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  1. Hola @soloooy0, he aprobado tu cuenta manualmente en Phabricator. Pero, como lo dijo Lion, no necesitabas registrarte para probar el patch.
    2 points
  2. It depends on the definition of "Gauls" and "Gallic". For the ancients, the use of the words Galátēs, Galli, Celtae or Keltoi is inconsistent. In addition, they are using the same word for different cultures, like Keltoi/Celtae. So personally I use Gallic to refers to the La Tène culture in general. Concerning Bolgios, he is described as a Gaul by the historian Justin. Edit: another candidate could be Bathanattos, see: Representing historical evolution of a faction through strategical choices by the player is indeed a great idea. Although I doubt there is that much support for this idea (or this is a silent minority).
    2 points
  3. You need to edit the Collada file manually. Remove everything between </asset> and <library_geometries> then try to import again. Alternatively you can use my actor importer plugin for blender.
    2 points
  4. Agis IV doesn't seem very compelling of a hero for the Spartans. His main claim to fame seems to be his attempt at reforming the Spartan system and then being murdered for it. He reigned 4 years without ever battling an enemy faction besides other Spartans. Looks like Cleomenes III is one one want: https://www.wikiwand.com/en/Cleomenes_III
    2 points
  5. The solution here seems obvious: spearmen/pikemen should be able to disable rams about as well as swordsmen.
    2 points
  6. I think that you might be mistaking Agis III with Agis IV, who was famous for attempting a series of reforms; likewise, as such, wouldn't he be better served being equipped with equipment to match the pikemen in that case?
    2 points
  7. https://museum.wales/collections/online/object/bba3484d-6428-3bb9-8423-9342623ac868/Early-Iron-Age-bronze-helmet/?field0=string&value0=cerrigydrudion&field1=with_images&value1=on&index=1 Could be a champion helmet, i think it would fit the chariot unit (Would look out of place on the armored champion swordsman).
    2 points
  8. After digging into Japanese history around the time of 0 A.D, I've found out a few things that could make implementing Japan in "Rise of the East" an interesting challenge. I would be very enthusiastic about doing some more research if adding Japan is something that seems doable in the future, but here is what I know so far: The period of about 300 B.C. to about 300 A.D. in Japan is known as the Yayoi period. Little is known about the time period since the earliest mention of Japan during the period comes as an afterthought in Chinese texts. The Chinese described it as a mainly agricultural society characterized by violent struggles. The land was split into hundreds of tribal communities according to the Chinese, which is most likely more accurate than the records of the Nihon Shoki, an early collection of Japanese history that claims the birth of a unified Japan to be 660 B.C. According to archeological findings, the Japanese people during the Yayoi period experienced a great deal of turmoil and violent expansion. The people themselves are (although this is debated) thought to be from the island of Kyushu, and they arrived and expanded their influence onto the main island of Honshu in the beginning of the Yayoi period. Bronze weapons and rice farming during the period suggest heavy influences from China. Between the Jomon period (13,000-400 B.C.) and the Yayoi period, Japan's population is thought to have risen by about 4 million people. The main reasons for this are debated, but historians believe that a major influx of farmers from the Asian continent overwhelmed or absorbed the native hunter-gatherer population. The reason I said implementing Japan could be a challenge is this. During at least the first half of the Yayoi period (300 B.C - 0 A.D), Japan was split into many competing (most likely warring) villages. Many excavated settlements were moated or built at the tops of hills. Headless human skeletons discovered in Yoshinogari site are regarded as typical examples of finds from the period. In the coastal area of the Inland Sea, stone arrowheads are often found among funerary objects. In essence, no unified Japan existed (outside of the Nihon Shoki). A dramatic shift occured however as the Yamato court rose in Japan around 250 A.D. With the rise of the court, power was shifted to a central administration and an imperial court (inspired by the Chinese government of the time). Huge changes in burial styles and military tactics also occured between the Yayoi and Kofun (250-538 A.D) periods that were likely to have been developed (undocumented, as essentially everything in Japan was) during the latter half of the Yayoi period. That's what I've discovered so far. I don't know if any of it helps, but let me know what other information would be helpful in exploring this amazing civilization! Some Sources I've found helpful: http://www.jref.com/articles/yayoi-period.188/ http://www.metmuseum.org/toah/hd/yayo/hd_yayo.htm
    1 point
  9. Probably not actually. Gaul specifically designate Gallia Transalpina. The game is portraying Brennus and Britomaros which are major protagonists in Gallia Cisalpina. So clearly, the Gauls of the game are not constrained to the people in the area of what the Romans called Gaul. This seems related to the ethnical label in use by the Romans, which is much more logical.
