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  1. As long as you don't publicly distribute a modified version of 0 A.D. without making the source available, or something like that that goes against the license, you are free to use 0 A.D. for whatever you want So I don't think there's much reason to worry. The thing to be careful with is if you combine 0 A.D./0 A.D. content with other content (whether already existing or newly created) that it should be abiding by the same license. If you are not going to make the result publicly available you wouldn't even have to worry about that though, but I guess at least the thesis will have to be made public? And perhaps the material used as well? Again, it isn't an issue with 0 A.D. it just depends on what you might end up combining it with Generally speaking you should be more than fine to use it in your thesis though
    4 points
  2. Some interesting info, mostly of people don't know.
    2 points
  3. Wow!! Unlocking the camera zoom from the developer panel works great!! Maybe such degree of unlocking isn't desirable for normal use, but, after trying it, I strongly feel that more levels of zooming out should be allowed in the default behavior. Regarding units selection confusion, yes, I was using select box, but I find it difficult to see where are the units that can work, the units that can fight, and the units that can heal. I don't recall feeling this difficulty when playing AOE, I clearly figured out where was each unit type. But it was many years ago, so maybe my memories aren't accurate. Maybe one reason is the hybrid civilian-military units, which, even historically accurate, make gameplay less clear IMHO. Anyway, I feel that it would be highly desirable to study new ways for achieving an addictive gameplay in single player mode. AOE made you desire to start a new game when the previous one ended, and I still don't have this same feeling with 0AD (don't take me wrong, I love it, but I find myself enjoying looking at the buildings, the animations, and testing things rather than enjoying playing, which might be just a consequence that the game isn't finished, but could also be a symptom showing that addictive gameplay needs more study). Other minor aspects that maybe could be improved are corrals (if I'm understanding it correctly, you need to manually kill the animals, but it would be more convenient to have some workers doing the farm work automatically). And definitely, a more accurate depiction of each civilization religion in their temples/healers/monks/priests, etc... will add a more realistic feeling. Different healers could have different powers and habilities. Some temples could have (historically-based) additional uses (for example a monastery can have a very important library that helps make discoveries, or a liquor distillery, and there can be also civilizations whose healers are hermits who try to be alone, a distance from populated areas, and who would automatically walk away from populated areas (just a bit, perhaps, because otherwise getting to them for healing would be too difficult). Just quick ideas, but very cool stuff can be done with a more accurate depiction of the religion from each civilization.
    2 points
  4. Hi, I used to play AOE many years ago, and I just discovered 0AD. My most sincere congratulations to all the team and contributors!!! Even if it's still in alpha stage, the game is pretty playable, and the details are awesome. Anyway, I wish to express my impressions, just in case they might help future development: 1- Addictive aspects of gameplay for single player mode: I believe this is the area that needs more work. It's been many years since I played AOE, but I remember it as a highly addictive game even if I only played it as single player. I was the kind of player that enjoyed being able to build a relatively large civilization before the first battles. With 0AD I've not been able to play in single player without premature attacks that ruin the enjoyment of the first stages of building your civilization. Maybe in AOE I started the game in peace and then later declared war on the enemy, I don't remember because it's been many years, but in 0AD the only way to try to get close to the AOE experience is to put both the AI and me in the same team, and it obviously becomes boring if you do that. 2- Also related to gameplay: managing units becomes confusing when the population grows. In AOE I found it easier to pick military units and attack, pick workers and build, pick monks and heal... while in 0AD I usually find it difficult to pick different types of units. Maybe it's because it's just my first contact with the game, but I never felt this difficulty in AOE, so maybe there's something that could be improved here. 3- I understand this might be difficult to implement because of graphic card performance, but I tend to feel like I need to zoom out a bit more, in order to see a more general view of my units. But I acknowledge that this implies more polygons and objects on the screen, and it would likely lower FPS. Anyway, not being able to zoom out more makes me feel the game is more difficult to manage. 4- I acknowledge this could cause controversies nowadays, but if it's about historical accuracy, I believe the game would be more realistic if it depicted better the religion of each civilization: now it's everything druids, but it would be much more realistic to have healers that portray the religion of each civilization. In theory, this shouldn't be controversial because it's not about opinions in religion, but about depicting civilizations with historical accuracy. I believe AOE was more accurate than 0AD in this area, but, still, IIRC, AOE had still a lot of room for improvement here. I hope my first impressions could be of help!! Thanks a lot for the game!!
