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Showing content with the highest reputation on 2013-11-19 in Posts
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I always forget about the famed nuclear power plants of Classical Greece or the towering assembly line factories of the Celts.4 points
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I think, that those maps with many trees don't need many trees to regrow. Only a little percentage, 10% or so, should regrow. There wouldn't be many Problems with path finding. On maps with less trees that percentage could be higher. On desert maps you have a Oasis, and trees might regrow only near of them. Maybe a technologie could be designed to plant new trees, if necessary.2 points
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Regarding tree regrowth, perhaps it would be more practical if there were only regrowth of previously existing trees (rather than dynamic growth), as long as nothing has been built over that space.2 points
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P2 starts when P1 is about finished. And P1 will only be finished when the performance problems are solved at first.2 points
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Forest regeneration isn't very easy to get right. You need to take different maps into account. Some forest maps have a lot of trees, and if you add forest regeneration there, it can block your paths (I don't think we want that). On the other hand, forest regeneration would probably be way too slow on desert maps to be noticeable. We can avoid the overlapping trees mentioned by LordGood, but the simulation engine doesn't really know about textures, and even if it did, it would be a lot of work to bind every texture to a class of trees it can grow, and also pass that info to f.e. the random map scripts.2 points
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I think "Achmenids", "Ptolemaics" "Mauryans" ... are good for small spaces, but when more space is available (like in the history section), I'd prefer "Ptolemaic Egyptians", "Mauryan Indians", "Achmenid Persians" ...2 points
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The Slovakians and Scots are represented by the Celtic faction in game and the Arabs are Persians. If you can think of some way to distinguish the factions, feel free to draft a design document.2 points
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Does this really merit a thread on it's own? You're starting new topics at five minute intervals. But yes, there will be a Part 2, hopefully. It hasn't begun actual development though and probably won't for a while now.2 points
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The term persian empire even if originally referred to the achemenid persian empire is often used as a generic term for all the empires, sultanates and dinasties that have ruled the region through history and corresponds more to a region or culture than to a state. We should consider also, the different meanings of persia: -The geographical region. -The people and culture. -The numerous "persian" states through history. Since more "persian" empires are planned for the game (Parthians, Sassanids and Seleucids) i propose that the name of the civ "Persian Empire" change to "Achemenid Empire". Besides i think is more accurate since the empire was more than just the geographical region of persia. Just that a simple name change. It would be less confusing for people who are not very informed in the subject of persia and its different dinasties and states that ruled the region in the ancient times. What do you think?1 point
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Hello! 0 A.D. Could someone tell me exactly when this year happened? I know what are 1st century B.C. and 1st century A.D. I know what is the year 1 B.C. (which began circa 365 days before official C. birth.). I'd guess that 1st year A.D. is called 1 A.D. by scientists and calendars. I'm pretty sure the game's name won't change, and that's not a problem for me. But maybe, we could make it clear to the newcomer and the outsider that we perfectly know how years are counted. So, I'd suggest that in in-game descriptions, we change the string "0 A.D." to "1 A.D.", first year of the new era. As an example, lets talk about the "500 B.C. - 1 A.D." period, that ended with C. birth.Let's keep "0 A.D." as the main title and let's take responsibility for it as a fancy that would allegorically represent the change of area, which the game is centered on (before: period 1; after: period 2), rather than a given historical year that isn't even the first imperial century stricto sensu.A bit like a "ground zero" date, maybe the very one second between the day 1 B.C. ended and the day 1 A.D. began, maybe around the 6th stroke of midnight.1 point