    1 point
  10. @Angen and @Stan`, thank you for committing those today! There are about a dozen more gameplay patches that have been accepted, some of which weeks ago: https://code.wildfiregames.com/D2504 https://code.wildfiregames.com/D2507 https://code.wildfiregames.com/D2669 https://code.wildfiregames.com/D2683 https://code.wildfiregames.com/D2686 https://code.wildfiregames.com/D2687 https://code.wildfiregames.com/D2741 https://code.wildfiregames.com/D2803 https://code.wildfiregames.com/D2821 https://code.wildfiregames.com/D2858 If any of those needs to be rebased or altered, let me know. Other team members are also more than welcome to get involved, of course.
    1 point
  11. They probably should be unarmoured; Caesar describes them as running along and fighting in tandem with cavalry.
    1 point
  12. I could use the same model as the athenians, with a gaul driver, I was just wondering
    1 point
  13. Nope sadly. Still need to create the faction placeholder buildings and units as well as techs and other requirements.
    1 point
  14. First off, if a player’s chosen hero “dies” in a non-Herocide game: will that player have an opportunity to choose another hero in the pool, or he summons the same hero only for the rest of the game? My suggestions would make sense for the latter. There’s not much difference between the perioikoi and Spartan pikemen in Total War: Rome II, in my honest opinion, except their shield colors. My point was addressing possible anachronisms, such as reformed Spartan phalangites in classical Greek period. Maybe the same suggestion mentioned earlier would also apply to the Spartans: choose between a Greco-Persian/Pelopponesian War roster, or a Rise of Macedon/Hellenistic roster.
    1 point
  15. 1 point
  16. Its simple. You need fire status feature first.h https://code.wildfiregames.com/D2737 Then download somewhere the file.(any folder) Apply patch.
    1 point
  17. Training him automatically researches the Hellenistic Reforms tech in Empire Phase for free, which unlocks the Spartan Reform Phalangite and Stone Walls. Already implemented.
    1 point
  18. 0 A.D. Development Report: September 2019 – May 2020 Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present its latest development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, feel free to visit our forums and join our active community, or just grab a task from our list of open tickets and get right to it. We are currently looking for Programmers, Translators, Historians, MapMakers, Animators and Artistsa. *names written in bold black are Wildfire Games staff and names written in bold grey are community members Summary Programming We have been working on improvements on performance, both graphical and non-graphical, to make the next Alpha run more smoothly. The map editor will no longer be laggy (creation should not be hindered!) when changing the height. You can also now search the entities in a non-strict manner, e.g. “units ptol hlr” would show “units/ptol_support_healer_a” in the list. Art Greeks, Iberians, Celts, Romans, and Carthaginians have received visual updates, with better helmets, shields, and props. Flora has also been improved with better trees, and more variety in plants and props that can be placed over the maps in the scenario editor. The bear and the baby elephants now have animations, and hippopotamuses can now be placed using the scenario editor. Special artillery towers have been added to the game, as well as a new Gaul wonder and the Mausoleum at Halicarnassus. New sounds for weapons and for some animals have been committed. Balancing Work has been done towards improving gameplay to fix the current balancing issues with the help of some of the best ranked lobby players and some modders. Internationalization 17 languages have reached more than 90% of translation. Programming The whole team would like to welcome Angen as a new member. Angen has been an external contributor since the beginning of 2018 and has done a lot of work towards unit behaviour improvements. He is currently working on improvements on the formation system along with general unit behavior improvements. Angen added the ability to allow cancelling trade routes. He committed some fixes for formations. He implemented the ability to display tools instead of weapons when units are approaching resources. He made the trade gain by garrisoned entities configurable which will allow for a finer balancing a75397425a3774fd.mp4 bb has also been working on various smaller code fixes with the goal to improve consistency