Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-01-18 in all areas

  1. Just played the mod in a 1v1 against borg and I honestly hope this gets adopted into the main game. It fixes many of the criticisms I've had with this game: 1) Counters are finally implemented. 2) There are various buildings now for each style of military unit (infantry, range, cavalry) which adds a different strategic element to the game 3) No military units from the Civic Center: this prevents early spam and cheese rushes which I personally like 4) There is a more varied technology tree, giving more options for civilization development 5) Overall feels like a more in-depth game compared to vanilla I've only played the one game but will check out the various other features. Things I would hope to see in the future: 1) battalions 2) more civic and city building strategies, including possibly a more varied economy 3) charge feature of cavalry 4) directional attack bonuses, reduced fire time of ranged units, and possibly ammunition feature to be supported by supply chains Anyway, highly recommend it and excellent job on the mod.
    5 points
  2. Horrendously hacky but it works
    3 points
  3. First I want to say that it was a great pleasure to work on this mod. I have a lot of affection and respect for this game, where many people work hard to give us some fun. 0a.d has already provided me with hours of fun and I felt compelled to give back a little of it. Were long 7 months of much work, really most people do not know how much this is laborious. You need to always have new ideas, do and redo many things, look at historical context, test, test and test, and of course, have people available to help you in this process. Tnx @Angen @Lion.Kanzen @Stan` @ValihrAnt @Feldfeld @Stockfish @wowgetoffyourcellphone. Well, this will be the last version (1.0.5) of the mod for the current version a23b. Just a version to fix something if necessary. Nothing new will be added. From now on the whole work will be focused on the a24 version, where together with @elexis we will review the mod so that if so accepted by the developers, it can be implemented to the a24. The main goal of the mod was to bring players and the community a better experience of gameplay/balance within what the game can offer in the current state of development. It is perceived by everyone that gameplay has been "stalled" for some time, so that was my focus. As I mentioned before, even though many resources are lacking due to the current state of development, it is possible to do much more with what we have now. I want to make it clear here that the changes made in the mod have always respected the main pillars and design documents (just changed what was really needed for the balancing to work). Major changes/Features - Added counter system; - General balancing of all units and buildings; - Gameplay slightly different for each civilization; - Reformulation of current techs/auras/bonuses/teambonus; - New bonuses/auras. - New buildings/units/technologies for the respective civilizations; - New upgrades to units/buildings; - New icons; - Mercenary champions units now has icons with yellow color. - Civil centre can train only women (some exceptions); - All mercenaries cost only metal; - Units promoted has no gather penalty; - Deactivated the animation of promotion (units do not take damage while celebrating); - Hero after death can not be trained again; - Dead animals lost food; - Domestic animals can fatten; - Increased number of icons available on the panel; - Women can build all buildings; - Promotion (advanced/elite rank) gives +10% health, +1 armour, +20% attack +1 capture attack, +20% loot, vision range for all soldiers. Healers gain +5 heal range and +2 heal/HP. Counter System The system I chose to work on is simple and easy to set up for casual players or pro players. Spearmen/Pikemen bonus against Cavalry/Elephant; Archer/Slinger bonus against Melee Infantry; Skirmisher bonus against Archer/Slinger; Swordsmen all-round; The same applies to Cavalry. Cavalry Spearmen bonus against Cavalry/Elephant; Cavalry Archer bonus against Melee Infantry; Cavalry Skirmisher bonus against Archer/Slinger; Cavalry Swordsmen all-round. To many changes such example: to each quarter built by a Macedonian player, gain a free pikemen. Macedonian is the only civilization that can train pikemen in village phase. Sparta is a civilization focused on melee units and the only can train champions on village phase. These and many more changes can only be seen with details in the technological tree. Please, give your feedback, this is important. The latest version is not yet downloadable by mod.io, it is waiting authorization. If you have any doubts on how to install the mod: https://trac.wildfiregames.com/wiki/Modding_Guide
    3 points
  4. To give reason for nobles and hight rank official to exist ,be expensive to build and richer and more powerful than any other entities excluded the king, i create a Taxation System, where not just the king but also hight official in different degree take away a part of the money hardly earned by the other entities. Not nobles or official can tax all the population unless the king and the sacerdote. Of course the King tax heavier. The Sacerdote instead ask a offer for God. For example a Landowner Noble can tax 50% of all transactions of the farmer he own, a judge instead can fine anyone on the city up to 20% of his asset, a General iinstead can tax just merchant for the safety in trading route. This is a hypothetical Taxation Diagram, still using the same entities structure i used in the last two diagrams. The Tax ability are defined in clusters so to understand who can tax who.
