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  1. 0ad had it before January 2010 :-)
    3 points
  2. @implodedok I am not here to learn, i am here to build a website, i worked giving maintenace to americaeconomia-ca.com for 6 months which is a wordpress website and developed a tiny php framework for 3 months at Claro (i have the repository at bitbucket), i put i have no previous experience because i haven't build a portfolio to show, but i know we can improve this website greatly, not only in the way we present content which need some rework, like combining text, colors and media in a more appealing way but also in the backend which i am willing to help with. Knowledge: I can work with mysql, symfony, wordpress, nodejs + expressjs.
    3 points
  3. This mod contains experimental gameplay features which might not be perfect yet. Also I am aware of some bugs (but if you find any, please report them). NEVER MIX (ENABLE) THIS MOD WITH ANOTHER MODS AND PATCHES WHICH ARE NOT VITAL FOR GAME. I WILL NOT SOLVE CONFLICTS FROM THEM. github repository https://github.com/SlavomirSlovenkai/0ad-gameplay-mode For more changes reade here: https://wildfiregames.com/forum/index.php?/topic/24764-battalion-test-mode/&do=findComment&comment=367259 Features: Phasing is cost free and automatic. Phase requirements Town phase 5x House 1x Market 1x Farmstead 25x Citizen City phase 15x House 1x Blacksmith 1x Market 1x Temple 40x Citizen General You need 1 Farmstead for every 4 Fields to build. Fields has to be build at minimum distance 80 from Civ centre. Soldiers can not gather and can build only military/defense buildings. Cavalry can still hunt. New unit Hunter available in village phase from civic centre. It is melee unit with nice slaughter attack and weak melee, so you can hunt animals even you do not have access to cavalry. New support unit Male. Can build special and military/defense buildings, also storehouse and corral. Only Female can build House, Farmstead, Field, Temple, Market. Melee infantry is trained in barracks, ranged infantry in range barracks, cavalry in stables. Stances got rework. Technologies Every soldier is locked by technology (or more) For example: Spears -> Spearman Spears -> Pikes -> Pikeman Spears -> Hoplite (tech - as they have special formation) -> Hoplite (unit) Swords -> Swordman Javelin -> Javelin throwers Archery -> Archers Cavalry + Swords -> Sword riders (tech) -> Cavalry Swordsman Champions + Swords -> Champion swordsman (tech) -> Champion Swordsman ( unit) Cavalry + Champions -> Champion Cavalry + Swords -> Champion Cavalry Swordsman (unit) Every unit starts with no armour and no shields (some civilisations have shields from start). There are 2 available unit upgrades in the row ( every unit class has its own upgrades ). Each one adds some equipment to the unit, but they needs to be unlocked. For example: Swords + Shields -> Swordsman upgrade (tech - giving shields to swordsmen) Champions are trained fully equipped, but that equipment has to researched. Melee weapons, infantry melee units upgrades and melee infantry champions are researched in barracks. Ranged weapons, infantry ranged units upgrades and ranged infantry champions are researched in range barracks. All kinds of cavalry, their upgrades and champions are researched in stables. Cavalry and champion cavalry itself are researched in corrals. Champions are researched in civic centre. Siege weapons are researched and build in siege workshop. Training is done by garrisoning units into barracks/range/stables. While they are inside, they get experiences and rank up. Units with lower or no rank fights worse ( exception are champions and heroes). You can train them by fighting but they will probably die fast (especially when your enemy has better trained troops than you). As this takes some time, to train unit from nothing to basic rank takes 30 seconds, to advanced next 30 seconds (60 seconds), to elite next 30 seconds (1 minute and 30 seconds), to fully trained in total 2 minutes. You should care about your troops more and you will not want to throw them away and let them fall in battle for nothing. Damage types and armour: Fire -> Special units ( add-on damage, small compared to others, but no unit has strong protection against fire ) Pierce -> Spear, Pike Hack -> Sword Crush -> Slinger, Club, Mace Missile -> Archer, Javelin Range units have minimal range when they can use their weapons, if they cannot they use weak melee attack. Range unit according to spread: Slinger, -> Javelin -> Archer Melee units have MissChance, which is the most 0.5. It means that unit has 50% chance to miss target with attack. Spread and MissChance gets lower as unit levels through experiences. Champions and Heroes now have chance to deal critical damage, what means they can find weak spot and kill enemy with one single attack. Shields and armour Protection is divided between armour itself and shield (based on shield type and armour type unit is wearing). Bigger shield means higher protection than smaller one ( also shield from metal/iron means better protection than shield from wood - roman shields are exception ) Also Chain armour gives more protection than some basic kind of armour. Wearing helmets means extra protection. Attacking unit from back (melee or missile) removes protection given by shield. Rams are 100% missile proof, but weak against all kinds of melee attacks, also their attack rate is reduced. Capturing happens by garrisoning units into enemy building ( aka they brake doors