and to make unit templates cleaner and he fixed the lag that appears on windows when shift is pressed. elexis committed a patch allowing for map specific placement in the GUI game setup page, continued working on the GUI rewrite and fixed some bugs. He implemented game-setup options for landscape and daytime and added morepreviously uncredited people to the credits. FeXoR and nani have been working on the procedural generation of maps, to allow for more realistic maps. Freagarach made it possible for the same entity in multiple control groups (ctrl + number hotkeys). He allowed for status effects to affect unit speed (e.g. slowing down a unit when hit) this will be particularly useful for mods with magic. He also added a progress bar to show the upgrade status. Mods can now make projectiles deal friendly fire. This is currently unused in the game. He also allowed for some resources to not be barterable in the market, this will also be used in mods such as 0abc (link) and Delenda Est (link) upgrade-animations-and-progress-bar.mp4 Imarok fixed an error warning with AMD CPUs, fixed the display of actions cursors over the minimap and the usage of the patrol action, and did some cleanup in the minimap code. Itms worked on some improvements to the continuous integration system. He also did some library updates for NVTT (NVIDIA Texture Tools), the library we use for our textures, with the help of adrian and s0600204 on a library called FMT (This library is used to print warnings and errors). He also worked on build fixes for Mac OS. Krinkle worked on fixing JavaScript warnings, and submitted a few fixes for MacOS support, as well as some to improve the game’s CI. linkmauve did some cleanup of the rendering engine, by removing old platform specific code which was either deprecated or superseded by SDL2, and worked towards improving multithreaded debugging. Nescio has done a lot toward improving consistency in our files, renaming them to match the same conventions, and making them easier to deal with by simplifying some of them. For example all our map files had inconsistent naming conventions, and the presence of whitespaces in their name caused issues. Stan has created a feature for mods to allow buildings to construct themselves without the need of units. He made some optimizations to the engine, and did some cleaning up of the code. He also improved the scripts that help artists check for mistakes, and made a Blender importer for game objects, reducing the amount of work it requires. He also added the ability to play visual animations when a building is upgrading, and when a tech is being researched. He is currently working with the help of OptimusShepard to fix an issue with recent AMD CPUs. If you have Zen 2 CPU and want to help please head to this forum thread and tell us. Autobuildable video (3D Printing house) Researching animations user1 and Dunedan are working on upgrading the lobby backend to be able to provide new features for the next Alphas. vladislavbelov continued working on the rendering engine to bring improved performance and visuals. The next alpha will feature a FXAA filter, allowing models to look less jagged. He also worked on better tools to debug the renderer and easier access to those through the game. He added an option to use low quality shadows on more modest machines. He also worked on the map editor, allowing it to save the panel size between each session so one does not have to resize them every time, and a non-strict search to the Atlas entity list. He is currently working with Stan to add an option to resize the map with a specific offset. Snapping (1).mp4 Snapping to buildings (video) Screenshots with/without FXAA wraitii has worked on improving the engine, cleaning the code to make it easier to extend and to optimize. He has also been reviewing patches from Freagarach with aim to add gameplay features, such as status effects. Status effects will allow units to deal more realistic damage to others. For instance, it will allow flaming arrows to keep dealing burning damage after a unit has been hit. status-effect-test2.mp4 Art Alexandermb added a Transversal Crested gallic centurion helmet, sheaths, new idle relax animations for the hoplite, and scutum shields. He also made some citizen animations for the slave and siege engine operators. Likewise, there are some new Gaul idles for swordsman and new pikeman attacking animations, new Roman republican and imperial shields, gladiator helmets, Celtic Carnyx, while he finished the bear animations, hippopotamus animations, worked on improving camel animations and gave more options to modders, new animations for siege engines and improved existing ones. He worked on improving the shield textures, allowed elephant turrets to attack by giving them an attack animation, and animated the baby elephant. 