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I think a whole faction based on this would indeed be too much (at most a scenario featuring the Romans or something of the sort would be factible). Even the historical Mesoamerican civilizations would be difficult to justify including, considering they are out of the game's geographical range, specially since the devs have so far ruled out even including far eastern civilizations.1 point
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There are already food trees and bushes just no game mechanism to plant them there has been some discussion on having berries and such growing back after you strip them but that has not been implemented. Enjoy the Choice1 point
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In fact, it's good to have a clear license for any content added to the game, even community content about the game, because the question will inevitably arise when someone else wants to modify or use your work, whether or not that's allowed and under what conditions1 point
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I think this is the best solution, somewhat like the soldier/structure double names. It will make the game more accessible to people without "deep" historical knowledge.1 point
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Wow, cool stuff: http://www.econ.ohio-state.edu/jhm/arch/calix.htm http://www.webcitation.org/65PlUfqJr I hadn't heard of this before. It could be false (as the second link discusses), but it is nevertheless interesting. The first Latin Americans1 point
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Some Chinese Sculpture,architecture,paper arts pics i took during my visit of a temple located in Tainan might useful to the texture artists(borden detection in gimp)? http://imgur.com/a/5BIyp/ for example1 point
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Thanks. I will work on this over the next few days and do some research to make a high-quality document.1 point
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Yes, I have seen the technical specification, my point was more about the purpose of the AIs (the "gameplay"). For example, in some elder threads there was a desire for a "real hard AI that does not cheat", which is probably category #1,#2. Let's imagine there was a perfect-playing(*) AI - what would one do with it? Another issue is the "partial AI rewrite in C++" mentioned before. If the primary audience is multiplayer, a 100% hardcoded/scripted AI might be sufficient with respect to the performance troubles. (* For tic-tac-toe, checkers and similar games a database of *all possible gameplays* has been built - one can formally prove an AI using that DB can enforce a stalemate at least => it is invincible)1 point
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Developer is not much further up the heirarchal ladder than a community member on these forums, really. we can all contribute if we want to And there is no "beta", so there's no need for beta testers just yet.1 point
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to the this mod, is the best place, this guys never have other site, i think. all mods are based in Pyrogenesis engine, so if the main game is Alpha you can be a alpha tester. but if all progress are in this forum, the game is in Design mode, without art or units to test yet.1 point
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Here are some ideas for this possible faction: -Level one-Early Baltic cultures -Spearman Link -Light infantry Link -Archer Link -Light cavalry Link -Level two-Late Baltic cultures -Spearman Link -Javelineer Link -Warband swordsman Link -Heavy horseman-(Mounted swordsman) Link -Archer Link -Level three-Pagan Grand duchy of Lithuania -Archer Link -Light cavalry Link -Axeman Link -Spearman Link -Noble swordsman-(At upper right part) Link -Noble cavalry Link -Level four-Christian Grand Duchy of Lithuania -Knight Link -Karaims-(Fight with bow and spear/sword) Link Link -Spearman Link -Axeman Link -Crossbowman Link -Swordsman Link -Boyar Link -Vytis Link What do you think?(I think we will need an lithuanian/polish/person who knows about hte area to see the rooster and correct the mistakes,since there are controversies about the lithuanian military)1 point
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There is some Story to you know the Development of this project is not easy, and you and other expect the P2 starts next year. http://play0ad.com/game-info/project-overview/1 point
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1 point
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The design document just includes what units, buildings and bonuses the civ has (based on historical information). There are examples of design documents on the wiki (http://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies http://trac.wildfiregames.com/wiki/Civ%3A_Spartans ), but it's the content that matters, not the style.1 point
