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Showing content with the highest reputation on 2012-06-15 in all areas

  1. Hi Guyz, Just skimmed through the thread, and I have few things to share: Spearman (basic->advanced->elite): Spear is called " Bhala" in Hindi and "Shul" in Sanskrit, but 'Trishul"(Trident), a slightly altered form of spear is more common in India. Trident is also depicted as the main weapon of a number of Indian Gods. A man with Trident will be called "Trishuldhari". Swordsman (basic->advanced->elite): Sword is called "Talwar" or "Khadag/Asi" in Hindi and Sanskrit respectively so a swordsman would ideally be called "Talwarbaaj" or "Khadagdhari/Asidhari". My suggestion would be to call them as "Kshatriyas" , which refer to the warrior class of that time in place of swordsman. Some of them could use two swords at a time. Slinger (basic->advanced->elite) : Slinger is called "Gulel" in Hindi but I dont think Indians used it for military purposes, in place of Slingers you can use "Chakrams" (Sharp edged steel disks (like Frisbee), that can be used as boomerang/or slings). Skirmisher (basic->advanced->elite): A basic infantry unit is called a SANIK (Sanskrit) or SIPAHI (Hindi/Urdu), which became "Sepoy" during British rule. Archer (basic->advanced->elite) Archer can be translated as "Dhanurdhar" (Sanskrit) and "Teerandaaj" in Hindi/Urdu, One of the greatest archery skill of that time was being a "Savyasanchi" (Ambidextrous). Cavalry Spearman (basic->advanced->elite) Horse Cavalry is called "Ashwarohi" or "Ghudasawar" in Sanskrit and Hindi respectively. Cavalry Swordsman (basic->advanced->elite) Cavalry Skirmisher (basic->advanced->elite) Cavalry Archer (basic->advanced->elite) Woman/Female Citizen: A female can be called "Naari"/ "Mahila"/"Stri" Trader: "Vyapari"/ "Vaishya", Vaishya refers to the trader class of that time. Healer/Priest: Healer is called 'Vaidya" and priest a "Pujari or Pandit", Brahaman also refers to the Healer/Priest class of that time. Fishing Boat: Fisherman is called a "Machuara" in Hindi and "Matsyapalak" in Sanskrit Merchant Ship: "Vanijyik Nauka" is the literal translation. Some kind of warship(s): Warships are called Yudhpot. Notes: Indian civilizations should also have Chariots (Rath) as cavalry. Person sitting in a chariot can act as an archer from distance, while using lance in close combat. Maceman can be another special unit. Muscular men yielding maces to crush enemy forces. A war elephant with a big mace tied to his trunk can be a devastating champion unit, destroying everything which comes in it's way(Put archers on it's back for added firepower) Basic->Advanced->Elite can be translated as Rathi-Adhirathi-Maharathi in Warrior terminology but I need to dive deeper in this. A warrior is called "Yodha", Heros: I think Chandragupta Maurya is essential if you are naming it Mauryan Civilization, he is the founder after all. Ashoka can be the another one, He ruled almost all over the India except far southern territories. Chanakya is a great choice if you can have a Strategist/economist kind of hero, Without his help Chandragupta could never have become a king. Civilization Centre: If you mean capitol it will be "Rajdhani" House: "Ghar" Corral/Animal Pen: Goshala Mill (wood and mineral dropsite): "Bhandaar" Farmstead (food dropsite): "Khalihan" Farm Field: "Khet" Palisade (wooden wall): "Deewar" Outpost (wooden tower): "Chauki"/ "Machaan" Barracks: "Chhawni"/Senawaas Dock: "Bandargah" Market: "Bajar" Temple: "Mandir" Defense Tower (usually stone): Stone Wall/Wall Tower/Gate: Gate is called "Dwar", Stone Wall should be "Pathar Deewar", but that's a literal translation. Fortress: "Kila"/"Durg" Also Indians do not kill cows for food, but worship them as mother, they are anyways herded for milk products. Most of the translations I did for the Civil buildings are Hindi/Urdu names and not the original sanskrit ones, but these are the ones mostly used now a days. Architectural references I will submit after some research. I am a bit reluctant about the information provided for unit research http://www.europabar...its8.html#india, it looks quite complicated and I am not sure about the origins and names of the units as well. If you guyz have any questions please feel free to shoot.
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  2. I would say that's very educating A learning experience (hopefully), and pretty representative of how things are in the real world (where people pay a lot for things which really aren't worth it just because they're of the "right brand" etc). But that's at least not going to happen here If we let people actually pay for things as opposed to donating it's just going to be additional things like the physical things mentioned above. The thing to remember though is that money in and of itself isn't a solution to any of our problems (apart from perhaps paying for a multiplayer server in the future if that is necessary), sure we can pay developers, but to make it fair it would have to be for more extensive work and then one or more of the developers would have to be able to set aside that kind of time, which is not too easy to make happen.
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  3. The game is so detailed that you can see individual spears of spear-throwers hit and miss and do damage accordingly and then you want to hard-code the benefit of formations with speed and armor bonuses? I think this is the wrong way and the benefit of formations should come out as emergent feature from the basic rules of the game. As for the speed issue: I think its perfectly realistic that formations move slower than individuals and not a problem gameplay-wise. When moving units to the enemy, units should march in a loosely coupled formation more like a snake than a fixed column. The effect on speed would then be negligible. When really attacking the enemy, the speed is not very important anymore and it even adds strategic depth not to be able to change the formation in a matter of seconds because one hat to think a little before attacking. The benefit of formations in real world comes from covered flanks and higher morale if you have your own troops around you. I think the first point can be perfectly simulated by lowering armor/guard by quite some amount for every but the first attacker or making it direction dependent. This would make it important that units don't get encircled and only face a single enemy at a time. (of course, this works only if units have a collision box / unit stacking is not allowed) If you merely give bonuses according to in which formation the group is, you are missing a lot of emergent behavior, like what do you do when the formation is starting to break up because a part was destroyed? Who gets the bonus now?
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  4. Actually it is a good opportunity to implement crowdfunding Some people likes to donate for nothing in return, Some others likes to donate for recognition, While some others proudly support some cause by buying perks... So we don't make people pay to play 0 A.D. It is better to provide a channel that enables them to participate in supporting the development of 0 A.D. with additional perks given as a token of recognition. The game itself is always free.
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  5. When there's enough art such as web-banner, jpeg posters, etc, the next wave will be printing them to stickers and shirts to show support, so hopefully more people will know about 0 A.D. Let's go community people, show your design
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