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Showing content with the highest reputation on 2017-03-08 in all areas
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Dacia is for sequel. For Empires Ascendant I think Kushites, Scythians, and Thracians are best bets.3 points
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The Kingdom of Kush, an Illustrated update I present some more visual references of some details including pyramids, jewelry, pottery and other more random things. Random things Firstly, yet another Kushite temple to Amun from Tabo, on Argo Island in the Nile, measuring 75.6 metres (248 ft) long and 31 metres (102 ft) wide. On the right is a statue of King Natakamani, found in Tabo. This copper-alloy statue of an unidentified Kushite king was discovered at Tabo on Argo Island within the court of the Great Temple in a pit. Note the thumb-bring, indicating the importance of archery, even for royals. Kushite offering tables, used for the pouring of libation. Often found at temple sites. Note the Meroitic script lining the edges. On the left and right, we see Kushite altars. In the middle, we see an elaborate temple relief/sculpture depicting Amun in the form of a Ram, flanked by 2 lions representing Apedemak. Remnants of a colonnade of a large temple at Naqa, depicting the god Bes. An actual picture of the now lost fresco from the shrine to victory in the royal city in Meroe, depicting a Roman soldier, alongside Egyptian and Nubian captives. This is the same shrine where the bronze head of Emperor Augustus was found. Some more Pyramids The lesser known pyramids at Gebel Barkal, close to Napata. Meroitic pyramids in a relatively intact state (late 19th to early 20th century). Pyramid field at Meroe Pyramid fields of El Kurru and Nuri. Kushite Pottery Kushites were excellent potters, and their pottery was desired and exported on a large scale to Egypt and other surrounding area's since predynastic times, well in to Roman times. Here's a selection of Meroitic pottery: Kushite Jewelry Kushites were also excellent jewelers, and were world renowned for their gold. Most of the graves and pyramids had been looted in antiquity, but not all of them. The pyramid of Kandake Amanishakheto (reigned c. 10BC - 1AD), plundered by Giueseppe Ferlini, proved to be one of the most extensive Kushite treasures ever found. Here I present some of her jewelry, alongside other beautiful examples of Kushite metallurgy. Amanishakheto herself, on the left, and one of her crowns (center) and bracelets (right) More of Amanishakheto's bracelets. Kushite earings Kushite pendants. On the left is a Ram's head with an uraeus, representing Amun. Second from left a lion/ram sphinx, third from left is a ram's head on top of a crystal and on the right a lion's head placed on top of a circle of golden baboons. On the left are signet rings, worn by people of authority, used as stamp of authenticity on documents. On the right is another bracelet. On the left and right are shield-rings. Center-left is a heavy bronze anklet. Center-right is a pendant with "magic" potion inside a hollowed out crystal, topped with a golden image of Hathor.3 points
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I'm getting settled into a new computer, once I have my workspace all set up I'll come back to this and kush2 points
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darn... that music video is really cool. I wonder how could have looked like with the new meshes...2 points
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Hi.. guys. I've been following 0AD since last alpha. I am a rts fan and have played almost all rts out there. I’m not a developer but would still like to contribute in some way. I would like to make some suggestions regarding ‘Game design changes’. (Inspired from posts on this thread and rest of the forums. And Delenda mod) Resources- Food- Train units. some techs, uprgades. Main resource. Wood- Buildings and defenses, some units and techs. Aging up to phase 2. Iron- Train Units. Blacksmith techs. aging up to phase 3. Gold- advanced Techs(including phase 3 blacksmith techs). Aging up to phase 2 and 3.. Heroes and small amount for champions. Stone- removed. has a lot of overlap with wood. and not much other use once gold is used for techs. easier with 4 resources. Food is always gathered. males switched form wood to iron and reverse. depending on military composition. Gold elite late game resource. rare so essential for victory. Experience- Hidden resource. Similar to glory or faith implementation. Can be gained only through combat(building auras and hero auras play a role). In special conditions can be bought in barracks for other resources(see upgrading below). CC produces only economic units- Male citizen and female citizens. Batch production not possible until a tech in phase 2(which allows 5). Female Citizen- cost 50 food. gathers- food-0.8, wood-0.6, gold(or silver)-0.3, iron-0.3 Male Citizen- cost 70 food. gathers- food-0.6, wood-0.6, gold-0.6, iron-0.6 Efficiency aura(10%) will be retained{another unique aspect of 0ad}. So effectively males gather wood faster than females because of aura. But pure females can be made in early game to collect both food and wood.