    1 point
  5. Hey! I'm currently working on the goat retexturing (with variations?) I'll smooth the texture transitions after. I wondered if I keep the white spot or not? It's 'cute' but with several individuals it could look like clones...
    1 point
  6. First stupid question do you have enough free disk space that's the main reason to have the extraction fail or the downloaded installer is corrupt. Enjoy the Choice
    1 point
  7. I only had time for a very quick listen: I think your stuff really has potential! About this particular piece, I'd cut all the repetitions in half (including the repetition of each phrase), or try to find longer melodies. I find it also a bit hectic compared to the music that we already have. I like your melodies and harmonies - try to make them longer and more varied, and we'll have a winner
    1 point
  8. 1 point
  9. Oh, I thought that happened automatically on joining the organization. Should be done by now!
    1 point
  10. to be honest with you. with 0ad i wouldnt even know where to start. but ill take a look and see if i can. but will have to wait till i update my mods
    1 point
  11. I think I found something about siege weapons: "By the time the Nubians made their incursions into Egypt, around 715 BC, walls, siege tactics and equipment had undergone changes, mostly influenced by developments in the Asiatic East. Early shelters protecting sappers armed with poles trying to breach mud-brick ramparts gave way to battering rams." (source: http://www.touregypt.net/featurestories/siegewarfare.htm) and "Piye attacked the city of Ashmunein which was ruled by Nimlot, once an ally of Piye. Using wooden siege towers, the city fell after five months." (source: http://www.touregypt.net/featurestories/piye.htm) The picture I found and picture fig: 42 show both a similar siege weapon. It seems to be some sort of cage with man in it having a long spear to kill people on the wall. Siege weapons are important in 0 A.D. otherwise it is hard to destroy enemy towers, fortresses or walls.
    1 point
  12. You should have an invitation in your mailbox
    1 point
  13. Original aoe1 is very primitive. I try play it a couple years ago and was very frustrating.
    1 point
  14. The question about agriculture is answered for now. A feature which would be nice is to have for the Meroitic Kushites mod is to be able to breed both goats and the Sanga cattle in the farm.
    1 point
  15. I think it is a good idea to merge them together. However, the Rise of the East Mod is by far the most complete mod of all. I do not thing it is a good idea to merge them right now. In my opinion it would be far better to start with the Meroitic Kushites as a separate mod and at the time the mod has a similar quality it should be merged into an 0 A.D. Empires Ascendant - Rise of the Empires mod (maybe somebody has a better name for that mod).
