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Showing content with the highest reputation on 2013-12-16 in all areas
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Hey guys, Sorry I haven't been on here in a while, but I've been super busy with work and stuff I just wanted to weigh in on the discussion on the proper way to transliterate Ancient Egyptian-- there are a few schools of thought on this: since we don't exactly know how Egyptian sounded, we generally guess which vowels went where, due to clues from Coptic and other related languages... for the case of hw.t-ntr Lion's transliteration is the generally accepted one... there should be a dot under the h though... Although having demotic as the transliterated language would be nice, I haven't been able to find a good transliteration system for the demotic script... hieroglyphs are much easier to do! I say we just stick with something relatively easy to transliterate for now, and later we'll try to adapt our transliterations to reflect the demotic pronunciations... for a guide on transliteration i'd suggest James Allen's Middle Egyptian: An Introduction to the Language and Culture of Hieroglyphs or Collier and Manley's How to Read Egyptian Hieroglyphs: A Step-by-Step Guide to Teach Yourself, Revised Edition Those are what I'm using to teach myself Egyptian... on that note, if you want help with transliteration, just message me... I'm going to try to be around here more often!3 points
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This game looks really neat, and I look forward to playing it. It really brings back the nostalgia of AOE2. I just have a few suggestions/comments. My favorite parts I have seen are the formations, and the warrior gathering resources. I'm assuming everything has a hotkey, right. Like the different formations, buildings, orders, etc? Resource gathering: My biggest vice with AOE2 was the resource collection. You had limited wood, stone, food, and gold sources, and had to constantly micro-manage citizens around to find new sources (especially for wood). -Empire earth had a nice system of unlimited resources at each point, but limited number of citizens could work it. -Rise of Nations had an even better, and less micro-managing gather system, where additional citizens would increase the collection rate which would be displayed as a number ("+45/90" gathering +45 food every 30 seconds, out of a max gathering rate of 90), and technology and ideas would increase the maximum collection rate of different resource types. Rise of Nations had the best system of any RTS, and 0 AD should definitely implement it. It allows for more concentration on military strategy and gameplay. Trade routes: I haven't seen any mention, but having caravans going between cities/ civic buildings would generate gold/metal income depending on distance between the points. Territory: Should be more beneficial to gain. In RoN, there was the concept of attrition for unsupplied armies in foreign territory. Civ traits and technologies would increase or decrease the rate. You also can not build buildings in territory not your own. These are just a few suggestions I have. I will leave them here for discussion. Herrhals1 point
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I finally managed to win a game against the AI but I quickly found out to achieve victory became a task of frustration. In most RTS games I have played in the past (Command & Conquer Series, Warcraft II, Starcraft 1&2) to achieve total victory required 2 possible outcomes. Either the other player quit or all his structures were destroyed. In the game I played, I had destroyed every single enemy building and thought that was enough for victory. Obviously, it was not. I ended up having to search the entire map for last remnants of the enemy units and it took me an annoyingly long time to find those units. What made it even worse was that the AI units weren't even doing anything relatively productive to revive the computer's chances for a come from behind victory. Has this been discussed? I went through the stickies and future features to see if this would be fixed in future versions. Are there plans for different types of win states to be added in the future? Right now, the current 'total annihilation' win state is not fun.1 point
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Hey Everyone, Here's what I've got for the Culture Groupings (meaning shared building styles, unit styles, and good historical relations) I think we should hold off on introducing any other new civilizations for now, at least until we have made more solid progress on the ones that will definitely be included. (NB: An "x" after a civilization name mean a Design Document has been started for that civilization) Proto-Greek: Minoan Mycenaean (sort of Lydian) Anatolian: Hittite Lydian (I think this is a possibility if we include Troy with them) Levantine: Phoenician x Hebrew/Israelite x (Syrian?) Egyptian: Egyptian Nubian Mesopotamian: Assyrian Babylonian x (Hurrian/Kassite)* Italic/Gallic/Iberian: Etruscan (Terranmarian) (Appeninian) (some early Iberian civ, maybe Argarica, also maybe Tartessos, or any combination of all of them) Indian: TBD *If we can get enough research on these guys, I think they'd be a unique addition to our mod... As for the Sea Peoples: I'm still not sure as to whether or not they should be included--I'm leaning toward including them as mercenaries for some of the factions (maybe Mycenaeans, Minoans, and Phoenicians) On the note of Culture Groups: We are still looking for skilled modelers... if you aren't too busy with the vanilla project, or if you feel like helping us out anyway, please look at the references we have gathered! A lot of them can be used for multiple civilizations' buildings/units, so one model can go a long way!1 point
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This is actually because the AI doesn't ever surrender, when it probably should at some point. I'll try to see if something sensible can be added for Alpha 16.1 point
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Normally XP, but after upgrading the route you could choose the resources you wanted.1 point