    2 points
  5. @Alexandermb, basically this: It's a New Kingdom Egyptian ship from Kush, depicted in the Theban tomb of the viceroy of Kush, Huy. the Kushite version doesn't need to be so bombastic though. It's a bit difficult. Not many depictions of boats or ships have survived from Napatan and Meroitic period Kush, and those that have are pretty crude. I'll share most of what I have here anyway. But you can clearly see the strong similarity with New Kingdom vessels. Therefore I'd suggest to use that New Kingdom reference depicting the arrival of Huy's ships at the court of the pharaoh. Huy was the vizier of Kush at the time, and his ships brought tribute from the south. There is little reason to think ships changed dramatically during the Napatan or even Meroitic period. The Late Egyptian Saite Dynasty also continued to use the traditional Egyptian ships. So forgive me if it's all a little speculative, but it would be a lot better than a Hellenistic Bireme. Not saying that Biremes were totally impossible, just very improbable. We also know of the importance of the Kushite navy from the following words, attested in Napatan and Meroitic inscriptions. Unfortunately there's no actual descriptions of the boats. P3 tsy3 n p3 mw: lord of the water, officer of the fleet [?] Mr ms’ n p3 mw: general of the water Pelmos atolise : startegus of the water (Meroitic) Skd : sailor Dmi, d3y, tyme : town, harbour Mryt : harbour Shry : boat, ship, fleet ‘h’ : boat, ship, fleet d3y : river boat Mhn : ferry Wtn, wi3 : barque Primary refs:
    2 points
  6. I want add a small idea to the discussion: achievable programmatically and that can overcome the rigid social mobility problem: i can code a Family Component, which give our Economic Entities the ability to procreate Entity of the same kind once condition are met, for example a King can just procreate Prince or princess, like farmer can just procreate farmer, insinde them kind they can upgrade in some level based on wealth achieved. In this way we have a rigid society but also upgradable Economic Entities and that can increase in number if the civ develope
    2 points
  7. Pers sails: Get ready to remove unused dds files Edit: Updated sails. Files:Ships_Update.7z Retrieved some hellenic symbols from very old sails:
    2 points
  8. Hi folks! another helmet topic, this time we show the "Phrygian Helmet" i've done this because it was fast and cleaner to make. Enjoy. Bronze type added:
    1 point
  9. Borg- vs Valihrant Expansion Pack mod.rar
    1 point
  10. @stanislas69 like this? moved a bit backwards to fix a clipping with the head.
    1 point
  11. Regarding instead how to let the entities be created, before i was suggesting a family Component to make entity procreate each other, but actually is much simpler and straight forward to use dedicated Building to create them, that is actually the 0A.D way. Of corse not for free, but using Money Resource. Following the above diagram this could be a Entity Creation Diagram where Cost is the cost for unit and the Building is all building where that basic entity can be created. Once created each entity has to pass all upgrades if want to evolve to higher level and earn more money.
    1 point
  12. ok this can be an updated version of Entity Upgrade Diagram where the social mobility is extremely rigid. Who born nobles can just upgrade in nobles function, same like farmers, artist, the only two classes can overlap are Merchant and Dealers. Slaves just don t upgrade!
    1 point
  13. I tested it I think there will be good reception from the players. We need to advertise it on the lobby and see the players will react. To me it offers more strategic planning now. There was no error at all. I didn’t mind about balancing yet and tbh idc about it. What’s important to me are newer features and structures. I think only good players will experience a slight pattern of gameplay changes and newer ones wouldn’t care at all and will be delighted with the new changes.
    1 point
  14. Yeah he knows he tried to make it work for two hours ;D
    1 point