    1 point
  16. Use of elephants for war purposes is definitely a controversial subject. Some people seem absolutely sure they had them, other seem absolutely sure they didn't. Truth is, we don't know. If they had any, they were never used to any impressive degree against either Egyptians, Persians, Ptolemies or Romans, as none of these are known to have ever actually fought against Kushite elephants. Several classical writers do mention them though. There's also a number of depictions of them, mainly in Musawwarat es Sufra, which might have been a cult place for the worship of elephants. Fig. 46 Images of Elephants, wearing some kind of decorated cloth, leading a group of bound prisoners by a rope. From Musawwarat es Sufra I actually found pictures of an elephant statuette from Meroe, dating to the Meroitic period, with a mahout and all! You'd think this closes the question, but in fact it opens up a lot more. This piece is one of a kind, and has no parallels in Nubian art. It's completely unique (so far), and doesn't seem to be of Meroitic production. But the rider does seem to carry a typical East African round shield. The features of the Mahout don't look African, perhaps even Indian. And the elephant itself actually looks Indian (two lobes on its front head). Maybe just an Indian import. Maybe a Ptolemaic import (known to use Indian Mahouts). Maybe an original Meroitic artist, depicting what he saw in Meroe. Who knows. It does seem weird to export war elephants, and not use them yourself… Fig. 47 Elephant and mahout statuette from Meroe Fig. 48 Elephant statuette from Meroe. The ring on the Mahouts' head was used to suspend the piece in the air. Another thing about the elephants, is that the African elephants used in warfare were "forrest elephants", a much smaller version of the African Bush Elephant. Bush elephants are notoriously difficult to train. The smaller size of the forrest elephants made them much easier to handle, but it also put them at a serious disadvantage against larger Indian war elephants. On the trade routes with India, it must me said that the Meroites probably didn't participate in it directly, but were dependent on Beja traders going back and forth with their camels to the red sea coast, to the port of Suakin, and later Ptolemais Theron. I think its almost certain the Kushites didn't operate ships on the Red Sea during 0AD's timeframe. Perhaps in earlier times, during the 25th dynasty? The main trade routes led up and down the nile, and into Darfur, Chad areas to the West, and Ethiopia, Great Lakes area to the south. The specific species of cattle you're looking for is Sanga cattle, also known as "Bos Taurus Africanus". An indigenous, African-domesticated species. Many subspecies exist throughout the continent (of which Ankole Watusi is one example). Smaller, short-horned, modern day cattle of Northern Sudan have been mixed with Indian Zebu's over the past centuries. I think it goes without saying that cattle was extremely important to Kush. Fig. 49 A herd of Sanga cattle, somewhere in central Africa. Fig. 50 Neolithic Rock Art, from Algeria. Similar scenes are widespread in the Sahara, before the aridification of the desert in modern times. This cow might have well been the ancestor to the cows pictured above
    1 point
  17. @Sundiata I am quite impressed with your passion and research. I thought you should know that I am responsible for a 0 A.D. mod, Aristeia Bronziron, that for now spans from 1000-500 BC. The four main civs we are working on are the Saite Egyptians, the Archaic Hellenes, the Divided Kingdom Judahites, and the New Empire Assyrians. However, it is possible we will add more civs in future (no promises, though :D). If so, the Kushite 25th Dynasty would definitely be a viable candidate for representation! I support what others have suggested as far as combining the Han Chinese, Zapotecs, and Meroitic Kushites into an Empires Ascendant-concurrent mod.
    1 point
  18. I used to have a very nice book on military architecture, from what I recall Egyptian fortresses generally had evidence being the recipients of massive sapping attacks given the mud brick did not hold up too well against hand tools and determined attackers, i forget the details but i think i remember one of which nearly had an entire wall torn down by hand
    1 point
  19. Kush and later Aksum have been trading in the Red Sea and Indian Ocean. The Kushit empire, as you mentioned earlier, produced a lot of Iron. I was only able to find some sources which mentioned the trading routes of the Kushits: Golden Age of Meroe (slide 17) - Became the capital - Closer to red sea - Trade with Africa, Arabia, and India - Natural resources - Significant rainfall - Iron ore - Made weapons and tools http://wdarcy.wikispaces.com/file/view/112+Chapter+4+section+1+Egyptian+and+Nubian+Empires.ppt I think finding out more about the trade and trade routes of Kush can lead to a better understanding of their naval capabilities. Transporting goods into the Indian Ocean requires ships. The Kushits exported Elephants to Egypt and other empires. See here: http://www.ancientsudan.org/dailylife_04_trade.htm According to an recent article South-Sudan had 80,000 Elephants in the 1960s, sadly the number of Elephants declined to 5,000 during the civil war in Sudan. I am pretty sure the Kingdom of Kush was using War Elephants. https://africajournalismtheworld.com/tag/south-sudan-elephants/
