC–353 BC) Hipparinus (de) (353 BC–c.350 BC) Nysaeus (de) (c.350 BC–346 BC) Dionysius the Younger (restored, 346 BC–344 BC) Timoleon (345–337) Timoleon (345 BC–337 BC) Timoleon revived a republican form of government in Syracuse, which continued after his death. This period is usually known as the Third Democracy (337-317). The name is misleading; for at least some of the period Syracuse was run as an oligarchy. Agathocles (317–289) Agathocles (317 BC–289 BC) Numismatic evidence suggests that republican government may have existed for a few years between the death of Agathokles and Hicetas' assumption of power; this is sometimes referred to as the Fourth Democracy (289-287?). Nothing is known about it. Interregnum (289–276) Hicetas (289 BC–280 BC) Thinion (it) & Sosistratus (it) (279 BC–277 BC) Pyrrhus of Epirus (278–276 BC) Hieronids (275–214) Hiero II (275 BC–215 BC) Gelo II (until 216 BC) Hieronymus (215 BC–214 BC)
    3 points
  5. The Vae Victis effect for the Gauls can work here for the Xion and other nomads. Either as a cultural bonus or as a tech line. Another thing to mention here is that the Xion in Terra Magna, like the Kushites, Han, and Republican Romans in Delenda Est, have auto-researching phase techs. It would be nice to enable the sound effect for auto-researched techs. This needs a couple lines of new code in the sound manager, if I remember correctly from some past discussions on that.
    2 points
  6. https://trac.wildfiregames.com/wiki/SimulationRequirements#Cheatprevention
    2 points
  7. The lag is a known problem that is difficult to solve. It is caused by the pathfinder when too many units are moving at the same time. This problem is very hard to fix. You can try lowering the maximum allowed number of units/pop cap.
    2 points
  8. They currently have a release candidate out, so testing will be appreciated
    2 points
  9. I finished watching this and it was awesome. I found a bunch more in wiki https://en.wikipedia.org/wiki/List_of_historical_drama_films#Films_set_in_Classical_Era_(500_BC–600_AD)
    2 points
  10. Along the north-western coast of the Mediterranean Sea between Spain and Italy lies the ancient city of Massilia (modern Marseilles). Originally founded in 600 BCE by Ionian Greeks from Phocaea, the city would one day challenge the might of Carthage (defeating them in both the 5th and 6th centuries BCE) and dominate the region, establishing a number of colonies in southern Gaul during the 3rd and 4th centuries BCE. But i dont know about leaders or warriors. The siege of Massilia (March-September 49 BC) was an early victory for Caesar during the Great Roman Civil War, largely won by his subordinates while Caesar himself campaigned in Spain. Carthagain founded a colony there before the Roman defeated them. Massilia has a golden lion on blue background in Rome 2. Idk how did sign it in real.
    2 points
  11. Why did you created a new stone texture? The old one for the school and the wonder is good already. That new stone looks nice as a replacement for the grey one though. I tweaked it a bit and also reduced the saturation of the warm toned wattle and daub wall texture.
    2 points
  12. Reading various topics and comments after quite a long absence I got the impression that the gameplay, or at least people discussing it, still has/have little clue on where it's heading, while not strangely, as preferences vary, people often have radically different visions on where it should head. Please correct and update me where I'm wrong, since I'm sure I can't/didn't catch up with everything. What I'll (more or less) repeat is that you can't have everything fit in the same gameplay type and that no idea is universally great without context. At some point, preferably sooner rather than later, it would be nice to make bold choices on which should be the core features and then build the rest of the game around them. I'll go on with a few such possible choices. They are not meant to be taken at face value and kickstart the glorious "I want this in/I want this out" thing. I've also been very guilty of it in the past and will probably be again in the future, but this thread is started with the intent to have myself informed on the current state of gameplay development and see if I can contribute with my general point or in more specific ways. A major choice that would be better if addressed before continuing to debate on which features to throw in or out, is if we want a classic/oldschool RTS or something different, like increased focus on tactics and/or political/cultural simulation (in gameplay terms, not just visuals). In the first case we could have an awesome AOE clone, or something slightly more "modern" without phases and with structures as tech requirements or (insert whatever suitable). But loading it with much more than what "successful" RTS do, say, total war-ish battles, on top of the classic formula and the number of current additions, is a bad idea that won't work , due to an overwhelming mix of economic and tactical micro. In the second case, we could enhance combat, largely or fully automate the economy, add special