  15. **https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures Structure Listing Alphabetical "**" Items not defined in templates * * ***** Legend: Template, Specific Name, Generic Name ****************************************************** athen_barracks.xml, Stratḗgion, Barracks ΣΤΡΑΤΗΓΙΟΝ athen_blacksmith.xml, Khalkéōn, Blacksmith ΧΑΛΚΕΩΝ athen_civil_centre.xml, Agorá, Civic Center athen_corral.xml, Épaulos, Corral athen_defense_tower.xml, Pýrgos, Defense Tower athen_dock.xml, Limḗn, Dock athen_farmstead.xml, Epoíkion, Farmstead ΕΠΟΙΚΙΟΝ athen_field.xml, Agrós, Field athen_fortress.xml, Phróurion, Fortress ΦΡΟΥΡΙΟΝ athen_gymnasion.xml, Gymnásion, Gymnasium athen_house.xml, Oîkos, House athen_market.xml, Empórion, Market ΕΜΠΟΡΙΟΝ athen_outpost.xml, Prophýlagma, Greek Outpost ΠΡΟΦΥΛΑΓΜΑ athen_prytaneion.xml, Prytaneîon, Council Chamber **athen_range.xml, -, Archery Range athen_royal_stoa.xml, Hellenic Royal Stoa, Stoa athen_sentry_tower.xml, Pyrgíon, Sentry Tower ΠΥΡΓΙΟΝ athen_stable.xml, Hippṓn, Stables ΙΠΠΩΝ athen_storehouse.xml, Apothḗkē, Storehouse athen_temple.xml, Naós, Temple ΝΑΟΣ athen_theatron.xml, Théatron, Greek Theater ΘΕΑΤΡΟΝ athen_wall_gate.xml, Pýlai, Wall Gate athen_wall_long.xml, Teîkhos, Wall Long athen_wall_medium.xml, Teîkhos, Wall Medium athen_wall_short.xml, Teîkhos, Wall Short athen_wall_tower.xml, Pýrgos, Wall Tower ΠΥΡΓΟΣ athen_wallset_stone.xml, Teîkhos, Wallset athen_wonder.xml, Naós Parthenṓn, Wonder **athen_workshop.xml, Mēkhanētḗs, Siege Workshop ΜΗΧΑΝΗΤΗΣ ('siege engineer'. | Alternative: Ergastḗrion Polémou, ΕΡΓΑΣΤΗΡΙΟΝ ΠΟΛΕΜΟΥ, 'workshop of war'. Both fitting terms!) baby_defense_tower.xml, Pāyaud, Babylonian Tower brit_barracks.xml, Gwersyllty, Barracks brit_blacksmith.xml, Amoridas, Blacksmith brit_civil_centre.xml, Caer, Civic Center brit_corral.xml, Cavalidos, Corral brit_crannog.xml, Crannóc, Island Settlement brit_defense_tower.xml, Tyrau, Defense Tower brit_dock.xml, Crannóc, Dock brit_farmstead.xml, Ffermdy, Farmstead brit_field.xml, Varmo, Field brit_fortress.xml, Brythonic Broch, Fortress brit_house.xml, Annedd, House brit_kennel.xml, Kennel, Kennel brit_market.xml, Marchnaty, Market brit_outpost.xml, Brythonic Outpost, Outpost **brit_range.xml, -, Archery Range brit_rotarymill.xml, Melonas, Rotary Mill brit_sentry_tower.xml, Sentry Tower, Sentry Tower **brit_stable.xml, -, Stables brit_storehouse.xml, Ystordy, Storehouse brit_temple.xml, Addoldy, Temple brit_wall_gate.xml, Dor, Wall Gate brit_wall_long.xml, Gwarchglawdd, Wall Long brit_wall_medium.xml, Gwarchglawdd, Wall Medium brit_wall_short.xml, Gwarchglawdd, Wall Short brit_wall_tower.xml, Tyrau, Wall Tower brit_wallset_stone.xml, Gwarchglawdd, Wallset Stone brit_wonder.xml, Stonehenge, Wonder **brit_workshop.xml, -, Siege Workshop **cart_apartment.xml, -, Apartment Building cart_barracks.xml, Maḥanēt, Barracks cart_blacksmith.xml, Blacksmith, Blacksmith cart_civil_centre.xml, Merkāz, Civic Center cart_corral.xml, Rēfet, Corral cart_defense_tower.xml, Mijdil, Defense Tower cart_dock.xml, Namel, Commercial Port cart_elephant_stables.xml, Carthaginian Elephant Stables, Elephant Stables cart_embassy.xml, Embassy, Embassy cart_embassy_celtic.xml, Celtic Embassy, Celtic Embassy cart_embassy_iberian.xml, Iberian Embassy, Iberian Embassy cart_embassy_italiote.xml, Italian Embassy, Italian Embassy cart_farmstead.xml, Aḥuzāh, Farmstead cart_field.xml, Šadd, Field cart_fortress.xml, Ḥamet, Blockhouse Fort cart_house.xml, Bet, House cart_market.xml, Šūq, Market cart_outpost.xml, Carthaginian Outpost, Outpost cart_range.xml, -, Archery Range **cart_s_wall_gate.xml, cart_s_wall_long.xml, Low Wall, Stone Wall cart_s_wall_medium.xml, Low Wall, Stone Wall cart_s_wall_short.xml, Low Wall, Stone Wall cart_s_wall_tower.xml, Low Wall, Stone Wall cart_sentry_tower.xml, Sentry Tower, Sentry Tower **cart_stable.xml, , Stables cart_storehouse.xml, Maḥṣabah, Storehouse cart_super_dock.xml, Cothon, Naval Shipyard cart_temple.xml, Maqdaš, Temple cart_tophet.xml, Tophet, Sacrificial Temple cart_wall_gate.xml, Mijdil-šaʿar, Wall Gate cart_wall_long.xml, Homah, Wall Long cart_wall_medium.xml, Homah, Wall Medium cart_wall_short.xml, Homah, Wall Short cart_wall_tower.xml, Mijdil, Wall Tower **cart_wallset_short.xml, Low Wall, - cart_wallset_stone.xml, Jdar, Wallset cart_wonder.xml, Temple of Ba'al Hammon, Wonder **cart_workshop.xml, -, Siege Workshop gaul_barracks.xml, Gwersyllty, Barracks gaul_blacksmith.xml, Amoridas, Blacksmith gaul_civil_centre.xml, Caer, Civic Center gaul_corral.xml, Cavalidos, Corral gaul_defense_tower.xml, Tyrau, Defense Tower gaul_dock.xml, Crannóc, Dock gaul_farmstead.xml, Ffermdy, Farmstead gaul_field.xml, Varmo, Field gaul_fortress.xml, Gallic Dun, Fortress gaul_house.xml, Annedd, House gaul_market.xml, Marchnaty, Market