and go in ). To deal with them defender has to garrison troops with better capture rate as enemy does. If attacker and defender are equals in capturing strength and defender owns more than 0.5 of the building or defender is stronger and owns whole building, troops of attacker slowly loose health. Exception are walls ( and maybe later another buildings ), where garrisoned units are visible and they fight against each other. Attacker has to use siege towers to ungarrison units on the wall. Rams and Siege towers requires minimum number of units to be garrisoned to be able to move. Rams requires minimum number of units to be garrisoned to be able to attack, When Gate is under 50% of health it is force opened even if was locked before and remains broken ( unable to close ) until its health is above 80%. Friendly fire is enabled. So you really want units upgrades to not miss their targets. Ammunition ranged units have certain count of arrows/stones/javelins to use. They will get it back slowly. Some champion units (e. g. persian immortals) can switch to bows, throw javelins or spears. Every range unit has ability to disable range attack. Running on command draining energy. Energy is required for running and melee attacks. When melee unit has no energy fights worse ( melee units have some chance to miss ). Melee cavalry can Charge with double click on enemy unit. This drains energy as running. Charging is done to the position enemy is staying, so when he moves, target place is fixed. While units are charging they deal mount damage (no armour can save you from this damage) to every enemy unit they pass around and they deal extra damage when they reach target position. When they charge into formation turned towards them, they get anti-charge damage. Hero selection on the start of the game and auto spawn after that. No resurrection later. Formations They have attack and armour bonuses to overcome units fighting in no formation. Control Selecting one unit from formation means selecting whole formation. You can ROTATE one unit or whole formation with Shift + R and right click to position you want them to face towards. -------- ( Still working on changes )
    2 points
  4. In Catalan: Celtiberian Numantia: http://www.numanciamultimedia.com/en/chapter-4/Numantia-in-the-Celtiberian-Context/5 Iberian city of Ullastret (Indigetae tribe in Catalunya): Castro de Borneiro, Galicia. $ Castro de Terroso, Lusitanian: Castro de Navarre. Castro de Arrola, Pais Vasco. Castro de Bolunburu:
    2 points
  5. I enjoyed reading your introduction, but this part bothers me a little. Of course you don't need to be extremely experienced to contribute, but if I read your message right, you're on the other side of the spectrum. So let me ask the difficult question: What exactly do you have to offer Wildfire Games? We're not a learning institution, we're a group of developers who write code, design art, etc. If you want to contribute to our website (we are actually going to develop a new one in the future, so an extra web developer would actually be wanted), it would help greatly if you were at least familiar with PHP7 and SQL. Wordpress experience would be good as well, but if you're at least a decent PHP7 developer or familiar with HTML5/CSS3, we could work on that. But I have no idea what tasks you could fulfill with "no experience". Please elaborate.
    2 points
  6. Armored Horsemen (Mujaffafa) Bedouin Mounted Archer Healer (Hakim) - I am thinking of merging the Hakim/Mullah/Imam role into one. Something like an Islamic warrior-scholar. Umayyad healers will have a combat bonus aura to depict the effects of how the Jihad affected the Islamic societies during the Islamic conquest period. Infantry Spearmen
    2 points
  7. I've got this idea since my mom's from Sri Lanka I've recently read a book about Sri Lanka's history, and I found it so interesting that I really would like to see if someone can make something of it in the game. Here's what I've got as a preliminary research: https://en.wikipedia.org/wiki/Anuradhapura_Kingdom https://sirimunasiha.wordpress.com/about/military-history-of-sri-lanka/ The wiki page seems correct to me, at least from what I've read in the book. Here's the book: https://books.google.fr/books?id=PWbRAqsIJgIC&printsec=frontcover&hl=fr#v=onepage&q&f=false
    1 point
  8. Yes, the Celtiberians are the best candidate and since there is a huge coalition against Rome during the Second Celtiberian War, it is possible to include the Lusitanian and the Vettones in the late game roster.
    1 point
  9. We can split them into 2 faction at last?
    1 point
  10. github repository https://github.com/SlavomirSlovenkai/0ad-gameplay-mode
    1 point
  11. vaskongadas =vasconian + goths, year 276 celtiber armory
    1 point
  12. I like to know who's applying Even for programming
    1 point
  13. @(-_-)That could potentially be the case, but it depends on where the spear hit and the type of armour used. All to often, in part due to the depictions of media, the effectiveness of armour is severely underplayed. As for whether the changes would be applicable to a non-battalion based combat system, it's certain that it wouldn't be as straightforward, but I think that the implementation would still be viable. Players would just have to think of their archer and javelin units as dealing out area of effect damage as opposed to them being extremely accurate snipers. Their purpose would be for doing things such as skirmishing and other things that are historically informed.