- boomy strategy, while a more balanced male to female ratio would be a turtle strategy. males can take up arms at barracks(or fortress). cost 20wood/20iron(swordsman - iron) per soldier. through a tech/button- which calls upto 10 nearby males citizens and converts(2sec delay- citizen garrisons in and then soldier comes out) them to citizen soldier{lvl1}(bow/spear/sword depending on what you selected). Citizen soldiers dont show up in idle villager(optional?). but can be put to work(Y hotkey- send back to previous work, functions as is now). Gathering reduced- by 33% with each upgrade. {lvl1} Citizen Soldier- food,wood,gold,iron- all 0.4. Carrying capacity reduced by 5. {lvl2} Elite Soldier- food,wood,gold,iron- all 0.2. builds 50% slower. Carrying capacity reduced by 10. {lvl3} Champion Soldier- Cant gather.. cant build new feature- Economic overview- this is essential to plan your macro. Even more important if some of your fighters double as gatherers. Total number of gatherers can be shown in brackets next to each resource at the top. Hovering on it can give detail distribution. Eg Female-1, Male- 10, Soldier- 6, Cav- 1 etc. Barracks/Stables can be used to produce Citizen soldiers directly, as they are in current game. Cost a sum of the above- 70f + 20w or 70f + 20iron. Batch production possible. fixed at 5. batches of 10 unlocked by a tech in 3rd phase. Citizen cavalry can hunt for food. Gathering rate-5. Carrying capacity-+20 than other citizens. Booming possible through fertility tech(enable to produce female citizen only- at double the train time of CC) in house. House gives 10 pop each. House limit-> phase1- 4, phase 2- 8, phase 3- 20. Phase 2 has a tech which increases the pop cap to-15 per house. CC gives 20 pop.{eg. 3 cc and 16 upgraded House to reach 300 limit} So phase 1 has 60 pop limit. Phase2- 140(+20per additional cc), Phase 3- Max. Those factions which have larger houses- can be like- House limit-> Phase1- 2, phase 2- 4, phase 3- 10. 20 pop per house. 30 after tech. Fertility tech enables female citizen production- but at faster rate- equal to CC train time. Mauryan houses- give 11 pop each. 17 after tech. Economic benefits- Phase1- Basic food and wood gathering upgrades Phase2- Advanced wood and food gathering upgrades. Basic iron gathering upgrades. Phase3- Advanced iron gathering upgrades, farm upgrades. Gold gathering upgrades. Soldier lvl up- based on combat xp. or assisted. Soldiers garrisoned in barracks can upgraded by a tech/button. lvl2 upgrade requires phase 2 and 10 iron(even for archers and spearman. indicates better armor) per soldier. lvl3 upgrade requires phase 3 and 10 gold per soldier. 30 sec(or more?) required to upgrade. barracks cant train soldiers meanwhile. in phase 3 soldiers directly upgraded to lvl3 from 1 for 10iron+10gold. Experience caps to lvl up can be raised above what they are now. Stat scaling.(an example) lvl1 + 15% (+1 armor)= lvl2 lvl2 + 15%(from base stat)(+1 armor)= lvl3. All faction's have only ability to train lvl1 citizen soldiers directly. (except sparta- skritai commando-lvl2) and additionally 2(TWO only) unique champion units are available to each faction. (exception- mauryan have 4) these champion units have identical stats(and same cost) to champion units obtained through lvling up. and similarly dont gather resources. but they are different in that they can be trained directly(faster). the unique champions also enjoy further benefit that they might have specific upgrades targeted for them that an enemy faction wouldn’t have. Eg Mauryan champion poison maiden. Will be superior to any archer unit lvld upto champion archer by an enemy faction which cant directly access them.(even though they will have same base stats), because mauryan archers will get lot of archery upgrades (+ poison arrow +fire arrow) while the other faction archers wont. the unique champion units also can get upgraded, but through combat xp only. they get 10% boost(from champion stats) and become lvl 2 (max). 