gaul_outpost.xml, Gallic Outpost, Outpost **gaul_range.xml, -, Archery Range gaul_rotarymill.xml, Melonas, Rotary Mill gaul_sentry_tower.xml, Sentry Tower, Sentry Tower **gaul_stable.xml, -, Stables gaul_storehouse.xml, Ystordy, Storehouse gaul_tavern.xml, Taberna, Tavern gaul_temple.xml, Addoldy, Temple gaul_wall_gate.xml, Duro, Wall Gate gaul_wall_long.xml, Gwarchglawdd, Wall Long gaul_wall_medium.xml, Gwarchglawdd, Wall Medium gaul_wall_short.xml, Gwarchglawdd, Wall Short gaul_wall_tower.xml, Tyrau, Wall Tower gaul_wallset_stone.xml, Gwarchglawdd, Wallset gaul_wonder.xml, Stonehenge, Wonder **gaul_workshop.xml, -, Siege Workshop iber_barracks.xml, Kaserna, Barracks iber_blacksmith.xml, Harotz, Blacksmith iber_civil_centre.xml, Oppidum, Civic Center iber_corral.xml, Saroe, Corral iber_defense_tower.xml, Dorre, Defense Tower iber_dock.xml, Kai, Dock iber_farmstead.xml, Baserri, Farmstead iber_field.xml, Soro, Field iber_fortress.xml, Castro, Fortress iber_house.xml, Etxe, House iber_market.xml, Arruga, Market iber_monument.xml, Gur Oroigarri, Revered Monument iber_outpost.xml, Iberian Outpost, Outpost **iber_range.xml, -, Archery Range iber_sentry_tower.xml, Sentry Tower, Sentry Tower **iber_stable.xml, -, Stables iber_storehouse.xml, Ola, Storehouse iber_temple.xml, Loki, Temple iber_wall_gate.xml, Biko Sarbide, Wall Gate iber_wall_long.xml, Zabal Horma, Wall Long iber_wall_medium.xml, Zabal Horma, Wall Medium iber_wall_short.xml, Zabal Horma, Wall Short iber_wall_tower.xml, Dorre, Wall Tower iber_wallset_stone.xml, Zabal Horma, Wallset iber_wonder.xml, Cancho Roano, Wonder **iber_workshop.xml, -, Siege Workshop kush_barracks.xml, pr-ms’yw, Barracks kush_blacksmith.xml, hmw h’y n r3-‘, Blacksmith kush_blemmye_camp.xml, Blemmye Camp, Blemmye Camp kush_civil_centre.xml, Pr-nsw, Civic Center kush_corral.xml, ihy, Corral kush_defense_tower.xml, tsmt ‘3, Defense Tower kush_dock.xml, Mryt, Dock kush_elephant_stables.xml, Kushite Elephant Stables, Elephant Stables kush_farmstead.xml, snwt, Farmstead kush_field.xml, sht, Field kush_fortress.xml, Htm, Fortress kush_house.xml, Pr, House kush_market.xml, Pr-sbt, Market kush_nuba_village.xml, Nuba Village, Nuba Village kush_outpost.xml, trtr, Outpost kush_pyramid.xml, mr ‘3, Kushite Pyramid kush_pyramid_large.xml, mr ‘3, Large Pyramid kush_pyramid_small.xml, mr, Small Pyramid kush_range.xml, Kushite Archery Range, Archery Range kush_sentry_tower.xml, tsmt, Sentry Tower kush_shrine.xml, ḥwt-nṯr, Shrine kush_stable.xml, Kushite Cavalry Stable, Stables kush_storehouse.xml, wd3t, Storehouse kush_temple.xml, Pr-‘Iprmk, Temple of Apedemak kush_temple_amun.xml, Pr-‘Imn, Grand Temple of Amun kush_wall_gate.xml, ’ryt, Wall Gate kush_wall_long.xml, sbty, Wall Long kush_wall_medium.xml, sbty, Wall Medium kush_wall_short.xml, sbty, Wall Short kush_wall_tower.xml, s3wt, Wall Tower kush_wallset_stone.xml, sbty, Wallset kush_wonder.xml, Mnw nht, Wonder kush_workshop.xml, Kushite Siege Workshop, Siege Workshop mace_barracks.xml, Stratḗgion, Barracks ΣΤΡΑΤΗΓΙΟΝ mace_blacksmith.xml, Khalkéōn, Blacksmith ΧΑΛΚΕΩΝ mace_civil_centre.xml, Basíleion, Civic Center ΒΑΣΙΛΕΙΟΝ mace_corral.xml, Épaulos, Corral mace_defense_tower.xml, Pýrgos, Defense Tower mace_dock.xml, Limḗn, Dock mace_farmstead.xml, Epoíkion, Farmstead ΕΠΟΙΚΙΟΝ mace_field.xml, Agrós, Field mace_fortress.xml, Phróurion, Fortress ΦΡΟΥΡΙΟΝ mace_house.xml, Oîkos, House mace_library.xml, Bibliothḗkē, Library mace_market.xml, Empórion, Market ΕΜΠΟΡΙΟΝ mace_outpost.xml, Prophýlagma, Greek Outpost ΠΡΟΦΥΛΑΓΜΑ **mace_range.xml, -, Archery Range mace_royal_stoa.xml, Hellenic Royal Stoa, Stoa mace_sentry_tower.xml, Pyrgíon, Sentry Tower ΠΥΡΓΙΟΝ mace_stable.xml, Hippṓn, Stables ΙΠΠΩΝ mace_storehouse.xml, Apothḗkē, Storehouse mace_temple.xml, Naós, Temple ΝΑΟΣ mace_theatron.xml, Théatron, Greek Theater ΘΕΑΤΡΟΝ mace_wall_gate.xml, Pýlai, Wall Gate mace_wall_long.xml, Teîkhos, Wall Long mace_wall_medium.xml, Teîkhos, Wall Medium mace_wall_short.xml, Teîkhos, Wall Short mace_wall_tower.xml, Pýrgos, Wall Tower mace_wallset_stone.xml, Teîkhos, Wallset mace_wonder.xml, Naós Parthenṓn, Wonder mace_workshop.xml, Mēkhanētḗs/Ergastḗrion Polémou, Siege Workshop ΜΗΧΑΝΗΤΗΣ/ΕΡΓΑΣΤΗΡΙΟΝ ΠΟΛΕΜΟΥ maur_barracks.xml, Sainyavasa, Barracks maur_blacksmith.xml, Lohakāra, Blacksmith maur_civil_centre.xml, Rajadhanika, Civic Center maur_corral.xml, Gotra, Corral maur_defense_tower.xml, Udarka, Defense Tower