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There is/was a mod about the modern era, but last thing I heard, was that they dropped pyrogenesis and were looking for something else.But definitely we should think about forest regeneration (perhaps by adding a Forrester like in the old settlers games?)1 point
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Many features aren't included in the game yet but since 2004 are to many topic talking about them. You can put the key words and search. I see Fabio in other post answer this. http://trac.wildfiregames.com/wiki/GameplayFeatureStatus This all main features in game and to add in game. The other source to search features or knowledge about the game is our wiki. http://trac.wildfiregames.com/wiki1 point
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Regrowing trees should definitely be a thing though, Hunting and Lumbering were done extremely well in the first Stronghold games. Overlumbering would come back to bite you in the butt, as would overhunting. The trees would actually go through stages of growth and spread depending on how many were left standing, some would only grow in the desert and others only grew on the oasis three stages of growth, wood content would increase with each stage, and spread to adjacent tiles at max stage Issue with the 0 AD terrain is that it's not divided into tiles so randomising tree spread could lead to overlapping1 point
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When you have resources, you also need a way to use it. What will cost x Wind f.e.? And they need to be separatable, like I guess "Water" is included in "Food". No need to have both when they'll always be used together. You know 0 A.D. is fully moddable, right? So every mod can add his own resources. But I don't think we need to overcomplicate the default game with more resources.1 point
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We had roads (at least the code was ready to have different move speeds for different terrain), but it causes too many problems with the pathfinder. When there are no roads, we can add jps pruning to the A* algorithm, and make the pathfinder a lot faster. As for bridges, when they are historical, I don't see a problem. I have some code ready for bridges, though it needs to be approved first.1 point
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Using "The Achaemenids" for Part 1's Persians is okay with me. We already use "The Mauryans" for Part 1's Indians. Let's get some more input.1 point
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We already have an Arabic and a Chinese translator signed up, so I would think this should be ready for gold, so their work can be used.1 point
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lol, the only thing more shame less would be to call the game 0A. XDD Edit: WAIT a minute... the game already is called 0A: 0 AD jajaja jajaja XDDD well, the only thing more shame less would be to call the game 0AA then. XD1 point
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Then, I guess it is the privilege of the age. As I finished the campaigns in AoE2, AoM, Age of Legends, Spellforce, all the same, I won't present myself as a beginner in RTS, however (still no Iron Man mode for me!).1 point
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Median Federation ==> Achemenid Empire ==> Alexandrian Empire ==> Seleucid Empire ==> Parthian Empire ==> Sassanid Empire ==> The Khaliphate The ones in B are the persian empires planned in 0 AD EA or 0 AD EB. I know there is no "definitive" list of civs for part 2 yet but parthian and sassanid are a "must have" so is highly unlikely for them to don't appear in part 21 point
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De hecho hay bastantes hispanohablantes, pero aún así seguimos siendo una minoría. Si quieres que tus ideas tengan eco (sobretodo con los directores del juego que son anglosajones) deberías intentar en inglés. De todas formas, no está prohibido hablar en español, puedes hablar en el idioma que quieras, el único problema es que estarás limitado a los que hablen esa lengua. Creo que aún falta mucho para que se incluyan campañas en el juego, pero nunca está de más empezar a sugerir contextos históricos en los cuales basar las campañas. I think there is still too much to do before creating campaigns; however, is not a bad idea to start suggesting historic contexts for the campaigns. I would suggest the next: -Peloponnesian war. Being Sparta. -Persian invasion of Greece (to pleace the "spartan" fans of 300). Being Greece. -Of course the second punic war. Being Hannibal. -The third punic war. Being Rome. -The alexandrian campaign. -The Ptolemaic-Seleucid Wars. -The Seleucid -Mauryan wars. with an average of 7 scenarios per campaign, there would be more or less 50 scenarios Yhe only civs missing from the campaigns would be the gauls and britons, any idea?1 point