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Here they are: City Center: pr-'a (pronounced per- a- a) House: pr (pron. per) OR ḥwt (pronounced kh (or german/scottish ch) oot Market: (can't get an exact translation: this means house of things of demand)ḥwt-n-ḫt.w-wḫa.w (pron. khoot en khetoo wekhaaoo) Dock: ḥwt-n-dpt.w (pron. khoot en depetoo) Barracks: ḥwt-n-mš' (pron. khoot en mesha) Stone wall: h-n-njwt (pron. heh-en-niwt) Stone tower: mktr (pron. mekter-- actually the etymological origin of the word "migdol" in Hebrew) City gate: sba-n-njwt (pron. sebba en niwt) Defense Tower: mktr-n-ḏw (pron. mekter en djoo) Outpost or Watchtower: mktr-n-ḫt (pron. mekter en khet) Fortress: mktr-'a (pron. mekter-a-a) Corral: h-n-ssmt.w (pron. heh-en-sesmetoo) Farmstead: pr-n-t (pron. per-en-et) Storehouse: h-n-ḫt.w (pron. heh-en-khetoo) If anyone else has a decent English-Egyptian dictionary, you might want to check these--I can't find some words that have direct translations so I had to circumlocute... Also-- a note on Demotic: after further digging, it seems to me that Demotic is not very different from it's linguistic predecessors (most of the vocabulary from Old Egyptian remains intact throughout the various evolutionary steps of the language's development) all that appears to be different for Demotic is the script (which can get really confusing) and the fact that it simplifies some of the more complicated Middle and Late Egyptian grammatical concepts that go hand-in-hand with the hieroglyphic writing system... it would be super cool though if we could use hieroglyphs as the ingame text... I have mentioned this before, but I know of an open source program that allows users to type in Unicode hieroglyphs... here's the link: http://jsesh.qenherkhopeshef.org/ For now, I think it would be easier to do all of the building/unit names in transliteration, but I think we should, at some point, have them all in the local scripts (the hardest of these, I think, would be cuneiform for Persian... I'm not exactly sure how that would work)1 point
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It's because the SelectionGroupName is set to the same name in the template. So they are grouped on selection. You can just remove that line in the marian legionnaire if you don't want it.1 point
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That won't make any difference to the running, it will just make it visually a bit better. The balling up in one mass should be fixed in SVN now.1 point
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You cannot edit them. You either have to use an existing animation, or create a new one from scratch in e.g. Blender. You'll most likely have to create a new unit model as well in that case though. But again, most likely there is an existing animation you can use already, just by changing the XML for the unit. Maybe the 2handed sword animation is useful for what you want to do? I suggest you take a look at champion_unit_3.xml in the celts folder and base it on that (just change the broadsword to an axe), and see if that's ok enough.1 point
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This is Zophim with the United Monarchy Israelite design document proposal (first version will be posted soon).1 point
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No hemos sacado una versión final. Obvio q tiene establos persas.no hemos sacado ninguna versión aún. Nos paramos cuando anunciaron la facción Ptolomea. Ya te explique antes que iniciamos construyendo un par de unidades y edificios a partir de los persas.If want you can fix it. We are stopped now. We are in design phase. Sorry if was rude but, I write this in all our sites. We started build over Persian, and Egyptian faction it's not finish. We need the main 0 A.D is finish to start bring volunteer to us. Because I'm most interested in main game, because we are a mod, a pack of new civilizations based in late Bronze Age. I'm not interesting in bugs because is obviously for me.1 point
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Lion.Kanzen: Sorry, I didn't see your request. A link to the official law in question (German): http://www.gesetze-im-internet.de/stgb/__86.html There is no official translation (or I couldn't find it). This law does not say anything about the swastika but refers to it as a "symbol of a party or organization declare unconstitutional by the Federal Constitutional Court" (translated by me as literally as I could). This includes the NSDAP and this includes the swastika as one of their symbols. Nothing is mentioned about how close it has to be to the "original" symbol to a crime to "make it publicly available in a database" (close translation of the part related to our issue). Though (as said before) it's quite unlikely that a German court would declare wildfire games (or whoever charged) guilty it's already a crime to show (host a picture of "make it publicly available in a database") the swastika (a "symbol of a party or organization declare unconstitutional by the Federal Constitutional Court"). (Don't hit me. I didn't write the law) (Don't try to interpret it, it will stay a chargeable crime) (For me this issue is settled: I just don't care enough)1 point
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This thread was nice and dead I thought we had decided to give the women scant clothing and that the Indian swastikas were okay. I feel like there hasn't been any issues since Magadha when they were introduced, so this is not a problem, nor does it need to be addressed imho1 point
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I play 0 A. D. on a daily basis. I think it's one of the best if not the best game around. I love it! I simply want to know who to refer to as "Your Majesty". Because whoever leads this great project is worthy of the title! But other than that, no just curious.1 point
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Glad to hear. You should send translators to https://www.transifex.com/projects/p/0-ad-unofficial/ , as most of the strings should not change anyway from now until the implementation reaches master, and as they change the Transifex project will be kept up-to-date. I’m hoping to have things ready for alpha XVI or XVII.1 point
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@GunChleoc: Don’t you worry, I think I’m covering all your points in my on-going implementation: https://github.com/Gallaecio/0ad (language selection is not there yet, but it will be, hopefully without the need to restart the game as well). Once that is finished, if RedFox detects that this internationalization implementation is a bottleneck somewhere, affecting performance noticeably, anything we do to increase performance with translations will hopefully be without removing features for translators provided by the working implementation.1 point