maur_dock.xml, Naukasthanaka, Dock maur_elephant_stables.xml, Vāraṇaśālā, Elephant Stables maur_farmstead.xml, Kantu, Farmstead maur_field.xml, Kshetra, Field maur_fortress.xml, Durg, Fortress maur_house.xml, Griham, House maur_market.xml, Vipana, Market maur_outpost.xml, Uparaksana, Outpost maur_palace.xml, Harmya, Special Building maur_pillar_ashoka.xml, Śāsana Stambha Aśokā, Edict Pillar of Ashoka **maur_range.xml, -, Archery Range maur_sentry_tower.xml, Sentry Tower, Sentry Tower **maur_stable.xml, -, Stables maur_storehouse.xml, Khalla, Storehouse maur_temple.xml, Devalaya, Temple maur_wall_gate.xml, Dwara, Wall Gate maur_wall_long.xml, Shilabanda, Wall Long maur_wall_medium.xml, Shilabanda, Wall Medium maur_wall_short.xml, Shilabanda, Wall Short maur_wall_tower.xml, Puratta, Wall Tower maur_wallset_stone.xml, Shilabanda, Wallset maur_wonder.xml, Great Stupa, Wonder **maur_workshop.xml, -, Siege Workshop merc_camp_egyptian.xml, Stratópedo Misthophóron Aigyptiakós, Mercenary Camp (Egyptian) pers_apadana.xml, Apadana, Persian Palace pers_apartment_block.xml, Apartment Block, Apartment Block pers_barracks.xml, Padgan, Barracks pers_blacksmith.xml, Arštišta, Blacksmith pers_civil_centre.xml, Xšaçapāvan, Provincial Governor pers_corral.xml, Gaiāšta, Corral pers_defense_tower.xml, Pāyaud, Defense Tower pers_dock.xml, Nāvašta, Dock pers_elephant_stables.xml, Persian Elephant Stables, Elephant Stables pers_farmstead.xml, Kaštašta, Farmstead pers_field.xml, Kaštrya, Field pers_fortress.xml, Didā, Fortress pers_hall.xml, Duvarthi Visadahyu, Persian Hall pers_house.xml, Huvādā, House pers_house_a.xml, House, House pers_house_b.xml, Inn, Inn pers_inn.xml, Inn, Inn pers_ishtar_gate.xml, Ishtar Gate of Babylon, Persian Special Building pers_market.xml, Ardatašta, Market pers_outpost.xml, Didebani, Outpost **pers_range.xml, -, Archery Range pers_sentry_tower.xml, Sentry Tower, Sentry Tower pers_stables.xml, Paraspa, Cavalry Stables pers_storehouse.xml, Asiyah, Storehouse pers_tacara.xml, Taçara, Persian Palace pers_temple.xml, Ayadana, Temple pers_wall_gate.xml, Duvitaparnam, Wall Gate pers_wall_long.xml, Para, Wall Long pers_wall_medium.xml, Para, Wall Medium pers_wall_short.xml, Para, Wall Short pers_wall_tower.xml, Pāyaud, Wall Tower pers_wallset_stone.xml, Para, Wallset pers_warehouse.xml, Warehouse, Warehouse pers_wonder.xml, Hanging Gardens of Babylon, Wonder **pers_workshop.xml, -, Siege Workshop ptol_barracks.xml, Stratḗgion, Barracks ΣΤΡΑΤΗΓΙΟΝ ptol_blacksmith.xml, Khalkéōn, Blacksmith ΧΑΛΚΕΩΝ ptol_civil_centre.xml, Basíleion, Civic Center ΒΑΣΙΛΕΙΟΝ ptol_corral.xml, Épaulos, Corral ΕΠΑΥΛΟΣ ptol_defense_tower.xml, Pýrgos, Defense Tower ΠΥΡΓΟΣ ptol_dock.xml, Limḗn, Dock ΛΙΜΗΝ ptol_elephant_stables.xml, Stathmós, Elephant Stables ΣΤΑΘΜΟΣ ('stables, standing-place for beasts, watering-place' - used for the royal war elephant stables in Strabo, Geography, Book 15.) ptol_farmstead.xml, Epoíkion, Farmstead ΕΠΟΙΚΙΟΝ ptol_field.xml, Agrós, Field ΑΓΡΟΣ ptol_fortress.xml, Phróurion, Fortress ΦΡΟΥΡΙΟΝ ptol_house.xml, Oîkos, House ΟΙΚΟΣ ptol_library.xml, Bibliothḗkē, Library ptol_lighthouse.xml, Pháros, Lighthouse ptol_market.xml, Empórion, Market ΕΜΠΟΡΙΟΝ ptol_mercenary_camp.xml, Stratopedeía Misthophórōn, Mercenary Camp ptol_military_colony.xml, Klēroukhía, Military Colony ΚΛΗΡΟΥΧΙΑ ptol_outpost.xml, Prophýlagma, Greek Outpost ΠΡΟΦΥΛΑΓΜΑ **ptol_range.xml, -, Archery Range ptol_sentry_tower.xml, Pyrgíon, Sentry Tower ΠΥΡΓΙΟΝ **ptol_stable.xml, Hippṓn, Stables ΙΠΠΩΝ ptol_storehouse.xml, Apothḗkē, Storehouse ptol_temple.xml, Naós, Temple ΝΑΟΣ ptol_wall_gate.xml, Pýlai, Wall Gate ΠΥΛΑΙ ptol_wall_long.xml, Teîkhos, Wall Long ΤΕΙΧΟΣ ptol_wall_medium.xml, Teîkhos, Wall Medium ptol_wall_short.xml, Teîkhos, Wall Short ptol_wall_tower.xml, Pýrgos, Wall Tower ΠΥΡΓΟΣ ptol_wallset_stone.xml, Teîkhos, Wallset ptol_wonder.xml, Temple of Edfu, Wonder **ptol_workshop.xml, Mēkhanētḗs/Ergastḗrion Polémou, Siege Workshop ΜΗΧΑΝΗΤΗΣ/ΕΡΓΑΣΤΗΡΙΟΝ ΠΟΛΕΜΟΥ rome_arch.xml, Triumphal Arch, Special Building rome_army_camp.xml, Castrum Vallum, Entrenched Army Camp rome_barracks.xml, Castrum, Barracks rome_blacksmith.xml, Armamentarium, Blacksmith rome_civil_centre.xml, Forum, Civic Center rome_corral.xml, Saeptum, Corral rome_defense_tower.xml, Turris Lignea, Defense Tower rome_dock.xml, Portus, Dock rome_farmstead.xml, Villa, Farmstead rome_field.xml, Ager, Field rome_fortress.xml, Castellum, Fortress