5253d395bfdc8c4e.mp4 Bigtiger has worked on some gorgeous new elm trees, new poplar trees and improved the flora LordGood added new Ptolemaic houses, committed Enrique's pines, artillery towers, new unit sounds, Hungarian oaks, bolt tower and amphitheater, updated Ptolemaic sentry tower and added a new obelisk. He has worked on a few beautiful maps and provided screenshots for advertising on social media. Artillery Towers Hungarian oaks Pompeii amphitheatre for Romans in scenario editor New Ptolemaic houses Sahyadri Buttes, a new 5 player Skirmish map Atlas Valleys is a large 8 player skirmish map Samulis created new cattle sounds. Stan added an orange firefly particle and committed new improved berry bushes by BigTiger. He updated outdated icons and cavalry icons to use the new horse assets. There are now new lavender, new bluefin tuna textures and animations. Lately he has developed new icons for the unit actions and for status effects. He created three textures and icons for bears (polar, black, brown), made two hippopotamuses textures and created a model for the Mausoleum at Halicarnassus. He also replaced the current Gaul wonder by a more historically accurate one: the sanctuary of Corent. Sanctuary of Corent Fireflies raw2.mp4 bear Mausoleum at Halicarnassus Hippopotamus wackyserious improved textures for Greeks, Iberians, Romans, and Carthaginians. Judean slinger Iberian Spearmen Roman Advanced Cavalry Cretan Archer Iphicrates Roman TRIARII wowgetoffyourcellphone made some Corinthian helmet portraits, worked on some animals portraits and has given feedback on gameplay and icons and has made some of the screenshots in this development report. Miscellaneous Balancing Nescio worked with Stockfish, Badosu, ValirAnt, FeldFeld, and borg- to get some gameplay balancing patches, which were committed by other members. Documentation Beau fixed some mistakes in the documentation.² Beise is currently translating the wiki from English to German. Nescio has also been updating the English style guide, corrected many templates for consistency, and standardized hero aura descriptions and generalised tooltips. Finances Jeru made a new financial report and submitted a development report to SPI our financial sponsor. Thank everyone for all the donations. You can see more information about supporting us financially here: https://play0ad.com/community/donate/. Lobby user1 and elexis continue their work moderating in the multiplayer lobby. user1 created a a special thread on the forums to report all issues regarding the lobby. Interviews Freagarach gave a presentation at Sogyo Stan gave an interview for the Waffling Taylors podcast (https://wafflingtaylors.rocks/). The podcast should be available in June. He gave an interview with Picasoft (in French - you can find an English transcript here). Picasoft is an association at the UTC (a French school) you can read more about it here. He also gave a presentation at Avanade He also held a stand at the Capitole Du Libre in November 2019. You can find a summary here vladislavbelov did a presentation in FOSDEM 2020 about graphics pipelines in 0AD. See this thread for more information. Translations 16 languages have reached more than 90% of translation. If you want to help with your native language head over to Transifex. Gallaecio has been improving and correcting the English descriptions in-game with the help of Nescio Tournaments There has been quite a lot of activity on the competitive side! Most of the replays are available on the forums, so you can see some of the best players in action. derekO organized “double elimination” a tournament fpre organized a “survival” tournament HMS-Surprise organized the Sunday pro games tournament 1v1 commentated between 17/01/2019 and 24/11/2019. This was a competitive community event with very nice graphic designs! marcusAureliu#s organized a tournament rain_ironwolf organized a Hyrule Conquest tournament Stockfish also organized a multiplayer 0 A.D. tournament called the Primus Pilus tournament from 30/03/2020 to 29/04/2020. HMS-Surprise eventually took over to finish it. This report was written by asterix with the help of Thorfinn the Shallow Minded, Stan and Sundiata. For more details, please check wiki:Alpha24 and the roadmap. THANK YOU FOR YOUR SUPPORT.
