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  1. Don't worry too much about the tone. Lion isn't a native english speaker, and most of the time what can be understood as a harsh tone is just plain mistranslation from spanish (And he improved a lot :))
    3 points
  2. Below are the proposed unit textures for the Arab Javelineer of the Seleucid faction (and the Judean slinger of the Ptolemaic faction)
    2 points
  3. @Alexandermb Not yet, I am still working on the new bronze cuirass
    2 points
  4. How about some epic moustaches as a separate prop for the nobles? To emphasize the epic Celtic moustache (without beard). Even with some of those epic braids hanging from the side of their heads, considering how much detail the helmets have now?
    2 points
  5. @wackyserious the druid in this picture has a sickle. The association between sickle and druids is mentioned the book the Natural History (historia naturalis) written by Pliny the Elder. An interpretation and more can be found here: http://jdstanley.com/blog/sickle-traditional-druid-tools-series/ I don't know what to think of it. In general, we don't know much about druids. Even Pliny the Elder seemed to have used [Posidonius](https://en.wikipedia.org/wiki/Posidonius) text [1]. @Genava55 I do not know what your opinion is regarding the druid topic? [1]: Das geheimnisvolle Leben der Druiden https://www.welt.de/kultur/article4118043/Das-geheimnisvolle-Leben-der-Druiden.html
    2 points
  6. @Genava55 Opinion on the neckline of the sleeveless tunic of the guy on the right (1st image)? Illustrations for the Exposition, Les Sénons - Musées de Troyes
    2 points
  7. Lightened the tunic to somewhat associate them with divinity. Previous version
    2 points
  8. Happy New year's everyone, let's start off 2019 with a new version of Hyrule Conquest Moddb Download: https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-04 Zip download for those that can't use exes: https://www.dropbox.com/s/wmfo1xj5t0xc4jl/Hyrule.zip?dl=0
    2 points
  9. 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 )
    1 point
  10. I have made UV mapping for flag object and after applying texture with alpha channel I have got strange lines on the right and bottom side. But UV looks correct in Blender. What could be problem ?
    1 point
  11. I would say post a list of units/buildings, their current names, and then your corrections.
    1 point
  12. I agree, it would be the easiest solution. My proposals are part of a context where other people propose to better differentiate the two factions for a long time. I think there is a real opportunity to seize and there is enough material to make two different roster. I will make a short summary of the history of Celtic warfare and how things have settled differently on the islands compared to the continent. The continental Celtic culture where the Gauls come from is known as the La Tène culture. This culture appeared in three regions around 500BC: Marne-Champagne (Northeastern-France), Hunsrück-Eifel (western Germany) and Bohemia (Czech republic). This culture has spread in all the direction in a short time and in 400BC they started to be a threat to Rome. We don't know how they spread so fast, migration and conquest are not enough to explain it. The period between 500 BC to 350 BC is often described as the Early phase of the La Tène culture. During this period, the Continental Celts (Gauls) use mainly the chariot for the war. There are plenty of burials with chariots and simultaneously a lot of javelins, of shield decorations with bronze applique and of very decorated helmets and scabbards. Between 350 to 200 BC a new phase described as Middle La Tène occurred with a progressive switch from chariot warfare to cavalry warfare. Chariots burials are far less frequent, the swords start to become longer and shield bosses are simpler but more practical with a net increase in their sizes and in their frequencies through time. A new art started to appeared, mostly on scabbards, from Central and Eastern Europe and has become very popular in the continent. During this period, the infantry start to grow in importance as well as the Romans described often Gallic armies to use different shield walls formations they called phalanx and testudo (the terms are misleading and confusing, this is not the same testudo than the imperial roman armies). Between 200 BC to 50 BC, it is a period described as Late La Tène where the transformation of the Gallic society is important. Urbanization and fortification are more frequent and more elaborated. The economy and trading boom up, a lot of import and export in direction with the Roman world start to occurs. Moreover the coins start to be accepted in the Celtic culture. The switch to a cavalry elite warfare is continuing, the swords become specialized with long version for the cavalry and slightly shorter ones for the infantrymen. Oppida are growing