rome_house.xml, Domus, House rome_market.xml, Mercatus, Market rome_outpost.xml, Vigilarium, Outpost **rome_range.xml, -, Archery Range rome_sentry_tower.xml, Sentry Tower, Sentry Tower rome_siege_wall_gate.xml, Porta Circummunitionis, Siege Wall Gate rome_siege_wall_long.xml, Murus Circummunitionis, Siege Wall rome_siege_wall_medium.xml, Murus Circummunitionis, Siege Wall rome_siege_wall_short.xml, Murus Circummunitionis, Siege Wall rome_siege_wall_tower.xml, Turris Circummunitionis, Siege Wall Tower **rome_stable.xml, -, Stables rome_storehouse.xml, Receptaculum, Storehouse rome_temple.xml, Aedes, Temple rome_temple_mars.xml, Aedes Martis, Temple of Mars rome_temple_vesta.xml, Aedes Vestae, Temple of Vesta rome_tent.xml, Tabernāculum, Tent rome_wall_gate.xml, Porta, Wall Gate rome_wall_long.xml, Moenia, Wall Long rome_wall_medium.xml, Moenia, Wall Medium rome_wall_short.xml, Moenia, Wall Short rome_wall_tower.xml, Turris Lapidea, Wall Tower rome_wallset_siege.xml, Murus Latericius, Siege Wall rome_wallset_stone.xml, Moenia, Wallset rome_wonder.xml, Aedes Iovis Optimi Maximi, Wonder **rome_workshop.xml, -, Siege Workshop sele_barracks.xml, Stratḗgion, Barracks ΣΤΡΑΤΗΓΙΟΝ sele_blacksmith.xml, Khalkéōn, Blacksmith ΧΑΛΚΕΩΝ sele_civil_centre.xml, Basíleion, Civic Center ΒΑΣΙΛΕΙΟΝ sele_corral.xml, Épaulos, Corral sele_defense_tower.xml, Pýrgos, Defense Tower sele_dock.xml, Limḗn, Dock ΛΙΜΗΝ sele_elephant_stables.xml, Stathmós, Elephant Stables ΣΤΑΘΜΟΣ sele_farmstead.xml, Epoíkion, Farmstead ΕΠΟΙΚΙΟΝ sele_field.xml, Agrós, Field sele_fortress.xml, Phróurion, Fortress ΦΡΟΥΡΙΟΝ sele_house.xml, Oîkos, House sele_library.xml, Bibliothḗkē, Library ΒΙΒΛΙΟΘΗΚΗ sele_market.xml, Empórion, Market ΕΜΠΟΡΙΟΝ sele_military_colony.xml, Klēroukhía, Military Colony sele_outpost.xml, Prophýlagma, Greek Outpost ΠΡΟΦΥΛΑΓΜΑ **sele_range.xml, -, Archery Range sele_sentry_tower.xml, Pyrgíon, Sentry Tower ΠΥΡΓΙΟΝ **sele_stable.xml, Hippṓn, Stables ΙΠΠΩΝ sele_storehouse.xml, Apothḗkē, Storehouse sele_temple.xml, Naós, Temple sele_wall_gate.xml, Pýlai, Wall Gate sele_wall_long.xml, Teîkhos, Wall Long sele_wall_medium.xml, Teîkhos, Wall Medium sele_wall_short.xml, Teîkhos, Wall Short sele_wall_tower.xml, Pýrgos, Wall Tower sele_wallset_stone.xml, Teîkhos, Wallset sele_wonder.xml, Hieròn toû Apóllōnos, Wonder ΙΕΡΟΝ ΤΟΥ ΑΠΟΛΛΩΝΟΣ **sele_workshop.xml, Mēkhanētḗs/Ergastḗrion Polémou, Siege Workshop ΜΗΧΑΝΗΤΗΣ/ΕΡΓΑΣΤΗΡΙΟΝ ΠΟΛΕΜΟΥ spart_barracks.xml, Stratḗgion, Barracks ΣΤΡΑΤΗΓΙΟΝ spart_blacksmith.xml, Khalkéōn, Blacksmith ΧΑΛΚΕΩΝ spart_civil_centre.xml, Basíleion, Civic Center ΒΑΣΙΛΕΙΟΝ spart_corral.xml, Épaulos, Corral spart_defense_tower.xml, Pýrgos, Defense Tower spart_dock.xml, Limḗn, Dock spart_farmstead.xml, Epoíkion, Farmstead ΕΠΟΙΚΙΟΝ spart_field.xml, Agrós, Field spart_fortress.xml, Phróurion, Fortress ΦΡΟΥΡΙΟΝ spart_gerousia.xml, Gerousía, Spartan Senate ΓΕΡΟΥΣΙΑ spart_house.xml, Oîkos, House spart_market.xml, Empórion, Market ΕΜΠΟΡΙΟΝ spart_outpost.xml, Prophýlagma, Greek Outpost ΠΡΟΦΥΛΑΓΜΑ spart_range.xml, Stratēgeîon, Archery Range spart_royal_stoa.xml, Hellenic Royal Stoa, Stoa spart_sentry_tower.xml, Pyrgíon, Sentry Tower ΠΥΡΓΙΟΝ spart_stable.xml, Hippṓn, Stables ΙΠΠΩΝ spart_storehouse.xml, Apothḗkē, Storehouse spart_syssiton.xml, Syssítion, Military Mess Hall spart_temple.xml, Naós, Temple ΝΑΟΣ spart_theatron.xml, Théatron, Greek Theater ΘΕΑΤΡΟΝ spart_wall_gate.xml, Pýlai, Wall Gate spart_wall_long.xml, Teîkhos, Wall Long spart_wall_medium.xml, Teîkhos, Wall Medium spart_wall_short.xml, Teîkhos, Wall Short spart_wall_tower.xml, Pýrgos, Wall Tower spart_wallset_stone.xml, Teîkhos, Wallset spart_wonder.xml, Naós Parthenṓn, Wonder spart_workshop.xml, Mēkhanētḗs/Ergastḗrion Polémou, Siege Workshop ΜΗΧΑΝΗΤΗΣ/ΕΡΓΑΣΤΗΡΙΟΝ ΠΟΛΕΜΟΥ
    1 point
  16. increased persian bireme ship size for match the other bireme ships: Added variant's files for the oars and shields of every ship for a cleanear actor files: renamed skeletons for a better organization. moved ao textures to ao folder. File: Ships_Update.zip
    1 point
  17. Thank you for your work. Hope people will like the mod and that it makes the game more fun to play.
    1 point
  18. 1 point
  19. I'll be honest with you, my files are in a 'by any and means necessary' state including ignoring most of the the simulation tree. I'll brush it up and maybe make a cheat unit of it that way any future mods have some standard rifleman assets to use
    1 point
