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Showing content with the highest reputation on 2019-04-14 in all areas

  1. Working on adding decals for more details on maps.
    8 points
  2. Hi All, I would like to introduce to you weekly livestream pro game series. Our main purpose is to create something like a league that not depends on players. This is a weekly event contains only one game with commentary by feldfeld. The best players have priority to play. Teams will be organized by the host, unknown_player. There are some basic at the moment rules: -Mainland, 200 Pop, Normal Size -No players who lag -No Specs. Watch on feldfeld's twitch channel: feldfeld0ad -Sundays at 18:00 (UTC) This is currently a developing event organized by several players. We would like to invite you to play/watch/contribute to the event today at 18.00 (UTC). Twitch Link: https://www.twitch.tv/feldfeld0ad Have fun,
    4 points
  3. Something like this has a footprint slightly larger than a Civic Center.
    4 points
  4. The Carthaginians were not happy upon hearing the news that the Roman Republic has set foot in Northern Africa.
    4 points
  5. This is instead the implementation of the products in the economy panel: we set a small economy with 1 City Center , 3 bakers, 3 builders and 4 farmers ( please don t mind now the white building, that will be the storehouse in the future ) we open the economy panel and we select the city of Carthage and we click the products button now is possible to see all products available in the city. If no product available the icons will keep be grey color. In our case because the only producers are the bakers , and each carry 100 breads we got a total of 300 breads. Next i will set the real prices for each products (240 is not real) . Also i added a buy all button for traders , but i am still not sure if i will keep it
    4 points
  6. The updated textures were committed just now.
    4 points
  7. Sorry I took so long, the Moblin units had an insane amount of animations that needed to be done, but they are all done now!
    4 points
  8. Regarding "hills" needed, we can use hills, cliffs, mountains, or simply pits in the terrain -- small depressions in the terrain grid simulating an open quarry. Different maps can use different methods. Doesn't require every map to have lots of hills everywhere.
    3 points
  9. Hi everyone! i finally created the first producer: the Carthage Baker, i also implemented also the producer panel which is split in two part, one is the catalogue, where the producer store the product produced, and the second is the actual stock of raw material. In this case the baker need grain and wood to make bread (following the product table created few post above)
    3 points
  10. @wackyserious, ooooh, found a beautiful painting of the Carthaginian Sacred Band supported by some Libyan skirmishers (or perhaps even Gaetuli, I'm not sure):
    2 points
  11. There are few problem that I want to discuss:- 1. We knew that Darius, Alexander or Romans all were successful because of their superior infantry. But, in 0ad gameplay we can constantly observe that skirmishers and slingers are the determining force rather than infantry. If someone make 30 skirmishers and employs them to kill 30 spearmen or swordsmen then he/she will loss only a few troops whereas the infantry side may lose all of his/her troops. But in reality it won't happens. I think the main problem of ranged unit lies in the idea of unlimited ammunition. A skirmishers can throw javelins constantly. But he needs to refill his supply after sometimes. But it won't happens. Maybe a 3 seconds gap would be sufficient for refilling. I think it can be solved by limiting the number of projectiles for skirmishers, slingers and archers according to their damage. 2. Secondly, a pikeman and skirmishers working speed is same but not their walking speeds which has a large impact on economy. We know that pikemen are slow unit in warfare but when it comes to working he is equally capable of working as fast as a skirmisher. So, I would prefer a common walking speed during doing some job for both of them. Maybe there would be some arming time(i.e. 2-3 seconds). During that time he would have a reduced armour, health and attack. As we know no one carries weapon during working. 3. Thirdly it was widely discussed topic, whether ram needs man power to move or not. I think it needs. Maybe a ram should costs 2 population. But it needs additional 3 men to move it on. On the other hand elephant have a crush damage but it won't applicable for fortress. But a herd of elephants can destroy it. So, I think a elephant would cost 5 population and it have a health of 750. But on the other hand a ram should be only a siege rather attacking units and can be captured. That's all.