and are spreading from Central Europe and Southern France in direction of Northern France. When the Gallic Wars occurred, the late phase wasn't over and was still in maturation. The Belgians are described by Caesar as more belligerents and more brave. The Nervians are described as having an elite warrior class fighting in foot contrary to the others Gauls. This different description from Caesar agrees with the archeological records suggesting that the Belgians had smaller oppida, often with a role of hillfort more than cities contrary to the Arvernes for example. Therefore, the Late phase wasn't as much developed in the North-East than in the others parts of France. The uprising of Ambiorix shows striking difference with the other Gauls and Belgians in his tactics, with more skirmishing and ambushes. While the Eburones are as well the more distant tribe from the southern Gauls. The Britons have a different history. There isn't a sudden change in their culture in the whole island. The first significative change during the Iron Age occurred with the Arras culture in Yorkshire. This culture has striking similarity with the Early phase of the continental La Tène. A lot of chariot burials very decorated, a lot of javelins, decorated scabbards and decorated shield bosses with bronze applique. This habit of having prestigious weapons and chariots spread first in Wales, Cornwall and Wessex and later in the whole territory of the actual England. It was a process that took a long time, from 400 BC to 150 BC. Farming developed and hill-forts spread intensively during this period. The period after 150 BC is known to have seen the development of the Aylesford–Swarling culture, with simultaneously more connection between the Belgians tribes and the Britons. This period seen a slight development of the swords in length but generally it has kept the main basis for their warfare culture: chariots, decorated shield bosses, javelins etc. The understanding of the culture of the British Iron Age is much more complex because of far less burials. For example in Dorset they had the custom to not bury every deceased persons, probably related to different beliefs. But clearly, the warfare tradition in Britain didn't have follow the same evolution than the Gauls. They used chariots for warfare from 400 BC to 70 AD. There is also the interesting customs of using bone-javelinhead in Britain, in Scotland and in Ireland as well during the iron age. In conclusion, the Britons share more similarity with the Gauls of the Early phase of La Tène, probably with a slight transition to the cavalry when the Gallic Wars occurred and perturbed the evolution. If we add the different accounts from Roman historians, we should conclude they had different way to fight during the wars. The Gauls started to have a warfare tradition based on the chariots, on Homeric combats and mobility. Then they switched to focus first on the infantry and the cavalry as articulate pieces of the battles to finally focusing mainly on the cavalry at the end, especially among the elites warriors. While the Britons kept a focus on chariot and on mobility, with clearly the same custom of overdecorating the weapons as suggesting more Homeric combats.
    1 point
  13. You can select and garrison a clump and unload the surplus 1 by 1
    1 point
  14. Batalions WIP - just for army - one unit type in batalion - training exactly 15 units (pay) + banner carrier (free) - cannot be disbanded to single units
    1 point
  15. Also, what are your insights on the Bryastovets horned helmet and the Deal warrrior helmet?
    1 point
  16. @Itms might have some ideas, after all it's his favourite question to answer, when we are giving talks
    1 point
  17. Diodurus says only the nobles wears the moustach, but what is a noble in his mind? And is this custom the same from the early La Tène to the Late La Tène (500 years of history and evolution)? Generally, the experts suggest that the moustach custom was an old and ancient custom for the ruling class. The practice seems to have nearly disappeared among the Gauls during the Late La Tène and the Gallic Wars, but to have survived among the Britons. Shaved face, full beard, narrow chin beard (goatee) and collar beard (chin strap) are found in iconographic representations as well.
    1 point
  18. A point about this illustration. It is mostly based on reenactors outfits and it is mixing two or three things from different periods. Moreover, the sword is bullsh*t. For the women it could be a good enough inspiration, but for the warrior I would avoid it. The druid is legit, it is a quite simple representation. The artist didn't take any risk to represent the druid, it is halfway in the cliché and in a neutral interpretation. He probably took his inspiration from coins, there are sleeveless references: . Large neckline reference: But I don't see anything to support the square shape of the neckline.