  20. I would assume it's an issue with the Engine.GetTextWidth function not taking into account line-wrapping or whitespace correctly. The network dialog also displays "Bad connection to:" and then the name on the next line but that line being cut off by the height setting.
    1 point
  21. Yes sorry the option needs to be adjusted.
    1 point
  22. Interesting. Any reason not to update the "value" every move command instead of frame? Could take coordinates' offsets into account to filter double clicks, redundant script/AI commands with similar coordinates. Then include this "value" in speed calculation. Remainder as is. First issue: looks like simulating momentum and @FeXoR said there shouldn't be such phenomenon. Would you mind explaining? I thought those battalions had been shaped quite nicely already some time ago. What's the blocker? There is a lord that hides as a butler :-) that surely knows @stanislas69 Sounds like a subtle change. In reality reaches very far. It requires debating whether to give a unit more autonomy to reduce micro or not. This has been a point of diverging opinion before. I personally advocate more self-responsibility. Not necessarily per unit. Rather per commander for performance! There usually are far less officers. This comes closely with battalions though, both something more than just me have worked on several times before. Me at least never managed to finish. Pity! Promises so much more depth to strategy and atmosphere.
    1 point
  23. Kush Bireme is a Ptol placeholder unit without a specific name for now. We need a large Nile boat to replace it ( @Alexandermb )
    1 point
  24. And to be sure we cover all possibilities... With kind units uses this? This is part of a Museum in Rome. And this uses other kind of Bronze.(color)
    1 point
  25. Ok: So far units using the phrygian helmet (as well as their other helmets): sele_infantry_swordsman_merc_e mace_infantry_pikeman_e mace_champion_infantry_a mace_champion_infantry_e sele_champion_infantry_pikeman mace_javelinist_e
    1 point
  26. Silver done: Test the helmets using this mod:Hellenic_Helmets.zip (Mod is mixed with hellenic helmets from other topic (Yes too lazy to make another folder)).
    1 point
  27. Baked Silver and iron, Tomorrow i'll keep going and try a cleaner iron bake
    1 point
  28. Fresh from the oven: For the player color i may need your great skills:
    1 point
  29. "(note that this is only regular army movement. Now imagine another player or even 2-3 with their units clashing into yours. HF trying to get an overview and apply micro to assign unit counters)" You are starting to convince me. What I usually do in those cases is to group my army by unit types with ctrl + number. It's impossible to micromanage each unit, so it doesn't differ too much on having battalions. "If you insist on using a 20 year old, outdated system I can't help you. Especially since you already state yourself that you want to avoid unnecessary complexity." This isn't useful. We also use programming languages which have 20 year old and there is no problem with that. Lots of recent games have not battalions, or is Starcraft 2 a 20 year old game? or is it Supreme Commander? About unnecessary complexity is what makes me concerned about battalions. It would simplify some parts of the combat but it is not all necessarily good. Pros of individual units: You can micromanaging to kill more powerful enemies You can dodge projectiles easier You can do better use of your units (divide them to gather different resources or construct) You can micromanage to obstaculize your enemies movement. The game is prepared to work this way already. In general, you have more control about your resources (train just the units you need, use just the units you need for each task...) Doubts about Battalions: What will happen with my formation when I try to harass some women in the woods (e_e)? Will I have a full battalion of scouting cavalry? It won't make them slower if faces obstacles like trees? As many soldiers are "workers" I wouldn't be able to split them in different tasks. So "manpower" will be wasted (not a doubt, I think it's a con) Women will be grouped also? Merchants? The formation will be rigid as a rectangle? Could I customize the formation? They will adapt to the circumstances? (for example to surrounding an overwhelmed enemy unit) I think battalions may work but many things have to be redesigned.