function techs/policies, customizable cities... e.t.c. and have our fully real time total war or 4x/grand strategy game. I'd love to have all styles in one, and each separately, and various intermediates, and something really great and innovative that I can't personally imagine. But it can't happen all in one. Let's give the core game a cohesive focus and leave the rest to mods. Which in turn would multiply and give enjoyment for various tastes, being made for a successful free game, nomatter it's "genre" (if we ever reach that state with the real world in a healthy shape, but that's another story:p). Another thing to consider might be dumbing down the scale. Reducing unit speeds, line of sight, population cap - maybe even reducing map sizes, streamlining the forrests for better pathing. Better have less scale than (often major) lag "until fixed" which goes on for years and has repulsed who knows how many people. A classic RTS can work fine with 200 or even 100 pop. The game could be designed around that. If desire on having a grander scale is dominant or arises strong in the future while the code has improved, or if battalion combat ends up a core feature, so be it. Balance is really far from being acceptable anyway (in part due to the lack of a clear gameplay vision) and readjusting stats for the years to come should be taken for granted. For now or for good I can see this scaling down as a blessing to the game. Finally I'd like to add a couple of things on visual cohesion (while expressing joy for the new art assets I just saw, especially the new ranges, stables etc). Structure numbers and unit numbers (along with variants) are getting increasingly high, with differences often hard to spot at a distance or by people not really familiar with every game imagery, both things bad for gameplay. It would be nice to have actors of the same class easily recognizable as what they are by shape, size etc. I won't go as far as suggesting redesigns, which would be a crazy amount of work, but starting with whatever is new from now on would be something. But I will go as far as suggesting reduced actor/prop variants of a unit for example, when the shape or color uniformity breaks too much. I'll stop here to avoid missing the point, adding that if i sound harsh at bits I don't mean to degrade anyone, on the contrary the work done so far is great, it's only missing some extra focus.
    1 point
  13. There is the discussion where we need discuss this style , many our factions need be nomad or seminomads. No farming No settled in first phases Buildings moving over the map. Horse based warfare Women and men together in battle. Capturing easily Rush civ bonus Capture citizen from other faction. Bonus to capture siege engines. Counter these rushers(defense bonus )
    1 point
  14. Today, I tested the latest terra_magna. When I entered the game, there were two error messages: ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/celt_siege_ram.png" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/leather.dds" @stanislas69
    1 point
  15. Barracks should have a round footprint.
    1 point
  16. Eh, the real reason for 3.3 is the features that it supports, like drawinstanced for animated models, RGB10A2 textures and so on. Yes 3.3 is ancient now, but I don't think the dev committee would be too keen on dropping support for old video cards or people who don't have real video cards. There was a discussion a year or two ago and that was the general consensus. I remember there being a poll and quite a few people were still using openGL2.x video cards or only supported 3.0. Do we really have a need for tessellation? AFAIK tessellation has horrible performance and isn't terribly practical for real games, and less so for 0ad where the models that could make use of it still have really low res textures with not-so-great materials. Also you'd need to be zoomed in really-really-really far for it to even be relevant. I'm not really aware of very many things that would actually be practical that require openGL4.x and there's no real point in pushing forward farther than there's an actual use-case for.
    1 point
  17. Sort of. It would probably work under the current renderer, but wouldn't necessarily perform well.
    1 point
  18. The only thing transmitted in multiplayer games are the orders, exactly the same contents as the commands.txt in replays. The command can only be executed if the game as it is downloaded allows it. Memory modification and arbitrary cheats certainly work in multiplayer, but they are only visible to the player that executes them, not to the other players. The interesting hacks and cheats are the ones that are unnoticed bugs in the game. Hannibal can sing some songs of those (sheep walls, patrol dance, luring gaia by placing outposts near the enemies are only some things that come to my mind).
    1 point
  19. Not necessary to use ray-* techniques for volumetric, but other techniques like direct volume rendering or volumetric particles have an own cost. Btw, we use a parallax mapping, and it's a kind of the ray marching. Yeah, that what I'm talking about.