1 champion unit gets unlocked in phase 2(bonus because assisted lvl up to champion is available only in phase 3). another in phase 3. Siege get unlocked in Phase 3. Military upgrades- Shouldnt give stat benefit more than 20% after maxing all upgrades. Armor upgrades- +1 per phase. Cost based on gameplay impact. Upgrades for champions will affect both the unique champions and the ones gained through xp. Thus all factions are able to fight each other. Even if they dont have direct access to a swordsman champion. and citizen soldiers are not made redundant in late game. Once you max out on pop, you dont have to delete units to make space for champions, but can upgrade them instead. this mechanic would ofcourse require a build limit for Barracks and Fortress. eg- 4 and 2. but can be decided after testing. A forward barracks needs to built near your forward gold mine to arm your male citizens if needed. Combat changes- 3 damage types- mele, ranged and siege. ranged units 50 % base accuracy at maxm range. decreases against enemy with higher tier(lvl) or faster enemy(cav). Increases against enemy of lower tier.(lvl2 agianst lvl 1. or against villlager or animal) base accuracy increases to 100% upto minimum distance (say 4 or 6). after which it decrease again to 50% due to getting meled. armour scores for each type- mele, range and siege(only for buildings)- 0-15 where 0 takes 100% damage and 15 takes 0% damage. (?) Units get affected by only mele or ranged damage. while siege damage only affects buildings(units immune). Siege weapons and ships can have additional mele or ranged component to their siege damage to affect units also. eg Flaming arrows should give additional 5 siege damage and 2 ranged damage to archers. which is equivalent to 5 damage to buildings(0 siege armour, 14 ranged, 11 mele) and 2 additional ranged damage against units. New- "To war" (Alt-Q) flag near idle citizen button on mini map. clicking on it and then on map- selects all military units in whole map and ‘attack moves’ to the point you selected. this inlcudes lvl1 and lvl2 citizen soldiers who might be gathering. Auto banners- For better control and micro of important units. Beneath Hero banner and above control group banners is a space for 4 Banners. Which form by themselves. this include the Champion soldiers(one type in 1 banner). If somehow you have more than 4 types of Champion soldiers on map. then 4 with most numbers get their own banners. Hard counters until game mechanics which allow soft counters can be developed (Trample, charge, special ability, formation bonus to defence, archer accuracy depending on speed of enemy, less accurate archers at close range- imp to balance chariots and cav/elephant archers) CC area- Soldiers earn xp 30% faster in own area. Nearby statues or edict pillar boost xp gain by further 50%(total 80). only resource dropsites and farms(traditionally farmlands were always spread out farther from a fortified city) can be placed outside the area, but beware they get converted if enemy takes control of the neutral area. Walling becomes difficult- so a change can be done- that from the last wall pillar on the edge of controlled area, 5-10 further segments can be made in the neutral area. I like the farmlands giving bonus to farms feature(should be +50% max, not more) as it is in delenda mod. But civic space penalty is too much, and kills turtling. phase 2- CC can be built. used to advance economy in new area. Phase 3- Fortress can be built in neutral area similar to cc. Used for military expansion. Looting- to balance the defenders advantage obtained from xp boost and the citizen soldier gathering concept. The loot per kill of male and female citizen can be raised a bit. Not gained from any other unit(except if they are carrying resources). Raiding/hitting male or female citizens should give double(+100%) the normal xp(per hit). So attackers have more advantage in terms of experience gain. Hunting animals with cav shouldnt give any xp(or 25% only). Optional- Another interesting mechanic which could be placed- For factions which have same unit type of citizen soldier, and unique champion. They can be linked. In a continuous string. Hoplite citizen soldier, get converted into the unique champion hoplite available to the faction at lvl 3. And now they scale on their champion stats(+ have ability to gain another champion lvl2). So these factions have ability to train both lvl 1 and lvl3 of that unit. For mauryan which have female champions. Could have an option to use female citizens. 