    2 points
  12. I did this in DE. The current bonus is just unacceptable.
    2 points
  13. http://kingsandgenerals.libsyn.com/6-celts-before-caesar A good podcast released by Kings and Generals channel. The quality in term of accuracy is above the videos, although it doesn't really discuss the military aspect. For a few corrections, between 8:00 and 9:00. the speaker should have more emphasized the role of the Etruscans in the contact between Northern regions and Mediterranean civilizations. At 11:40, the speaker pronounced "La Tène" as Latèné pronouncing the last e as an English speaking person will pronounce the letter e when he recite the alphabet. Actually, in French we pronounced the letter e more like an English person says uh/euh, and at the end of a word this sound is very little pronounced. Here an example of pronunciation at 1:45. This is a small and not important error but I took the opportunity to correct this common issue. Between 16:30 and 17:00, the speaker highlights the issue of the origins of the Celtic culture (especially Celtic language). It is true that the Hallstatt narrative as a sole explanation for the Celtic expansion is dull and mostly abandoned by modern scholars. But he mentioned the idea of a western origin as a valid theory. However, the hypothesis pushed by Cunliffe and Koch that the Celtic languages comes from the West is mostly based on the idea that indo-european languages doesn't come from Steppic expansion (Kurgan hypothesis) but from Eastern neolithic (for Cunliffe's stand) or that Celtic languages do not come from the same indo-european migration (steppic) but from a later Anatolian migration of culture already bearing an indo-european culture (for Koch's stand). Honestly, this is only misplaced nationalism among two old scholars and there is really nobody following their view. They only got mediatized outside the academic world, this is why people thinks this is a valid theory among scholars. This is not the case. Archaeogenetics shattered their hypothesis about indo-europeans. At 26:16, the speaker says the Celts didn't build roads. This is not true, the first Roman roads got built upon previous roads: https://www.dailymail.co.uk/sciencetech/article-1366468/Roman-road-doubt-discovery-cobbled-built-100-years-invasion.html https://www.theguardian.com/science/2011/mar/15/britannia-roman-roads-iron-age https://halshs.archives-ouvertes.fr/halshs-00639254/document https://www.persee.fr/doc/efr_0000-0000_1989_ant_116_1_3707#efr_0000-0000_1989_ant_116_1_T1_0741_0000 Finally at 26:55, the speaker says the Romans had the advantage of a industrial production of weapons for their soldiers. While the Gauls not. This is true however the latter claim that the chain mail is only for the ruling elite is a bit disputed by late La Tène findings. Especially one I worked on it as a technician. It was a deposit of artisanal waste with a large chain mails piece, mixed with broken objects, unfinished products and productions failures. It doesn't suit the idea of a high valuable object. The chain mail is probably not widespread in the whole warrior class but assuming it is only for high-members of the La Tène society is maybe too extreme. At the end of the La Tène culture, iron production is starting to be very important and close to what is seen in the Mediterranean world. Rome's productivity is exceptional in comparison of Greek cities and I think it is a bad idea to compare everything with Rome.
    2 points
  14. Perhaps it could have some aura as well such as improved movement speed within a particular range. This might seem deceptively useless, but could help with fishing and trade longterm while also giving a better escape window for damaged units.
    2 points
  15. @wackyserious @stanislas69 should this ones be committed? (except the cloth one, i don't like the result)
    2 points
  16. @Sundiata I need to familiarize myself with how the ancient Libyans dressed during the time that their territory was under Carthaginian influence. Which tribe did the Carthaginians recruited their phalanx infantry from? Also tagging individuals who might want to share their insight, others are also encouraged to share their knowledge. @Anaxandridas ho Skandiates @Genava55 @Nescio @wowgetoffyourcellphone @Thorfinn the Shallow Minded
    2 points
  17. @Anaxandridas ho Skandiates I saw you commenting on hellenistic/greek fortifications in the "===[TASK]=== Trees" thread. I thought it more appropriate to reply here. I found these in the Osprey title: "Ancient Greek fortifications 500 - 300 BC": @LordGood, interesting perhaps? Here's the actual Osprey title for those who like to read (includes pictures of ruined fortifications): Osprey ancient-greek-fortifications-500-300-bc.pdf
    2 points
  18. i got a question to ask the community: i completed now the resources panel and i also implemented all the code to let the gatherer add the resource in its subcategory. So far so good, but now while i m developing the productsManager Component ( this component keep track of all cities economies in the game, and is the data source used to populate the economy panel i show you few post above) i got a design dilemma, maybe you guys can give me your opinion. this the situation: the gatherer ( i m planning to use just slave for all gathering task ) work, let s say in a grain farm ( as a slave is himself property of a grain farmer, who own the farm , the slaves and all resources collected) , collect the grain resource (subType of Food ), every 10 grain collected he go to drop in the civ center or in the farm stead .. (1st concept i feel not sure, should we instead have farms that can stock their own production? ) .. all the grain is being added in the player resource counter and is available to be used by the player (2nd concept i feel not sure, should we instead as a player buy the resources from the farmer just when needed ? ) every resource collected and dropped by the slave , the farmer will gain some coin, so as a player we can use or resell that resource to every other producers or trader who need it , earning money from it. what you guys think? i m confuse because i want it realistic and historically correct but also simple and functional as a game .
    2 points
  19. I have it on good authority (I have ESP) that the current effect of the Lighthouse bonus is not what was intended. I think it should lift black map, but retain fog of war over all of the water. The current effect is kind of awkwardly OP.
    1 point
  20. @Sundiata You can maybe share something about it no?
    1 point
  21. Well if you triple checked it made sure you are not missing any file and figured out how to assign them to every soldier without unseeded files and removing the Celt old units I guess yes.
    1 point
  22. Absolutely. I also think it's unnecessary/strange that military units are in civilian clothing when gathering, but change back to military gear after dropping off the resource, even if they're still gathering. So they go from military to civilian and back every gather cycle.... As long as they're gathering, they should stay in civilian clothing... When they are not gathering they should be in military gear.
