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Showing content with the highest reputation on 2017-01-17 in all areas
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I've been working with less developing the Zapotecs. I think there's plenty of information here for an architectural set. I wont promise anything though3 points
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2 points
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These guy deserve full civ. Placeholders I think can be Ptolemies buildings and Carthaginians buildings. IMHO, the phase requirements can be number of pyramids build. Maybe 2 for town phase and 3 more fo city phase. Maybe I add them to DE.2 points
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Developing a new mod requires vision, research and persistence. The hardest part about a Kushid mod from my perspective is the literature, images etc. There is not a lot available, which means somebody has to research it and make it available to the 0 A.D. community. @Sundiata you did already an awesome job in that. As far as I got it from your post a possible implementation could look like: buildings: temple: you have posted many images about the temple, that should be easy for artists to model it. civic center: how should the civic center look like? storage depot: how should it look like? which house would you like to take? fig: 15b or 15e? maybe using the double house 15b with a population capacity of 20 -> one of there specialties blacksmith: how should the blacksmith look like? fields: what is about there agriculture? farm: what animals did they breed? market place: how should it look like? trader: did they use camels? dock, naval buildings? how should a fortress look like? maybe they should have a stable -> good with horses and camels? what is about the fortress? How should they look like? towers and walls. How should they look like? wonder? units: civic center: basic units -> woman workers, the spear guy with the cotton protection (fig: 20), horse? garrison/barrack: archer maybe with near combat bonus, because of dagger (fig: 25d-1), and maybe axe warrior? stable: horse archers, spear horses (fig: 25g), camel units?, chariots? (fig: 1) mercenaries: Ptolemaic cavalery (fig: 25e), Sudanese tribal warrior (fig 25d-2) siege wapons? Did they had some? What did they use? special units: nubien bowman (fig: 25c), spear men? (shown in 6a.) heros and threir capabilities? specialties: Iron production (they should have a bonus tech) Archers can shoot poisoned arrows However, there are some open questions about towers and walls? How did they use them, just to protect them from nomadic invaders or have they been very good at building walls and towers? What is about there agriculture? Any specialties, besides the iron production? What is about ships and boats? Have they bean good or bad in naval combat? The first step, for me as software developer would be, to research more and try to answer the open questions. It does not have to be perfect, but should be detailed enough to start the development. I would constantly put all the information you collected into a repository. This way you can share it with the 0 A.D. community. The repository could be on Github, because there is already a repo called 0ADMods (https://github.com/0ADMods). I am pretty sure the developer and maintainer of 0AD are willing to help you with it. I would be willing to help you with the specification and the repo stuff. However, I am not a 0 A.D. developer.2 points
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I have resolved the problem.. Ihave disabled GSLS and "post processing" to the option. Thank you very much!2 points
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@TenLeftFingers Thanks for your offer of help! Maybe some of your friends would enjoy working on the translation as well, to get Irish in the game? It is currently at 12%. https://www.transifex.com/wildfire-games/0ad/language/ga/2 points
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1 point
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All mods under council of modders have a common page in github. I was part of them, now I'm only volunteer. https://github.com/0ADMods1 point
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It will usually be a JavaScript error which will show in game when it happens it will also be logged so check reporting errors in the wiki for your OS's path to the log files the interesting one is the one to post,so it's the same as reporting one for the game in general. Enjoy the Choice1 point
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So now the zip with corrected texture, fewww ! : CC BY SA 3.0 and 4.0 musk_ox-v2_2.zip1 point
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If Jonathan says he doesn't promise, we'll definitely have it in due course!1 point
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Ok --- I have set it up so that I can now access and play it in the scenario list. However, if I want to link some triggers to an existing map, could someone help me on how to do it? Don't worry, I'm documenting the things I'm doing and will definitely create a tutorial for other guys like me, with the help of the existing trigger work done by Niek in "A Silent Day in Gaul".1 point
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The fourth step would be to create a playable version of the mod. By simply reusing all needed buildings and units from other civilization, and maybe I am wrong with that. After that I would start to rename them, which requires researching the names. And then try to balance them as own civilization, which requires testing. In the next months I would try to replace all the copied placeholder units and buildings with real Kingdom of Kush one, starting with the Nubian Bowmen. Replacing the units requires artists. You should see the steps more like phases instead of clearly separated steps. However, it is easy to explain the software development with this "Waterfall Model". I also wanted to demonstrate, that a lot of work in the mod development does not require artistic and or development skills at all. A clear vision *, research, communication skills and persistence ** are needed to keep such a project moving forward. * which you have ** because the development of this mod will take months and even then somebody has to maintain it.1 point