5(or 10 depending on the batch production size unlocked in barracks) at that time. Upgrade them to maiden warriors at a cost of "X-50food". Where X is the cost to produce directly. It should take same amount of train time, done only at the building which can produce that champion, and idles the building. (Female round up? :P) Mercenary camps- neutral locations on map. Another locations of conflict other than gold mine. Could need an outpost built on them and garrisoned with one soldier. Doesn’t give any territory bonus. Can supplement unit compositions of factions (could be historically accurate or not). Important since they give an additional military production building. (while total limit of barracks and other similar gymnasiums etc could be put to be 4). Also mercenary cost no food(more metal, and little gold), less pop(?or more), and train faster. Optional- Neutral mercenaries present guarding the camp(and nearby gold mine) need to be defeated to be able to build outpost there. Prevent cheesy mercenary rush in phase 1. Possibly give a creeping like feel smilar to Warcraft. Age up requirements- I am not sure. Needs to be tested to see how the above changes pan out. But for starters- it can be reduced to 3 buildings instead of 5. While I’ve been very specific about some details. My intention was to just paint a picture- as what I imagine best way to make the game interesting while keeping its unique citizen soldier concept. It is a collection of different ideas and gamleplay mechanics. Those which appeal to developers can be adopted, even if not the whole picture. The above changes intend to make the macro more transparent, and combat less chaotic. So as to retain citizen soldier concept without compromising on game experience. Economy growth is controlled by disabling batch production from CC(till phase 2). Citizen soldiers still gather but at reduced rates, so don’t drastically affect your economy if you chose to make them defend or attack. Can give option in game settings to include or exclude Citizen soldiers from Idle villagers hotkey and game button. They could have their own separate idle hotkey. Many more design changes can be made later after testing, to ensure that rush, boom, and turtle are all viable and counter each other(this is necessary to develop strategic depth, fun game experience and better competitive experience). I feel finalizing a game design is of the utmost priority, so that needless work is not put programming features and developing art for stuff which gets removed later. Conversely, such created work prove to be hindrance later to game development/improvement. Eg Right now damages can be reduced by re-texturing stone to gold. And adding shine. _______________________________ Hero units- seperate suggestion trainable from CC starting from phase 1. weaker initially. gains stats with age ups. becomes more expensive to recruit in successive age(if killed). eg need more metal in phase 2. need additional 50 gold in phase 3. Role- the choice of Hero unit (out of 3). can work as mini factions. or bonuses. Cav hero can be useful to factions that dont get any cav scout at game start. Any hero abilities can be made to be locked initially. eg hoplite hero can make hoplites cheaper in phase 1. get a bonus aura of defence or speed in phase 2. And get a special ability in phase 3. heroes can be used either to aid in rush or defence. or for their economic bonuses. Train time- 1-5 sec. shouldn't hamper eco by idling the CC. but a cooldown of 1 min. to prevent hero spam. Example of mini factions- like in my previous post about mauryans Chandragupta- enables training chanakya(good administrator{arthshastra}, can have bonus similar to xerxes, gathering bonus and building rate bonus under his vision and scales with age- 10%, 20%, 30%. Loses this bonus if chandragupta dies) in phase 1, enables chariot archers in phase 2 and gives 20% attack bonus to chariots. Possible 1 special ability/research by chanakya in phase 3. chand ashoka- gives a bonus aura to damage and xp gain to all units(10%, 20%, 30%). Some special ability unlocks in phase 2. Enable Elephant archer(revamped-see my previous post) in phase 3. (if don’t want to repeat ashoka then use Bindusara- known only for conquest) devanapriya ashoka- enable building ashok stambha(gathering bonus 10%, 15%, 20% and xp boost 25%, 50%, 50%. Build limit-?10). in phase 1. Enables cheaper temple, priests and 25% less costing researches in phase 2(also special techs which enable unit conversion and unit conversion upgrades). Enable Elephant archer in phase 3. Both Ashoka could have same model(Chanda ashok can have minor changes to look more fierce). Though one wont have a bonus damage aura. This is an example of how heroes can be used to create mini factions/ variations in game. Which could be historically accurate to make the mini factions similar to what was present during that heroes rule. Also it gives an rpg feel, which is always a plus if balanced properly. You can experience the founding of Mauryan dynasty starting with young Chandragupta in phase 1 and see as his guide chanakya helps him build an empire(phase 4?- I love delenda mod @wowgetoffyourcellphone) Any comments or criticism would be appreciated.2 points