    1 point
  14. I gonna try to find them under Umayyads but for now we have this. http://www.twcenter.net/forums/showthread.php?670782-PREVIEW-Mamlakatin-Saba Let me try those shield patterns.
    1 point
  15. Sabaeans from Europa Barbarorum II https://www.moddb.com/mods/europa-barbarorum-2/news/preview-arabian-part-2
    1 point
  16. balear slingers body type creation sling amunnation
    1 point
  17. open in inkscape to edit as you want. for some reason (new computer for sure) dont let me save as svg .. so i saved as Eps dropbox problem (solved) svg umayyads.ai eps umayyads.eps svg umayyads.svg
    1 point
  18. On the feedback server, because by GDPR we need a transparent control of data. So this all is going in bounds of GDPR following.
    1 point
  19. Thank you for reporting. Technical reason of the error: we automatically redirect HTTP request to HTTPS during mirgating, and 301 is the number of HTTP error.
    1 point
  20. Hello, It's not related to the Snap Package. We are currently moving the server for legal reasons (but mostly GDPR) and therefore the service is currently unavailable. Thanks for your inquiry. Hope you have fun with the game.
    1 point
  21. My meshes for structures should be fine if I try to limit them to 1-2k verts, and use lower bit textures. Teutonic Order unit development pic.
    1 point
  22. Almost done with the baking, all pieces modular, still need to finish tail and chair. Still missing add the back zone oars.
    1 point
  23. Hi guys, "I figured out the problem", lol It's not ranged units that's the real problem. It's actually the melee units themselves that are the problem! They don't have a directional defense, nor can they make use of shield walls. Many ancient armies fought in formations, especially heavy melee infantry formations were usually the core units in pitched battles. Because they often carry shields, they weren't as susceptible to missile fire as they seem in current games like 0AD. Let's face it, shields are purely cosmetic in 0AD, and as long as directional attacks and directional defence aren't developed, we're always going to run circles in this ranged vs melee discussion. An infantry unit (with shield) being attacked from the front by archers should be able to stand his own very well. But should be very susceptible to ranged attacks from the sides or from the back. This implies real tactics, not dancing units! Currently phalangites for example fight out of formation more than 90% of the time, and considering formations are broke, putting them into formation is a recipe for disaster. I don't need to stress how ridiculous this is.. Melee infantry will never properly come into their own until formations and battalions (and their implied benefits) are fixed and implemented, as well as directionality of attack and defence. I think it's frustrating that there are people who think dancing units are just fine, and there are people that think lack of battalion systems and decent formations isn't an important issue, especially with regard to these kind of discussions.
    1 point
  24. Formation first has to turn towards point is going to move. Link: turnsBeforeMove
    1 point
  25. Funny though since that mod doesn't do any kind of AI modification
    1 point
  26. IMHO, wall models should all be adjusted to be standard lengths, widths, etc. Same for the palisade walls, which should be brought up to the lengths of the stone wall pieces.
    1 point
  27. Classic period "Caana" at Caracol. It stands at 42 meters (140 feet) high. Altar 13 at Caracol. AD 830 The Classic period (c. AD 250900) was one of the peak of large-scale construction and urbanism, the recording of monumental inscriptions, and significant intellectual and artistic development, particularly in the southern lowland regions.[9] The people developed an agriculturally intensive, city-centered civilization consisting of numerous independent city-states some subservient to others.[8] This includes the well-known cities of Caracol, Tikal, Palenque, Copán, Xunantunich and Calakmul, but also the lesser known Lamanai, Dos Pilas, Cahal Pech, Uaxactun, Altun Ha, and Bonampak, among others. The Early Classic settlement distribution in the northern Maya lowlands is not as clearly known as the southern zone, but does include a number of population centers, such as Oxkintok, Chunchucmil, and the early occupation of Uxmal. During this period the Maya population numbered in the millions. They created a multitude of kingdoms and small empires, built monumental palaces and temples, engaged in highly developed ceremonies, and developed an elaborate hieroglyphic writing system.[10] The social basis of this exuberant civilization was a large political and economic intersocietal network (world system) extending throughout the Maya region and beyond to the wider Mesoamerican world. The political, economic, and culturally dominant core Maya units of the Classic Maya world system were located in the central lowlands, while its corresponding dependent or peripheral Maya units were found along the margins of the southern highland and northern lowland areas. But as in all world systems, the Maya core centers shifted through time, starting out during Preclassic times in the southern highlands, moving to the central lowlands during the Classic period, and finally shifting to the northern peninsula during the Postclassic period. In this Maya world system, the semi-peripheral (mediational) units generally took the form of trade and commercial centers.[11] The most notable monuments are the stepped pyramids they built in their religious centers and the accompanying palaces of their rulers. The palace at Cancuén is the largest in the Maya area, but the site has no pyramids. Other important archaeological remains include the carved stone slabs usually called stelae (the Maya called them tetun, or "tree-stones"), which depict rulers along with hieroglyphic texts describing their genealogy, military victories, and other accomplishments.[12] The Maya civilization participated in long distance trade with many of the other Mesoamerican cultures, including Teotihuacan, the Zapotec, and other groups in central and gulf-coast Mexico. In addition, they had trade and exchanges with more distant, non-Mesoamerican groups, for example the Taínos of the Caribbean islands. Archeologists have found gold from Panama in the Sacred Cenote of Chichen Itza.[13] Important trade goods included cacao, salt, seashells, jade, and obsidian. This is copan in my country