    1 point
  30. Hello, everyone! I've just discovered this amazing game a couple of days before. I want to thank and congratulate you for all the work done here. Also, I want to thank all enthusiasts and people of the community who are not developers but contribute with testing, suggestion and support. Now, I would like to share with you some of my impressions: First of all, I'd say this is the most beautiful libre and driven community game I ever saw. It drove me years back in time when I used to play Age of Mythology. However I didn't felt some comfortable with some mechanics like "soldier citizen" gathering resources, capturing buildings and more. I don't say they are bad, I'm just not used to it. So I wanted to share this impressions and I found in the forum some posts of @DarcReaver from around 2015 saying that the gameplay was broken because of the lack of design and it summarizes some of the feelings I had in my firsts games. I just didn't feel like the game mechanics were cohesive (it's just my impressions, I'm not criticizing your work). Then I saw this topic about game design and it made me feel relieved because you are willing to do a good design and to argument to each other the pros and cons of including features as battalions and so. So, I personally believe in community driven projects and I think you have in your hands something with invaluable potential. I hope we'll enjoy one of the best RTS ever made in few years. I would like to ask if Pyrogenesis engine might be used to make other games in the future. My favorite RTS is Supreme Commander and would like to dream with a future clone of it. Finally, I have some suggestions (little ones and huge) so I guess I'll public other topics. Really, thank you all. This is one of my dreams when I was a little boy.
    1 point
  31. niektb, I first loaded a 1024x1024 then a 2048x2048. I think now I can express myself more clearly as I say "large", I actually mean "big huge" Though I was loading Malta heightmap, and my criteria was to have it as big to fit ,relatively on my ideal mod proportions, a city on where Valetta is. But even 2048 x 2048 was too small for that, then I realized having a 1:1 map is a bad idea (a city where a city is I mean by 1:1.) Hoping that pathfinder fixes it then. Well, maybe I should just pass on to having a proper tech demo rather than trying to fix only-ideal, non-existent-yet performance issues I should get my post count higher then. sanderd17, so the only criteria for a file to be loaded is to actually exist in the mod directory? I should have got that when my Morale.js (which is right now only a copy paste of health.js ) caused an error message. Is the public mod loaded even if I specify it not to be loaded? I didn't see if only my mod was loaded since my mod is literally a copy of public right now. I mean not overwriting, I mean not loading at all. I know that more entities = more lag, but there should be a way to minimize it. After all, games like Empire Earth and and Supreme Commander manage to have tens of thousands with no lag on modern systems. That is why I am looking for the bottlenecks in 0 A.D. to have more units. I am not looking for millions, but maybe pulling the number up to a thousand or two, since currently, two or three hundred units from various civs running around is the playability limit (I assume, from my memory which is dated, though maybe higher but definitely not a thousand). From what I've seen through relatively short and basic profiling is that most of the lag is from rendering and pathfinding. Another idea that came to my mind is to have a different screen for strategic level, e.g. extreme zoom out. Sorta how Supreme Commander or Hegemony or Hearts of Iron manage it. Maybe some thematic, parchment screen style-thing that is rendered after a certain negative zoom level. Now in the base game this wouldn't be really useful, but since I plan to have relatively much less micro (Few buildings, no resource gathering) and much more macro (armies commanded in groups, groups which I plan to have to be selctable by single icon both in high and low zoom), I think I can use this. That's why I am reading gui source now, actually ^^ Thanks for everything.
    1 point
  32. It’s time again to take a closer look at one of the contributors to 0 A.D. This time we’ve chosen to feature Pureon, one of the most versatile contributors we have, but I’ll let him elaborate on that below. Let’s just say that it was an easy decision to feature him, and that we are very grateful that he’s part of the Wildfire Games team and community. Tell us a bit about yourself Prior to joining the 0 A.D. team I participated in online community projects for games such as AOE3 and Supreme Commander, however my experience of RTS games started with the classics AOE1 and Total Annihilation. My enthusiasm for creating user generated content for the early generation of RTS games helped define what degree I studied at university and therefore my current employment in the creative industry. Some AoE3 units I created in 2006: A couple of Supreme Commander units from 2009: What have you found most interesting about contributing to 0 A.D.? I first heard about 0 A.D. about 6 years ago, and at the time it looked good but no alpha releases were available to play or mod so it slipped my mind until 2010. That’s when I heard it had switched from closed development to opensource and had released a playable alpha. I was hooked. Why work on mods for commercial games when I can use my skills to shape a ‘real game’. The variety of tasks I’ve been able to contribute to allows me to acquire new skills and keeps me motivated. Some of these tasks include 3D modeling, unit animations, map making, texturing units, designing the new website, managing the sound department, creating the trailer videos, and illustration (icons). Once triggers and a few other key features are implemented I’d really like to work on some scenarios for 0 A.D., just like I did for AoE 1,2 and 3. Some random 0 A.D. stuff I’ve created: Anything you want to add? Some Nostalgia:
    1 point
×
×
  • Create New...