    1 point
  20. Thank you for your interest in the subject, it makes me happy. Honesty compels me to tell you that the first time the fort at Buhen fell to the Kushites, the Egyptians had presumably already abandoned it, due to instability in Egypt itself. That's the official story, though it strikes me as a little odd, to just abandon the gateway to Egypt's largest source of gold (and ivory). In later times various forts were taken and retaken, but I have no idea how. Going by reliefs, ladders seem to be the main siege-equipement. I read stuff about flaming arrows, but that can't have done it alone. The forts are actually predominantly made of mud-brick, (which could potentially be undermined?). When Taharqa took the forts, the garrisons just surrendered, and swore loyalty to him. They just stayed at their posts, working for the Kushites instead of the Egyptians. Kushites seem to have enjoyed very amicable relations with the people of upper Egypt (to some extent) during most of the Napatan and Meroitic times. Probably owed to the fact that the High priest to Amun in Thebes was often a Kushite or a Nubian, and the temples around Thebes were traditionally garded by Nubians since very early times. Fig. 42 Egyptians being besieged (by other Egyptians?) At least one Nubian is visible in the upper left corner (archer with feather in his hair). Interesting is the covered siege structure, were 2 men use a long spear to dislodge the defenders from their wall (lower right corner). Kush definitely had a lot of internal issues. Areas controlled by the Kingdom of Kush were inhabited by a large amount of different tribes. Between the borders of Egypt, to the southern reaches of Kush, were many tribes, speaking many different languages, worshipping many different gods, and having unique cultures. These tribes would vie for power among one another, but the ruling dynasty at Meroe, represented the untouchable pinnacle of this “ethnocracy”. In addition, the strength of dessert raiders shouldn’t be underestimated. Without strong walls, communities on the fringes of the state would have surely fallen victim to the constant predation of these desert nomads. In the case of Gala Abu Ahmed, the fort was built right next to a wadi (a seasonal “river”), and there is reason to believe there was an above surface source of water 2000 years ago. It would have been a main route in to the Nile Valley from areas further to the west in Sudan… Anyway, I spent two hours looking for the model of a large Meroitic era, beehive structure at Wad Ben Naqa. Some claim it to be a granary (silo), and others a temple. At Gala Abu Ahmed, several similar, although seriously less monumental structures were excavated. The people of that excavation were pretty sure their structures were granaries. Grain would be added through a hole at the top with a tall ladder. It would subsequently be taken from an access hole at the bottom when needed. The silos at Abu Ahmed could have fed several hundred men for a year. Both the structures at Abu Ahmed and at Wad ben Naqa were plastered white on the outside. The structures are so architecturally unique, I originally dismissed them, thinking they were later Islamic tombs, but I was wrong. Their unique shape would be quite cool as a model for the farm building. The Saqiya (fig. 26) could be a special building that increases farm output. Fig. 43 A model of one of the granaries at Gala Abu Ahmed. Sand stone foundation, and brick for its upper courses. Plastered with white lime plaster. Fig. 44 3d image of the remains of the "circular building" (WBN 50) at Wad Ben Naqa. Fig. 45 3d reconstruction of the Circular Building (WBN 50) at Wad Ben Naqa. Some claim it is a silo. Others say that with a diameter of 18meters and a height of 20 meters, it was too monumental to be a silo. An access ramp hints at its possible use as a shrine or temple. Access ramps are common in religious structures. More reading: GALA ABU AHMED - THE SMALL FINDS' , by Angelika LOHWASSER Wad ben Naga. A history of the site. Sudan & Nubia 18 Onderka, P. - Vrtal, V.: Preliminary report on the sixth excavation season of the Archaeological Expedition to Wad Ben Naga The round structures of Gala Abu Ahmed fortress in lower Wadi Howar, Sudan http://www.academia.edu/3789815/the_round_structures_of_Gala_Abu_Ahmed_fortress_in_lower_Wadi_Howar_Sudan
    1 point
  21. Oh i found solution !! Guys you need to go in : tools & option // options // (Graphic Setings) Prefer GSLS disable, Post Procesing Disable. Lock this post i hope that will help the other player like me.
    1 point
  22. If you manage to get a white variation texture I think it is possible to convert the white to alpha leaving only some darker fur details so we can randomize the "base" color where the white would be. Similar as how the current horses have variations or head colors.