    1 point
  19. The account from Pliny is legit and it could be a real tradition, though I won't believe easily his statement about human sacrifice since the Romans have a true problem to talk about it, often exaggerating the reality. The sickle is definitely something plausible but I don't think it is really the symbol of the Druids. It seems more to be a sacred tool used at specific events. Druids have different roles, they are also healers and chirurgeons/surgeons, guardian of laws and memory and philosophers. Therefore I suggest that the sickle could be a part of their tools but probably medical tools and divinatory tools as well. Archeologically, the subject is very very complicated but there are some findings of medical tools and even a bone helicoidal pendulum. The difficulty comes from the fact there are weapons in these burials sometimes. There is also actually something interesting in Britain with several divinatory rods in copper and iron found: About the staff, I have no idea. Nothing really prove or contradict it. Maybe a golden gilded staff is a possibility. We know there was a golden gilded tree cult in Manching, however it is not a staff nor something easier to carry. I just say that technologically, the Celts know how to gild a staff in gold. Seriously, it is one of the most complicated subject. I have read only Christian-Joseph Guyonvarc'h, Jean-Louis Brunaux and Raimund Karl on this matter and honestly... they are contradicting each others. For example Guyonvarc'h relies mostly on Irish literature whereas Brunaux avoid to use Irish literature. It is very difficult for me to take a position on this subject, there are some concordance but this is still a black box even for experts.
    1 point
  20. Why can't citizen soldiers just be citizens when they're working? When you get attacked, sound a specific horn, and your citizen soldiers (still in citizen attire) run fast to the nearest barracks and are equipped with weapons and armor. Now barracks have another function, other than just recruiting, and would make them and their positioning more important. It would make defending a more deliberate act. It would also emphasize the difference between militia type citizenry and a professional standing army of mercenaries and champions, which may or may not be accompanied by citizen soldiers called up for combat. It would also make ambushing defenseless workers more viable.
    1 point
  21. Personally I don’t like citizen-soldiers. But I don’t mind having armies as gatherers or builders. The problem is that game is becoming too far off from being realistic with the citizen-soldier present game mechanics. Sometimes it’s fun to see/spec soldiers carrying a “grenade launcher” but tbh their actions doesn’t make sense. If they are allowed to gather, build and fight the tasks should be one at a time. If they gather or build there must be a time frame of conversion from one task to the next. I know people or experts try to reduce micro of the game but it makes the game not nice. Why not if you gather you have to either drop off resources then maybe have 1-2 seconds to convert to soldiers. If the player clicks his units to fight when on gather it should take also 1-2 seconds to convert to military stance but losses the resources he gathered. The same as when building structures they should have conversion time too. For me it’s best to have separate. But workers can become militia with techs (RoN style). Some will say ohh the game can take too long to finish (to me it’s a BS). Most higher level team games last only a bit more than 30 mins. I think more players enjoy the game when it last more longer which happens when teams or individuals are balanced.
    1 point
  22. A word of caution: Arab originally meant desert dweller; we now call them Bedouins. So when in the Koran/Qur'an Mohammed calls the Arabs worse than heathens, he doesn't mean the people of Mecca and Medina, no, he's fulminating against the nomadic peoples who refuse to accept his leadership (and stick to the polytheism of their ancestors).
    1 point
  23. I'd love to be able to give you more detailed info. I'm curious about the use of head covers among Arab and Judean populations in antiquity myself, but I can't find much. The Keffiyeh is said to have evolved from an ancient Sumerian head covering, the Shemagh, but it's all a little vague, and I can't find any clear depictions of it from the levant in antiquity. They are often portrayed in popular culture, but I'm not sure what they're basing it on. Simple, slightly conical felt(?) caps were a thing... A simple headband was also common. The last two pictures you shared aren't Seleucid units, but are Beja people (typical afro/locks), from Sudan (see the Blemmye mercs for the Kushites). I suspect that the guy who painted the models just adapted 19th century Beja units from a Mahdist pack and outfitted them with a Thyreos to make them fit in more.