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Those are some fine reading! Scholarly, if I may say. Good work on that!1 point
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My two cents: Personally I prefer destroy as default attack, over capture as well. As is pointed out, capture by default can be annoying at times, forcing unnecessary micro. It seems a bit contradictory, if your siege is destroying buildings and your units are trying to capture those same buildings, even if it makes capturing easier. Also, the historical argument for the feature "capture", is something along the lines of "siege equipment was used to destroy buildings, infantry to capture", which I think isn't entirely true. Infantry was regularly used to lay waste to entire regions, burning down, or dismantling everything they came across. Siege equipment is used to get past your enemy's defenses, like walls, towers and castles, but the actual towns were usually destroyed by fire. How many examples are there really of a battering ram being used for anything else than breaking down a gate? For example, the other day I was reading about the Roman conquest of Sarmizegetusa, the capital of Dacia, and how they manually dismantled their stone walls to prevent future rebellion. Don't misunderstand me, I think capture is an awesome and unique feature, and should definitely stay in the game. But just not as default, maybe.1 point
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Did you restart the game after that ? @federicus also you might want to read this https://wildfiregames.com/forum/index.php?/topic/16734-important-please-read-if-you-have-an-older-computer-or-graphics-card/#comment-2550781 point
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A lot more Eye-Candy (Each link has its own photo-album) Ancient Empires is a Total War mod, that attempts to bring back some interesting civs, including Kush. This is a good place to start with ideas for units (I'm happy about most of the units, except I disagree with the use of greek style bronze shields. No evidence for that): https://imgur.com/a/HtBcc A variety of Meroitic Artefacts: https://imgur.com/a/ZqiwE Napata: https://imgur.com/a/9WjCd The capital, Meroe: https://imgur.com/a/PgJe2 Musawwarat es Sufra: https://imgur.com/a/bLXFk Naqa: https://imgur.com/a/wNc4d Kerma (pre- 0AD), interesting because of architectural continuation in common structures: https://imgur.com/a/QE1B3 Wad ben Naqa: https://imgur.com/a/yLLUR Kawa (Taharqa's temple): https://imgur.com/a/0GtGB People of Interest: https://imgur.com/a/OOffX Some more people: https://imgur.com/a/BXmps1 point
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As has been stated already, the base game is unlikely to have additional factions added to it now, I personally think we have too many already However that doesn't mean I wouldn't love to see more geographical faction variety added through modding. Kushite-Nubians are a great choice for an African civ, the architectural style is quite distinct and there's a good amount of information available about them online. A number of years ago (before we started on the Mauryan civ) I also looked into the Bantu and Nok civilizations that existed during 0 A.D.'s time period. Unfortunately I couldn't find very much information about them, but the walls of Great Zimbabwe were of particular architectural interest Moving over to the Americas, I was also very interested in the Mayan and Olmec civilizations which would have existed in the time period. One day I hope to see them all in 0 A.D.1 point
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I can understeand ur proposal in ur first post. My country (Poland) is also rarerly in games though it was huge power in medieval times. Also slavs are rarerly shown in games tough they had very interesting relligion, architecture and culture. But as I said before I think that Africa is also ignored very often by game devs. It's sad because It's very interesting and mysterious continent.1 point
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sorry but you never know if links continuing keep working.some day there are other day, the links is dead. I can i start new topic.@Feneur can you move all my research in an other topic ?1 point
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African civilizations would be a cool addition, but unfortunately it is not so simple. All the work needed for the graphics would have to be done, along with historical research and etc. To make an entire civilization is a lot of effort.1 point
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I may be wrong, but as far as I remember, the developers have reached an agreement on a number of 12 for the factions of 0 A.D., and have made a choice of factions, among the most influencial of their time between Gibraltar and the Himalaya. They already require a lot of work, and I suppose adding any more faction would make the game a nightmare to balance. I don't find the euro-mediterrannean-centric aspect shocking for a historical antiquity-based RTS game, since a lot of very influencial historical events took place in this part of the world. With the Mauryas, I'd say that 0 A.D. is among the less euro-centric RTS games I've seen. But featuring subsharian african factions in an RTS would certainly be interesting. Rolandixor, why don't you propose a mod for that ? Also, as me and -I suppose- most people on this forum are not very savvy on subsaharian african history, I suggest you tell us more about civilisations, politics, warfare, important battles and influencial historical events that took place in this part of the world during the 0 A.D. timeframe. This will maybe encourage people to join you and create.1 point
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Well, eagles, hawks and vultures are also found in deserts. And I think we should add wildasses too.1 point