    1 point
  19. Agis III had no other bonuses besides 1000 extra health. In my original reply, I deliberately put "Agis IV", now realizing how confusing it is to differentiate between the two kings. To begin with re-texturing, the roofs of the Spartan wall towers should match with the other Spartan buildings. Have you decided what to do with the pikemen whenever (which) Agis is unlocked? To repeat/reiterate: The basic and advanced pikemen can be perioikoi, while the elite (or 4th rank like the imperial legionnaire > centurion) can be Spartan; since they have opportunity to promote to full citizenship. Perioikoi and Spartan hoplites can be upgraded to pikemen, but don't think this is recommended when playing single or with bots Both hoplite and pikemen classes, perioikoi and Spartan, can be recruited in syssition/barracks/fortress, whatever. Unchanged, only Spartan pikemen recruited in fortress (or syssition if fortress can serve another function) Unless the option to dismount from horse is possible/available, here are alternatives to mounts for the Spartans: Leonidas - bonus defense vs. Persians Brasidas - aura to prevent enemies from capturing nearby worker helots, but helot bowmen is still on the table tough. Lysander - bonus against walls and some buildings is still on the table. Agis III - discount for mercenaries, damage bonus vs. Macedonians Agis IV - if no perioikoi pikemen, 1000 extra health should be visibly labelled in card Agis III can be a Atlas-only hero, especially for a Macedonian campaign scenario
    1 point
  20. No, I want my black cloaks now
    1 point
  21. Is oldie but can be some violent.
    1 point
  22. Indeed it is, I've complained about this several times: c-u-m is one of the most common Latin words. Try censoring the English words ‘when’, ‘whereas’, ‘while’, and ‘with’. To be clear, I didn't really pay much attention to the text (too few footnotes for my taste). I skimmed some parts (e.g. chapter nine) and skipped the rest. The images are nice and sharp, though, hence my previous post. I just a read chapter three and I fully agree people shouldn't read that. He's basically equating pre-Celtic millennia with Celts. Support for the tying the spread of Indo-European languages and peoples throughout Eurasia with the spread of horses and chariots from the steppes (Kurgan hypothesis) is well established. Tying Indo-European to the much earlier introduction of agriculture from the Near East (Anatolia hypothesis) is widely discredited. Until the second half of the 20th C there was a tendency to equate Indo-European with fair eyes, fair hair, fair skin. Like most other racial theories, it's not supported by science. Modern (esp. mitochondrial) DNA research is increasingly showing that European peoples are the result of three separate genetic groups: hunter-gatherers from Europe surviving the last Ice Age, who had light eyes, dark hair, dark skin; farmers from the Near East during the Neolithic, who had dark eyes, dark hair, light skin; pastoralists from the Eurasian steppes during the Bronze Age, who had dark eyes, light hair, dark skin. Of course, this is a broad picture, and migrations happened in countless ‘waves’ during millennia. Nevertheless, the Neolithic farmers who lived in Western Europe (and erected Stonehenge, among other things) were neither Celtic nor Indo-European. Completely true. However, note the quotation marks: hastatus (‘spear-man’) is not the same as hastatus (i.e. a spearman); the former indicates the linguistic root, the latter implies they fought with spears. Cf. Peter (‘rock’) or Stephan (‘crown’). Does he? One of the features of Celtic warfare which impressed itself upon the classical mind was the fact that some warriors fought naked except for the sword belt and a gold neck torc. [...] The vision of the naked Celt is a recurring theme in Graeco-Roman art, [...] How I read this is not that fighting naked was pan-Celtic, but that it was a Greek and Roman topos.
    1 point
  23. Isn't it? In the opening post I've listed all open gameplay patches, including those that haven't been reviewed or accepted, and in chronological order they're first uploaded. I believe it's up to date.
    1 point
  24. Hello guys, thank you again for creating such a fantastic game. I have modded the random map "gulf_of_bothnia" a little bit (inspired by the fantastic, incredible map "Sahyadri_Buttes_(5)" from LordGood) ... absolute fantastic graphics ... Once again thanks, that you all did it free of charge and in your freetime.
    1 point
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