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I would just like to say that I like the design document. It's a definite step forwards with a much more coherent vision than what is currently in place. There is one point I would make. The Stoa. It was a commercial hub. All said, is it bad that there are specialists trained there? No, but they shouldn't be usual to give off the impression that this is a training centre. Rather, they could have unique characteristics like a nearly instantaneous training time but paired with either a high cost or a hard cap to the number of units of them you could field. To make it seem less militaristic, it could have some of the higher tier economic upgrades available at it, making its construction signal either a harder, more invested military push or a strategy towards an economic boom.1 point
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I like the building dependency concept, especially requiring more than one type of parent, like corral + farmstead = market. Just have to make sure the tree makes sense, but the concept is good. Allow me to introduce the technology dependency web. In this case, for the blacksmith: In the above example, since the player has build 2 blacksmiths, he can have up to 2 techs researching at one time.1 point
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Básicamente te pasaron el repositorio de arte. Lo que hago yo es bajar el contenido mediante un programa llamado SVN tortoise que lo que hace es tener esos archivos para subirlos y bajarlos, pero como no todos somos miembros del equipo no todos podemos modificarlos o subir nuevas cosas, así que toca tener que bajarlos únicamente. Te voy dejar unos links por si estás interesado en tener esos archivos. El link específico que te dieron esel repositorio de texturas del juego. Aquí están guardadas todos los recursos de texturas de 0 A.D por lo tanto a menos que no sea necesario no debes inventar el agua caliente.(tenes todo lo que necesitas allí). http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins/structural/celt_struct.dds ( como está en dds voy buscar la versión jpg que está en otro repositorio) nota: lo mejor sería usar cada elemento por separado las dianas en un archivo 3D y la estructura del techo en otro debido a que no tenemos las texturas de las dianas pero si para el techo y la estructura. la textura que mejor le sienta en mi opinión, es la de los celtas así que te voy a dar el link exacto de esa textura. Cosas que debes saber del repositorio. Para navegar. las texturas que buscas se llaman skins ( pieles) que son las texturas de todo lo que va con los gráficos 3D. El de los edificios está en structural y el de los elementos como "utileria" está en props. Algunas de las más viejas texturas están en dds, vas a necesitar un pluggin en Photoshop para verlos.1 point
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I'll do the silly nit-pickings so hopefully others won't have to. My real comment will be posted later. Introduction, paragraph 6, 1st sentence: Not a Grammar Nazi as my I committed more spelling/grammar mistakes, but this one has to go. Phase I Structures: Palisades Sentry Tower (Mini Defense Tower) Outpost (Renamed from Watchtower) These things are assumed later on in your analysis anyway, but let's just keep the documentation complete. Phase 2 Structures: Naos (Temple) - Kind of vague so might as well say "Healing Temple" or something Phase 3 Structures: Prytareion (Council Chamber) - I personally don't see the Economy aspect of this structure Phase 1 Units: Women (Again for the sake of completion) Phase 2 Units: Peltates Thrax (Ranged Javelin Units) - Also in the analysis, but not on this part. Part II "...removal or repetitive...." --> removal of repetitive1 point
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Units only switch targets if tasked to do so, or the current target dies. Adding direction/rotation to the simulation is most likely a lot harder than wraitii assumes.1 point
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Let me be the first to say TL;DR. I did notice a part about directionality, do note that the simulation has no concept of unit rotation (or rather rotation speed, so a huge ship can and will rotate instantly). About provinces instead of territories I suspect this will be just as bad as it was in EE2 (not that that game didn't have any other weak points).1 point