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Leónidas: Mesopotamia es una región que albergó muchas civilizaciones a través de la historia. Los asirios y babilonios eran civilizaciones mesopotámicas que existieron antes del periodo de tiempo de 0 AD (500 AC - 500 DC); sin embargo, existe un mod que abarca desde la Edad del Bronce hasta la Edad de Hierro (las épocas en las que existieron los asirios y babilonios), el mod se llama "Bronze Age Mod", ellos ya tienen planeado incluir a los babilonios y asirios , puedes apoyar con ideas, ve a la sección de Mods en el foro y ahí lo encontrarás, también hay una sección en español. Mod:http://www.wildfiregames.com/forum/index.php?showforum=420 Sección en español: http://www.wildfiregames.com/forum/index.php?showtopic=168151 point
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Yes, a lot of documentation but not a lot of work, there wouldn't be 112 civs, there would be really 15 civs and the 112 "sub-factions" would be like technologies in which you can only investigate one per period. For example, as byzantines, if you choose the Frigian dinasty in the second period, you would gain access to the varangian guard and other bonuses. Like in AoM.1 point
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I've composed two soundtrack songs for it, and while it's my first effort outside of punk and rock music they didn't turn out that bad. If anyone is interested or willing to give feedback they are attached to the post. Once authorized by Moddb moderators, a little blog post with some extra info on them will appear here. Music.zip1 point
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Ok, after some playtesting, here's the files. I still haven't completely cleaned up the lag- a good reason to make smaller maps. Let me know what y'all think race_to_the_top.zip1 point
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I propose to introduce Camel Rider and Camel Archer units, like in AOE and Rome Total War, with bonus against cavalry.1 point
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In synaptic the very first thing in the list is 0ad :-p makes it easy for linux users1 point
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The other reason is 0 is in alphanumeric sort is the first in list, so the game can be sort to first or top.1 point
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You can bring information, I make a civ emblem to encourage to other to rise and thinking in new factions.1 point
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The Germanic tribes lived during empires assedant, and i have some ideas for it! * Rebuild the civic centre,, 6 celt longhouses wit h walls shrinking it, with a result as this * New Temple: /props/structures/celts/crannog_wall.xml /props/structures/celts/megalith_b_2.xml Mantain the rest of Biuldings, add a Kennel, use as fortress the celtic tavern, but with more size "22px" in this fortess train: * Naked Fanatics * Flame Javalinists "Javelinists thah launches flaming javelins" * Rams * Heores "Aminius, Alaricus, Odoacrus" the celtic building used for this factios are: * Celt Barracks * Celt Blacksmits * Celt Hut as germanic house * Celtc Market * Celtic Soldiers "less campion units" * Celt Dock and Ships + Viking Boat * Brit Kennel * Walls and Towers1 point
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Here are some ideas for this possible faction -Level one-Byzantine Georgia -Scutatus Link -Greek fire thrower Link -Anatolian peasant infantry-Fight with spear and javelins Link -Leones Clibanarii Link -Excubitorus-The Guard infantry Link -Georgian infantry Link -Cataphractus-The armored cavalry Link -Sagitarius Link -Level two-Umayyad georgia -Infantry Link -Guard spearman Link -Guard swordsman Link -Guard cavalry Link -Persian Asawira Link -Ansar warrior link -Caucasian spearman-The shield should be changed or taken out Link -Level three-Early kingdom of georgia/Georgian “golden age” -Kartlian Link -Metsikhovne Mshvildosani Link -Aznauri Link -Tadzreuli Link -Eristavi Link -Shubosani Molashqre Link -Monaspa horse archer Link -Level four-Late kingdom of georgia -Eristavi Link -Kartlian Link -Metsikhovne Mshvildosani Link -Georgian light cavalry Link -Khevsur gunner Link How are they1 point
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Here are some ideas for this possible faction: -Level one-Umayyad Egypt -Infantryman Link -Guard spearman Link -Guard swordsman Link -Elite cavalry Link -Egyptian light cavalry Link -Ansar warrior link -Level twp-Abbasid Egypt -Ghulum guard cavalry Link -Abna infantry Link -Frontier infantry Link -Farghana cavalry Link -Nubiam spearman Link -Marine crossbowman Link -Naphta thrower Link -Egyptian cavalry Link -Level three-Ayyubid Egypt -Jawarjaraya infantry Link -Arab cavalry Link -Guardsman Link -Tawashi cavalry Link -Junior mamluk Link -Nubiam infantry Link -Archer Link -Mamluk Abtal Askar Link -Level four-Mamluk Egypt -Amir’s Mamluk Link -Halqa trooper Link -Jandar infantry Link -Halqa Archer Link -Hammaha lancer Link -Maghribi marine Link -African handgunner Link Are they good?1 point