    1 point
  28. A challenge to balance, but a welcome one.
    1 point
  29. In this mor ande other but, Spaniards only beat Mayan K'iche' https://en.wikipedia.org/wiki/K'iche'_people This Mayans are before the contact.
    1 point
  30. after hours of working on the prop points, i've finally made it, got the people for the viking ship and say bye to ghost ships @Skhorn
    1 point
  31. Y listo, probado ingame y no esta nada mal. respecto a las piedras y arbustos alrededor, podrian colocarse en modo "props" asi no se sobrecarga el mesh
    1 point
  32. Well, I know it's a small kingdom, but it's got significative and interesting traits: it's the first buddhist kingdom in all Asia, and remained so for centuries, and it lasted roughly 1 300 years (377 BC - 1017 AD). Few other empires or kingdoms have achieved the same prowess. It's been in relations (commercial and political) with India since the time of Ashoka (the mauryan emperor), China, Khmers, Ptolemies, Greeks, and Romans. Now I understand it's not as famous as other political powers of its time, but it was a power recognized by other nations, and powerful enough to defend itself, and even make some offensives on the asian continent (Burma, and South India for example). It has developped specific architecture traits, and irrigation and pool network unrivalled by other asian nations for centuries. Of course, I understand your point, because you've got your list of civilizations, and you obviously didn't think of adding this kind of civ, but I thought it could be an opportunity to give life to an original, and wrongly forgotten civilization: one that has never been introduced before in an RTS game (I know there are others)... I will discuss about this civ in the topic you showed above (though there have been no news since a year?) I'm not in a hurry, I hope someday, someone will be interested to work on it Maybe in a mod of its own...
    1 point
  33. Goths would work just as well for Vandals.
    1 point
  34. No thamlett, they can't be in the viking civ. (These differ quite much from Vandals) As for the Vandals itself. Well... We already have 5 more or less German tribes: Vikings (not a true German tribe, but relatively comparable), Lombards, Franks, Saxons and Goths. Since we can't have every faction we dropped a couple of german tribes since we already have so much. And vandals were one of these dropped. Although I agree they were not unimportant in history, they were not significant enough / not different enough to include them as a faction.
    1 point
  35. I'd love to see the Maya join the game. In fact one of the most advanced civilizations would be a valuable addition
    1 point
  36. The current list is the following: Northern germanics: -Vikings -Saxons -Allamani Southern germanics: -Franks -Goths -Lombards -Burgundians Romans: -Eastern Romans Muslims: -Arabs -Berebers Steppe Nomad (architectural type): -Slavs -Avars But I have some changes (regarding to the germanic factions) I wanted to discuss with NoMolester (He hasn't been online for a while) These are going to be included anyway: Northern germanics: -Vikings -Saxons Southern germanics: -Franks Romans: -Eastern Romans Muslims: -Arabs -Berebers Steppe Nomad (architectural type): -Slavs -Avars
    1 point
  37. Here are some idas for this possible faction: -Level one-Old Great Bulgaria -Khan's guard(The cavalryman at picture's left) Link -Light cavalry Link -Border Infantry Link -Armored spearman Link -Border Archers Link -Horse archer Link -Level two-Early First Bulgarian Empire -Leka konnica(Light cavalry) Link -Medium cavalry Link -Konni Strelci(Horse archer) Link -Slavic archer Link -Bulgar spearman Link -Level three-Late First Bulgarian Empire -Leka konnica(Light cavalry) Link -Heavy cavalry Link -Chigots Link -Cuman horse archer Link -Cuman light cavalry Link -Level four-Second Bulgarian Empire -Knight Link -Konni Strelci(Horse archer) Link Link -Chigots Link -Granichni Strelci(Border Archers) Link -Vlach javelineer Link What do you think?
    1 point
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