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Overall very good analysis and proposals. Here are some remarks (since you provided very much information and there is much more I agree with than I disagree with, I will only focus on things I think could be improved and/or implemented differently): I would favor "call to arms" to be a timed ability, since it seems to better distinguish "citizens" from professional full-time soldiers. However, we have to ensure there must be a trade-off for sending citizens to war. I'd suggest that if citizen are promoted in battle, they get a permanent malus in gathering speed (as it is now), e.g. -30% for advanced level and -50% for elite level. About women: not sure if this is what you proposed, but essentially women should have slower gathering rates for all resources and are cheaper (real life: lighter and eat less) and train a bit faster (real life: reach maturity earlier) compared to men. Furthermore I agree with @wraitii to link women with population and further suggest to link them with population growth. For example they could define a soft cap of max pop (hard cap would be houses) and/or define training speed. E.g. there could be a train time multiplier TTM that is calculated from the total number of women #w and the total number of men #m by TTM = #men/#women for #men > #women and TTM = #women/#men for #women > #men. I think it is important to use a continuous distribution of the TTM in order to avoid annoying micro. Not sure about splitting metal in two resources and their names (if so, I'd stick to "metal" and add "noble metal" to follow the current generic resource names). However, I think it would be nice to have an additional resource (does not necessarily need to be a materialistic resource) that is very scarce and difficult to obtain and that is only used for the most advanced units, techs and buildings. My general views and proposals about resources can be found in this thread. Additionally, MinMod tries to make metal collection more strategic and interesting. About buildings and phases: since 0 A.D.'s factions are not developing throughout the ages in a sense like in AoE, I generally question their existence (see also this thread). There have been planned cities like Alexandria that nearly went out of nowhere in a short time scale. If we could find gameplay mechanics that would still force a player to carefully plan (e.g. by means of increasing unit/building/tech costs and thus an increasing variety) his economy and military, I would favor to develop a phaseless concept and/or replace phases by more suitable limitations. About territories: It somewhere has been proposed to let territories define the core city with most buildings, but to allow building some economic buildings for resource production (storehouse, farmstead) and for scouting (outpost) outside of the territory. I would vote for such system. Regarding the directional attack system, my topic about LOS might be helpful to recognize technical limitations. I disagree with @wraitii that all details have to be presented now, since we need to start with general ideas and then further flesh them out as soon as some consensus is achieved.1 point
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I'd like to see some more details on something that's not Athenians and see how you'd make it work. Overall I agree with your analysis of the troubles with 0 A.D., but I don't think you provide answers to all of it (e.g. territories don't really seem that much more useful in your proposal). Women seem like they'd be less useful on the whole and their presence becomes questionable imo. I'd suggest perhaps women are the population providers instead of houses or something. Gathering bataillons just seem like a PITA, too. I could actually like endurance as a gameplay feature provided running is only useful in a very specific "short-range outmanoeuvre to get a flanking bonus" case, which will be tricky to get right. Additionally, directionality with units with no turn radius and no concepts of "engagement" is a relatively dodgy thing. We could add those, but that has larger consequences on combat which you haven't gone into.1 point
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Relevant point about the blue porta-potty. The colour should match the player colour.1 point
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If you have selected the citizien-soldiers, the button could work in those only. And, if you click on the button in a civil center or fotress, it could be to all citiziensoldiers around1 point
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I think soldiers can still carry armour and weapons while mining but with less capacity and speed compared to civilians. What I want to see is that soldiers can be converted to civilians to collect resource faster and baracks can be used to conscript civilians into weak infantry unit.1 point