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Showing content with the highest reputation on 2016-10-20 in all areas

  1. For thematic and continuity reasons, we are focusing on a series of four dominant civilizations (Egypt, Israel, Assyria/Babylon, Greece) within their respective geographic regions (the Nile, the Levant, Mesopotamia, the Aegean), but Hittites will most likely be represented in some form in Part II as individual units within a parent Mesopotamian civ.' The idea at this point is a succession of civs like this, represented in sequence for Parts I, II, and III: EGYPT: Old/Middle Kingdom -> New Kingdom -> Late Period ISRAEL: Pre-monarchy Hebrews -> United Monarchy -> Judahite Kingdom MESOPOTAMIA: Sumer/Akkad -> Kassite Babylon/Syria? -> Neo-Assyrian Empire GREECE: Minoans -> Mycenaeans -> Archaic Greeks See above. Neo-Babylon was basically a successor of Assyria (although co-existing in a subordinate position prior to the sack of Nineveh in 612 BC and defeat of Assyria's last major resistance in 609 BC), and inherited pretty much their whole former empire. One of the titles of Nebuchadnezzar II of Babylon was "king of Assyria", indicating some form of imperial continuity. Since both the Neo-Assyrian and Neo-Babylonian empires took place in the 1000-500 BC timeframe, I chose the Assyrians to represent the Mesopotamian region, since they seem to have had the greater impact and influence, as well as much greater longevity. The Neo-Babylonian and Achaemenid Persian empires at least partly used the Assyrian models of administration and governance. All that being said, I'm not ruling out a future Neo-Babylon civ for Part III, but that would have to wait until the main four civs are up and running.
    3 points
  2. Not if they are regimental symbols though the civ symbol might show ownership and therefore differentiate it from defender's structures. Enjoy the Choice
    1 point
  3. Btw, it's possible to clone 0ad repo on github, create a branch for some feature and in any moment have a SVN-compatible patch for these changes. I'm currently slowly working on #2305, I initially attached a SVN patch for it, but then realized that I want to do a lot of small incremental updates to it, a final version won't be ready soon and it would be much more convenient to have a git branch for an interim period: the latest version is published as soon as I push a new commit, all changes are visible as separate commits with messages and diffs and the ticket isn't cluttered with a lot of intermediate patches (it's already cluttered enough with all those research results, current state reports and discussions :)). 'Comparing changes' page allows to see both overall diff and log of all commits present in the branch: https://github.com/0ad/0ad/compare/master...AlexanderOlkhovskiy:stk-stun Diff can be downloaded and applied to SVN copy using the same link (with appended '.diff'): curl https://github.com/0ad/0ad/compare/master...AlexanderOlkhovskiy:stk-stun.diff | patch -p1
    1 point
  4. I'm sorry for not keeping up with you on replying, work has been kicking my butt lol you're headed in a good direction. One small thing I would ask of you is to make the main building's texture plaster rather than cut stone to fit in better with the rest of the faction architecture. I'm stretching my lunch break lol, let me know if you have anything specific you want critiqued and I'll get back to you when I get back home. Looking good, keep it up!
    1 point
  5. Use shift clicks to orient your troop formations, shift click behind where you want your formation and click forward where you want it to stand and face.
    1 point
  6. @Alexandermb: yes, but your modifications are unrelated to how the Norse are represented in Millennium A.D. (which is the actual subject in this topic)
    1 point
  7. To generate the same map again, one needs to have the same number of players, their civs, their team numbers, mapsize, mapname and seed. Hence I don't see players profiting from specifying the seed in the gamesetup.
    1 point
  8. @Alexandermb: should I split up your modding work into it's own topic? Good to see new people that try and mod this game
    1 point
  9. hahaha, ok, I knew I had to be silly .... then although I see that stay next to the building, they are conquering ?? and as you know when you have conquered ?, it turns your color ?? buah! Knowing this, the game mola lot more ... that you are great !!! This game is amazing, for me the best RTS of history and the free world!
    1 point
  10. Isn't discouraged, the game can improves the shield bash can be a variation of melé attack.
    1 point
  11. Interesting, yeah I think when I initially thought of this I set out on the idea that I could somehow magically generate a large preview of seeded maps to see what they looked like (under Archipelago) and then I previously asked where to find the seed ... https://wildfiregames.com/forum/index.php?/topic/21055-random-maps-question-random-seed/ What I get afraid of is people just not understanding what the seed means (it's more for programming terms). Imagine I want to share the map w/ you, I know you would know what the seed does and where to place it but in other ways it would be ideal to just people able to save the seed under a name and send a .zip that includes map info, seed, preview, etc. I don't even know if what I am thinking of applies to anything really outside of the Archipelago scripts so I am still thinking about how to handle in the UI. Based on the graphics you show from the other games it would make sense to extend a Map Type to be where you could seed. Are there any open Trac tickets for that?
    1 point
  12. Done! DE = Delenda Est (not a completely serious proposal, just something what inevitable comes to mind, maybe even was already posted somewhere)
    1 point
  13. Danke i am still work on it... just click
    1 point
  14. Another interesting video about how hoplites fought. (yes, I'm working on hoplites animations next ^_^) It's a pity I couldn't find part 2 yet
    1 point
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