    1 point
  23. Depends largely on the map, but I'm afraid you're right. We played often enough with a "no-lighthouse" rule. Removing the reveal-shore feature entirely would be a bit sad, perhaps it can be fixed instead of deleted. What is @borg-s advice?
    1 point
  24. I said I expect a description of my society. Any other expectations out there? Shall we make a poll? Like, totally? But what total do you mean here?
    1 point
  25. 1 point
  26. Or perhaps just remove the <RevealShore> from the lighthouse and simply increase its vision range (e.g. 300).
    1 point
  27. Sure, the Tax System is one of the first concept i implemented from the beginning, each time a entity earn money because produce, gather or perform a service, a variable amount of money are being collected and added to the player money resource counter. I still have to implement the GUI for the tax, but will be soon. If my job will allow me to have little more free time, i was thinking to create also the tax collector entity, that would be cool, instead to get a percent each earn automatically, we would set that percent and send our tax collectors all around the city to get the money. Of cource the financial status affect the happiness, and many tax can create uprising. This will be implemented soon.
    1 point
  28. Carthaginians recruited Mauretanians (archers), Numidians (cavalry), Libyans (skirmishers) and I believe even some Garamantians. The backbone of the Carthaginian army was apparently made up of Liby-Phoenecians. Basically urban Libyans who have adopted Punic culture and were equipped similarly as Punic troops, with noticeable Hellenic influence. Here's a nice collection of art references of the Carthaginian army, including Punic troops, native troops and mercenaries. I'll start with the illustrations from the Osprey title "The Carthaginians 6th–2nd Century BC". Some have been shared before, but these ones are high quality, and accompanied by the original text: I would argue for a tech that unlocks Romanized Liby-Phoenecians. Otherwise, the depiction of mail on Punic units might be frowned upon. A purely Libyan unit, without any Hellenic or Punic influence could be a nice cheap skirmishing unit (cannon fodder).
    1 point
  29. Well people still paying for internet in MB disagree... I want to make a small launcher for 0AD on windows and or other platforms to only update up till last svn or a specific revision A bit like a mmo launcher.
    1 point
  30. Maybe you could implement some kind of tax system, where part of the produce of the farmers would be taken by the government (player). That would be cool also because the player could maybe put lower or higher taxes, which would influence in the population happiness (I guess). But I don't know how these tax systems worked in the past... especially with things like bread etc (I don't think the government would take a number of breads from the baker... probably just part of his income? Not sure...) By the way, very nice mod! Looking forward to play it!
    1 point
  31. https://dailyhistory.org/How_Did_the_Libyans_Impact_Ancient_Egypt%3F the old Lybians from timeframe Aristeia are very different(fashion) from this. the influence of Cyrene and Carthage was overwhelming https://erenow.net/ww/cannae-fields-of-battle/8.php
    1 point
  32. https://agemaminiatures.co.uk/shop/liby-phoenician-spearmen/
    1 point
  33. I wonder if this could be a final step before 1.0 release. Call it an optimization pass. For now, it seems better to leave everything in separate files. The current DL size of 0 A.D. is not onerous at all.
    1 point
  34. https://answers.unity.com/questions/1242465/texture-atlasing-performance.html https://gamedevelopment.tutsplus.com/articles/using-texture-atlas-in-order-to-optimize-your-game--cms-26783
    1 point
  35. Oh, and most of the old shield textures live here: https://wfg.itms.ovh/?dir=oldfiles/users/files/art/members/stag/shlds These originals were made in a much higher rez. You'll have to probably install one of these... Anything newer than v6 should work: http://www.oldversion.com/windows/paint-shop-pro/ You can export a .psd file if you'd like from psp.
    1 point
  36. It depends. If it is like the Catalan guy that said the Iberian faction should use catalan language because they share the same region, I think you we can sabotate their offer without any remorse.
    1 point
  37. We contacted with Tom And Valihrant. I knew Agora but haven't contacted yet. On my list. We definitely considering events like you said. I believe if we can solve the basics and gain a small amount of experience we can make different things. Thanks for sharing.
    1 point
  38. Nice work ! No need to scream though
    1 point
  39. 1 point
  40. 1 point
  41. abandoned village and date orchard by a dried up oasis. merchant caravan spending the night
    1 point
  42. Personally I think that Civic Centres should not cost metal. There doesn't seem to be much of a thematic reason for that resource being included, and it forces players to opt for an odd build order when they are only trying to expand some.
    1 point
  43. This is super cool, but I'm wondering if it shouldn't drop down under the raw material icon like a list.
    1 point
  44. The current code expects that a GUI page that is opened with a "callback" argument to be closed with PopGuiPageCB, not PopGuiPage. I don't recall well, but I think the PopGuiPageCB variant clears the callback argument and the PopGuiPage might retain it, which might lead to behavior unexpected by the author. D1684 merges the two methods.
    1 point
  45. I'm not sure where to find the new blender mesh file, but the current mesh works for now.
    1 point
  46. Researching on surcoat patterns, and came across this educational demonstration video, which I found helpful designing 13th century armor.
    1 point
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