    1 point
  24. Thanks for notifying me on this thread, but what's my exact role to be expected in this discussion? Afaikthe way the tech tree for 0ad works you have basic unit types and champion type units. Since I'm really not aware which unit types celts used in the past I can't really provide a proper unit for replacing the 2 handed swordsmen (which currently is a champion I suppose). And gameplay wise I don't know a necessary replacement either because I've, like, never played celts even once. Only thing I could say is to replace the model with a shield soldier, keep the stats and call it a day, would be the easiest solution. Unless you guys made "a generic meta unit roster" consisting of unit roles and counters each faction has to have to function I unfortunately cannot point out what's missing otherwise, sorry.
    1 point
  25. What's the point of soldiers gathering resources anyways? We had this discussion SO many times, and each month there's some different issue that pops up around it and causes trouble. One time it was raiding cavalry for hunting, then it was skirm cavalry, now it's skirmishsrs/slingers. Every RTS game has resource gatherers and military separated. 0 ad has both. One is unnecessary. Just remove the military resource collection already. It's been discussed for years taht it's a crappy concept and is no improvement or unique/interesting at all. About the Slinger/Skirm/Archer differentiation: In a game type like 0 AD currently is you don't need all of them at all. It would be best to use slingers OR archers. I.e. factions that were known as "bow masters" get an archer line, factions that relied on slingers get a slinger line, and both counter melee infantry units. Skirms are made counter archers and counter spears. Problem solved. Alternatively it would be intesting to create a different concept for ranged units in general. Archers have good range, and deal consistent damage over all ranges and medium speed. Have the option to "rain arrows" on areas or use fire arrows that demoralize enemy units aswell. Consistent, high rate of fire, and good accuracy (based on the type/experience of the archer). Upgrades rely on giving better armor and higher range + rate of fire. Slingers have a good range aswell, but their missiles to more damage on close range than higher range, and their accuracy is much worse at high range. Their speed is also better than archers. Also opposed to bows they can only improve their accuracy and damage, but not range. Skirmishers start off with the lowest range and highest missile damage, but low rate of fire and mediocre mobility. Upgrades give better armor and better damage. So slingers would dance around and try to get good short range shooting positions while skirms would try to attack as many different units to provide maximum damage, and archers would be used in large formations to support their melee units by demoralizing and damaging the enemy from afar. The mounted counterparts could be made exclusive for certain civs, so they get only basic skirms but also mounted skirms (sort of like a unique unit), and factions with cav archers get them instead of regular archers. Although I'm sort of over those generic tech trees for a dozen factions anyways... If I want that I play AoE II.
    1 point
  26. 1 point
  27. Superbe like this. Much better. I like it. The white is a sacrous color for the druids in Irish mythology, thus it is justifiable. I have the book from this expo. I will check tomorrow (4 am there and too much wine in my blood for the moment). I will see for an item tomorrow as well balduin.
    1 point
  28. My inspiration for the Druid in dress.
    1 point
  29. add even I'm not too much to write even in my language or to write. my intellligence is focus in visual area.
    1 point
  30. The inside of the ship is actually a bubble bath, with Leonidas sitting in it wearing nothing but his helmet. As the kart turns and banks, bubbly water sloshes about and rubber duckies bounce around, while Leonidas drunkenly swings around a cup of wine in one hand and a xiphos in the other.
    1 point
  31. Ram with 200 speed right? social
    1 point
  32. Yeah, sometimes you've just got to kick back and relax, to find your bearings.
    1 point
  33. Those are very helpful, also have any idea how attack should be ?
    1 point
  34. I bearly understand what's so funny....
    1 point
  35. Are you saying it is unbearable? (Sorry I had to)
    1 point
  36. Thats why i like to use the helpers like the one's in the horse or the biped body, they help the armature to behave like that, an arm as an arm a leg as a leg. In this case the helpers are the 4 paws. Btw also managed to sit:
    1 point
  37. This is the one you were concerned about (still working on it), i have to tweak the mouth its seems that it opened to much for this body compared to the one i used yesterday. And made the mouth a bit less large and more curved since it only have -500 triangles and this is not an animal i think it will be spawned a lot in a map of 0 AD
    1 point
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