    1 point
  23. The Kushits must have known how to attack such a massive fortress. Fig: 41 shows a Buhen as being a fortress with unlimited water resources (Nil) and thick stone walls. Even though somebody sits in front for months and conducts a siege the fortress can get resources from the water side. Either the Kush besieged it from the water and land side or they used something else (ladder, siege weapon, tunneler, wall climbing units, catapult ships etc.). Notable are the entrance gates of Qasr Ibrim and Abu Ahmed as well as the fortresses itself. The stone walls are thick and gateways are small and massive. The gateways are something I have not seen before. They are more massive than most European fortresses and castles. The question is why did they invest resources (human, money [gold], material) into building such fortresses? Did they had internal problems (Kushits against Kushits) or external enemies, which made it necessary to build those fortresses?
    1 point
  24. I also had broken links the first time I clicked (either) download. After a little testing I realized my browser was forcing https and that the links do not work under that condition. I can only assume Coolmonnik was having the same issue. If you want to replicate, the simplest solution would be installing HTTPS Everywhere (chrome plugin), else you can use chrome://net-internals/#hsts to force https across the link without a plugin and test from there. Hope this helps!
    1 point
  25. Okay thanks I'll try that tomorrow. I'm bored out of my mind and I can't afford anything on Steam, I don't even have internet where I live. I'm doing a programming course which starts on February 27 so I plan to be here often. I'd rather make games than play them.
    1 point
  26. There is yes, please see http://trac.wildfiregames.com/wiki/ReportingErrors for where to find the log files on your system. If it's just an error interestinglog.html is usually enough, and if it's a crash the crashlog files are useful. If you have run the game again the files will be rewritten though, so it's best to get the information from the files right when it happens
    1 point
  27. German is included with the game, just go to Tools & Options, then Language, and finally select German from the drop-down If I remember correctly there is an issue (fixed in the development version) with the game that if you haven't already changed and saved a setting the choice to change language will not take effect, so if you haven't changed another setting already just go to Options and change something beforehand to be on the safe side
    1 point
  28. I've been doing some tests while taking breaks from animations. Tried to make the highest quality possible taking advantage of the new meshes geometry. This is 1024*1024 texture resolution with normal and spec, so it still needs downscaling.
    1 point
  29. Celts and Gauls are different ? They aren't same but is like some American call us Spanish to us, I'm Spanish , in some way my ancestry is from Spain, but I'm from Honduras, I'm so a Mesomarican Ancestry, mostly of my people indeed but my family comes from Spain and the to Cuba and then to Honduras. same here Celts were warrior around north western even eastern Europa , they improved so a lot in battle they invade Balkans and cross to modern Turkey. They are conquerors not to form a unified empire but a large Celtic region.
    1 point
  30. Guys, I have successfully modded siege weapons to be able to be build in the field by soldier! Behavior isn't 100% satisfactory, but is 95% of the way to what I think want to be. The only thing is that the Onagers swivel (this is right word?) too fast. I think they should swivel slower to face their target. Other than that, my new Field Artillery tech work wonderful! Right now, the tech, Field Artillery, is only enabled for the Principate Romans. I will enable them for other catapult civs eventually. Research Ballistics at Fortress. This both unlock ranged siege weapons and unlock Field Artillery tech at Fortress. Research Field Artillery to allow Principate Roman infantry soldiers to build stationary Onagers in Neutral, and Enemy territory. So very good to siege cities! I think I will make stationary Onager catapult the field artillery for the Principate Romans, and then allow Heavy Ballista, a packable, moving siege weapon, for building at Fortress. Right now the field Onager cost more and take longer to build than Onager at Fortress. They also still cost housing. Another change I make is to have the Flaming Munitions tech swap actor of the Onager to make the stone go to flaming only after researching the tech. This reminds me of Age of Mythology how they did this and make a visual understanding of the effects. Guys this make me happy that these thing is achievable with the current engine.
    1 point
  31. Please guys add a feature giving Roman legionaries an ability to throw pilum Also instead of carrying swords, they should be holding pilum when idle and not attacking...
    1 point
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