    1 point
  20. The guy in the video is saying that this works sometimes in multiplayer games. Maybe it's worth trying or maybe@Hannibal_Barcacould track sanvalentindem
    1 point
  21. They should be fixed now, thank you very much for the report.
    1 point
  22. The anglo faction is using the gaul tower as placeholder shouldn't they use the same tower they have in the private fortification (fortress) as seen in the book Osprey Fortification in Wessex
    1 point
  23. Those are related to xiongnu, they were fixed before but i belive changes weren't saved, i'll fix them.
    1 point
  24. Your spec map is way too bright and the normals are weirdly desaturated everywhere but on the stone texture, that might be messing with your parallax
    1 point
  25. Well, I do like the current texture, more than the previous one. I've seen houses and buildings like those in eastern and northern France, Germany, Denmark, Czech Republic, and Romania (Transylavania mainly), I would'nt know if they really fit in the dark ages period, because I'm not a specialist of this period, but they certainly feel germanic to me, and not too high or fortified like it would be in late middle ages...Personnally I think it's going in the good direction, though changes can be made here and there, but I've got the feeling of this
    1 point
  26. 1 point
  27. I've tested the xiongnu (from TerraMagna github), congrats to those who make it, that's quite nice. Here are a few problems i noticed: Two errors on loading (files missing in the git repo?) ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/leather.dds" ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/celt_siege_ram.png" And see screenshot of the xion cc: may-be due to the missing texture? xion_female_support: SelectionGroupName = units/spart_support_female_citizen xion packing ability could be reserved to xion civ, i.e. captured structures should loose it. You could add a new tech (for example nomadism, autoresearched for free at startup only by xion) which would be required for packing. civil_centre: why do you call the template xion_civil_centre_unpacked.xml instead of xion_civil_centre.xml. That prevent the ai to expand and to build its own phase tree (these are ai limitations which hopefully will be removed in the future, but won't in a23). In addition, it would be better to add the proper superseding on your xion phases so that only the next one is displayed (phase_city_xion supersedes phase_town_xion not phase_town, see how it is done in vanilla for athen). Finally, the requirements of the phase_city_xion are wrong (i suppose only the last one is kept): you should have an array of two objects. Then there was a problem in petra, where the xion cc did not train units. This is now fixed in rP21748.
    1 point
  28. Hi guys! Is this mod still active?
    1 point
  29. Sanctuary of Demeter, in Eleusis: Chryselephantine statues of goddess Demeter and Triptolemus: View from the balcony:
    1 point
  30. 1 point
  31. You have nice books @Tomcelmare I love Minoans...
    1 point
  32. Minoan civilians (first two subjects):
    1 point
  33. Mycenaean civilians with priest:
    1 point
  34. The infamous city of Troy, before its ultimate demise:
    1 point
  35. this is some example of what i mean before, the black zones need a strong black to allow be seen from afar whitout become a single colour or loosing a lot of detail since players won't be able to get too much closer to the buildings whitout touching camera configuration (I'm still figuring out what i'm doing). Pd that yellowish rock texture is:
    1 point
  36. Nearly done the church:
    1 point
  37. https://forums.taleworlds.com/index.php?topic=157139.45
    1 point
  38. @stanislas69 This is the furthest it can go without recreating the image. Further enhancement might distort the quality. Spec map was added.
    1 point
  39. @Alexandermb I have reused the scale texture that I've made for the Kushites. I'm about to commit the ones below. I have a 512x512 copy of the scale armor. Is that what you need? Or a vector copy of the armor itself?
    1 point
  40. @Alexandermb @stanislas69
    1 point
  41. WIP - Carolingian infantry Helmet by stanislas69 and Shield mesh by Alexandermb @Alexandermb By armor, do you mean the scale armor?
    1 point
  42. Bonus to capture docks, and recruit only naval transports.
    1 point
  43. Map: Canyon (2nd try mountain climb) Players: (wang_wei, Hannibal Barca, siole, elexis) vs (fpre, Vercingetorix, Grugnas, FeldFeld (later bb)) Summary: 100 minutes gametime (actual game much less). This time it was a game with only two teams, so walling and trade was way more effective. Unfortunately one team took out the middle of another team, so it was gg at that point. That however didn't bother me as my mission was to build a nice base on that mountain. Enemies delivered messages in wall codes or mostly left the game due to boredom. While there were some tries to reach our city, only bb who rejoined as FeldFeld was succesful at defeating us. From what I recall, he didn't use buildings but a ram to enter the mountain with some champions, captured a house, built a barracks and eaisly took our civic center. So people on the mountain are not untouchable, nor hard to defeat at all if you know what you have to do. Also I repeated a mistake here, which is not garrisoning the towers after losing the civic center at the bottom. Hence my own towers on the mountain attacked my trade carts! The toughest challenge is to use the few space available on the mountain wisely. One corral was used with batches of 15 sheep or more, the rest went into houses. I should have really built a temple though to train champions. In particular I lacked the health regain upgrade. At the right side is siole again. Notice it is possible to get down from the mountain the same way you get up there. Just that there are less viable places. 2017-01-23-canyon_4v4_loza.zip
    1 point
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