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Nescio last won the day on January 19

Nescio had the most liked content!

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About Nescio

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  1. Would it be possible to give cavalry a (short) loop rein? Minor details such as this make the game more enjoyable, at least for some people. Closed reins are well attested throughout Eurasia (even for horse archers): Greece: Romans: Han China: Bactria: India:
  2. catapult stats

    You do realize you could also just have had a look at the unit templates? E.g. https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/rome_mechanical_siege_ballista_packed.xml Yes, I agree, it would be better to move these civilization bonuses out of the templates (which can be easily overlooked) into a separate civ bonus technology.
  3. It's great to see everything Kushite is being concentrated in a single location! Also, one faction, one mod is helpful if it is decided to incorporate them into another mod (or 0 A.D.'s main distribution). Is there also a Han repository? And another for the Xiongnu?
  4. [Kushites] Units, Unit Textures, and Unit Props

    Shall we settle at 20% of the length then, just like the relief?
  5. [Kushites] Units, Unit Textures, and Unit Props

    Great! Hopefully I wasn't too annoying with all my minor detail requests
  6. [Kushites] Units, Unit Textures, and Unit Props

    It would be better if the axe was held still closer to the end to make it more effective in combat (cf. the sword's grip). The weapons' lengths seem reasonable, the colours I don't know (what kind of materials were used? bronze?) Also, are the shields supposed to be flat or curved? A wooden panel covered with animal skin (heavy) or an animal skin spanned on a wooden frame (much lighter)?
  7. [Kushites] Units, Unit Textures, and Unit Props

    The sword of the man on the left is hard to see because of its thinness. The central person should hold the axe lower, certainly not at the middle. Otherwise the axe seems fine to me. The sword'sblade length could be reduced slightly more, but it already looks much better.
  8. [Kushites] Units, Unit Textures, and Unit Props

    While I like discussing with you, I know nothing about the Dinka or other peoples in that part of the world. If you say so, I'll believe you. I'd just like to point out the obvious isn't always true. (E.g. up to the present day most people believe the Black Death was spread by rats, although different modern sciences have proven that can't be true - but that's a different topic.) No, I don't want to make everything smaller, I just like to avoid an unrealistically long sword. In fact, I have no objections at all if the axe is longer than the sword, or shorter for that matter; I was just referring to the 10 cm ruler in this image:
  9. [Kushites] Units, Unit Textures, and Unit Props

    Actually I do not think historical records necessarily prove anything, however: Archaeology can only provide evidence for what can be found, not for what can't be found or is lost. Or for something intangible, such as no “significant cultural changes”, which to me sounds either arrogant or ignorant. I fully agree. Archaeology, historical records, comparative linguistics, and genetic sequencing can show indicate something individually, but only in combination with each other they become really valuable. The sword blade seems still longer than the man's leg, so perhaps you could shorten it a bit more? The axe is partially obscured by the rotation of the unit, however, the axe head shown about a dozen posts earlier was less than 15 cm, so perhaps use that as an indication for the total axe length.
  10. [Kushites] Units, Unit Textures, and Unit Props

    Hard to prove for a people with no written history Man 1.8 m, sword 0.8 m, blade 0.6 m, handle 0.2 m, works out at a ratio of 9:4:3:1. Axe I don't know, probably something similar. I think it's realistic if the total weapon length is about half the total man length. So assuming the sword is currently about 70% the unit's length, then multiply the sword length by 0.7 (because .7^2=.49).
  11. [Kushites] Units, Unit Textures, and Unit Props

    That explains it, thanks for the clarification. Not at the end, but not half-way either; it looks more like at 20%. Anyway, try it yourself, grap some kind of stick and swing it, trying for different positions, half-way, at a quarter, at the end. You'll notice a significant improvement if you hold it lower. Yes, nowadays. Currently European males are 20-30 cm longer on average than their counter-parts of three centuries ago. While I won't deny individuals could occassionally exceed two metres (e.g. Goliath), I do believe the average length in Antiquity was clearly shorter than it is today. Anyway, if the man in question was indeed 1.8 m, then the blade is even more in need of a length reduction (2/3 of 1.8m is 1.2m, while 2/3 of 1.6m is 1.06m).
  12. [Kushites] Units, Unit Textures, and Unit Props

    Forgive me for posting some criticisms The hand should hold the weapon at the end. Holding it half-way significantly reduces the weapon's swing, range, and impact. Also, shouldn't the ancient epsilon axe head be attached to the stick at the three points? E.g.: https://ixquick-proxy.com/do/spg/show_picture.pl?l=english&rais=1&oiu=http%3A%2F%2Fbaidun.com%2Fwp-content%2Fuploads%2F2013%2F06%2FWP_EG_1001bw-900x598.jpg&sp=94a22a6c5f322922527f5dad2abaf8e6 The blade seems too long. Let's assume an average male was 1.6m; ancient swords seldom had a blade longer than about 60 cm (please correct me if the khopesh was indeed much longer); therefore the blade ought to be less than a third of the unit's length. Currently it looks more like two-thirds, appropiate for Early Modern (European Renaissance) swords, but not really for Antiquity.
  13. Personally I dislike terms which do not include “population”, for several reasons: including “population” makes it immediately clear all terms are related and deal with the same concept all internal names (template attributes, data files, etc.) include “population” and I'd rather stay as close as possible to those to keep things logical for modders and programmers “housing” I tend to associate with “houses”; and “housing limit” could be interpreted as a limit to the number of houses, which is something different than a limit to the population. Furthermore, you can reach the maximum population limit without building any houses; in fact, a house-less mod is not inconceivable; and it's perfectly possible to assign population bonuses to units and population costs to structures. “growth” or “growth limit” seems too generic Switching to population size / population capacity / population cap (instead of population / population limit / maximum population limit) is a possibility but I'm unconvinced it would be an improvement, because each of those alternative terms could be applicable to the individual as well as to the total.
  14. Hyrule Conquest

    If. People here are willing to help, however, assisting is a bit difficult if we don't know what you're doing exactly. Creating an account and setting up a (public or private) repository on github or gitlab can be done in a few minutes. You don't have to do it, but it'll certainly make things easier, for us and for you.
  15. It is not only verbose, it's also precise and clear, whereas “maximum population” is ambiguous, as it could mean A or B. Besides, people will probably abbreviate them to pop? / limit? / max? anyway To summarize how I view it: “population bonus” is what some structures grant “population cost” is what units typically have “population” is the sum of the population costs of all a player's actors “population limit” is the sum of the population bonuses of all a player's actors “maximum population limit” is the setting, defined before a game is started; nevertheless it can be changed by in-game technologies (e.g. Mauryan civilization bonus) and auras (e.g. Wonder)