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Do you think it would be possible to implement your suggested changes in a proof of concept mod/branch in relatively short time of around 3-6 months? The scope would have to be limited as much as possible without leaving out anything that is crucial for the gameplay as a whole. For example, it could only focus on one civ, placeholders could be used instead of new artwork and workarounds or hacks for difficult features are OK. What tasks would have to be done exactly and how much help would you need from the team? We are still discussing your application in the team and I can't give you an official answer yet, but such a proof of concept implementation seems to be well supported. The tasks required for it (further work on the concept, setting priorities, defining tasks) are the next step anyway, so it should be ok to get started with it.4 points
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I suppose I can show some of the things I've haphazardly worked on over the last six months. These were the last models I made, a few weeks ago. Two units for the Ekoset: After I finish making the models for a faction in my other mod I might set aside a week or two to finish up the models for the Ekoset here.4 points
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@Lion.Kanzen I was just doing some fact checking on the Garamantes. I think they are particularly interesting for a miniciv. I don't know a whole lot, but I'll be brushing up on some Saharan history soon. They were a Berber kingdom, with their capital at Germa, also known as Garama (one of many towns). They were a powerful state between 500BCE and 700AD, located in the Fezzan area of modern-day Libya. They had a literary tradition, writing in an undeciphered proto-Tifinagh script. They were known to the Greeks, and fought several wars with the Romans. They were experts at irrigation, and turned the desert green by tapping underground water reserves. They cultivated both Mediterranean crops, as well as sub-saharan crops. Made use of camels and horses, including chariots… Garamantes sphere of influence (orange) Ruins Germa, also known as Garama Central temple in Germa Artistic reconstruction of Germa Garamantian chariot Modern day Tuareg descendant of the Garamantes, with Germa ruins in the background More info and pics will be shared in the future.3 points
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Currently all units have pitchforks while capturing buildings. New animations will be present in next alpha I think.3 points
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I already spent a couple of hours with the svn version, downloaded a .js viewer type program and used notepad ++ to checkout file structures on 0 ad. I tried modifying some files and see how it's affecting the game. The stuff I'm doing is of course merely just some random testing to get a "feeling" how the game works behind the curtains. From what I've seen so far, a lot of stuff can be done by simple xml modificiations without having to mess around with scripts. So the "mod-friendlyness" of 0ad is really good, congratulations on that one. Unfortunately, not everything is possible with xml editing, and that's the aspects I'll need help with. The actual "coding", creation and modifications of the scripts. I can try to modify existing scripts with some advice, but it's unlikely that I can create large scripts from scratch, as I'm not that experienced nor talented with creating java or c++ code. At least not now. Idk how far I get with "learning by doing" but there is stuff I'm certainly better at than coding. I can of course help out with creating layouts with tasks and breakdown issues to make them easier to solve. Art is an entirely different matter. I'm not a big supporter of the "do art first then find a gameplay for it" approach, so I'd support using placeholders. I've always used gameplay with placeholders first in Eastern Front, unless the required artwork was available anyways. In that case both artwork and scripts were included at the same time. I general I prefer minimalist and easy solutions to complicated concepts that require extensive work, unless it's really worth the effort. One thing I'm decent at is 2d art, so I can provide icons/buttons, symbols etc. myself if needed. So yes, I think that this would be possible.2 points
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I do not disagree on that fact. That's why - in the Gameplay Guideline topic - I proposed the button to hard lock a formation. Add another one for hard locking every formation and to only produce formations (batch train + code [1]) and there you have only formations and no mix anymore. Yves conducted research into that direction and that I know the code well enough to support his findings. I am a proponent of an soft formations code because: soft -> hard formation is way easier than hard -> soft [1] Restricting the entire gameplay to hard formations: * Only allow batch "production" > formation_member_count_minimum, * Add code to put them into a predefined formation directly after on TrainingFinished event. * Lock it (and prevent unlock globally to not have it dissolve). * Allow formation gathering | propagate build orders, ... * (Of course this will only become really useful when what Yves' FormationsWip proposes or improved formation handling and pathfinding is added.)2 points
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Hi I love what you're doing with the game. When I last looked it was just a dream. Sad to see we have lost Mr Wood. Cancer is a pest. I'm not a programmer can't see the code well, dyslexia, but I know how things work and can do some art. I have a few questions and ideas. To expand out from the mediterranean and eurasia we run into three problems. 1. Most civilizations end up out of synch time wise. I presume that's being ignored. Or are the devs intent in staying purely historical. 2. Many civilisations never got out of the stone age. A few never got past the village stage and some not get even into the village age. AoE handled that OK by only having two such civs with restrictions. I thought of a few ways. In essence a different pathway to the Eurasian pathway castles and cities. Some appeared In AoE in various forms. Nomadism. Structures demolished by the owning player add a percentage back to the pool. With tentage technology adding to the size of the percentage recovered. Mongols, Amerindian, Pacific peoples, Australians, some Africans. Sacred places: These serve the training functions of advanced buildings but have little armor and defensive capacity. Upgradeable. Hidden places: These serve some of the training functions of advanced buildings but have Stealth rather than Armor. Can be placed in other wise blocked locations. I.E. forest or rocks. Upgradeable. First contact: When researched this grants some mixed technology units. Zolo's with guns. Stone weapons: Some weapons require more stone and no metals. Units with this technology may be inferior but can train other units on a cool down without a building. That balances the tech a bit and creates primitive hordes. Stolen weapons: Like an AoE conversion but de-spawns the 'priest' unit. May be with the unit spawned having a different name to the foe defeated. Those Zolo's with guns again. Canoes. Boats with no sail. Slow with a charge stealth boarding action option. Can be moved over land. 3. Some civilisations had a huge influence but via trading, religion, and education but not military expansion. The Jews never fit well into AoE because they are only a military power in the biblical era and now. I can see a few ways to make a jewish civ with merchant and medical buffs and a few creative units. [I'm not jewish though. ] I will need art specifications so I can help with some art. P.S. Can the game detect snow verses grassed surfaces? For Skis, Sleds and sleighs.1 point
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As you can see, this warrior have a pitchfork. But when you put together all of Spartan Hoplites, we see spears. Is it a bug?1 point
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Hey Folks, My name's Lea, I'm based in Leicestershire, England UK. I'm a degree qualified sound engineer looking to dip my feet into the games industry and would love to help out and work on music and sound effects for your game. I have heavy investments in equipment and software and really need to put it to good use, where better to start :-) Look forward to hearing from you, I'd be happy to answer any questions. All the best Lea1 point
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Now I rethink can be nice some Numidian buildings.im not sure what kind architecture have, looks Hellenistic. The other famous group are Berebers In the Sahara. 3th Century BC. How relevant have Bantu tribes with the other Africans that are already. we have many maps with those geographic territories.1 point
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wood food wood food wood food some alibi metal and stone. wood food. So you require wood food as most used resources for everything. Why don't military units cost a military resource? Also why are highly skilled cavalry archers the weakest units in the game? Riding horseman archers were forces to be reckoned with in ancient times and feared for their skill in combat and mobility. How can it be that a highly specialized elite unit is a basic unit available from the start? Why do citizens harvest resources with their spears/pikes/javelins at hand and work in full armour? And why would citizens harvest resources while being at war? Why are logistical buildings like a farm or granary restricted to city borders? Afaik there were no fields within most city boundaries? Where is the teching progress from weakest units -> strongest units? Where are basic army composition choices? Why is everything available in the first building without further teching required? How does it make sense to build towards outer resources with houses to increase city boundaries?1 point
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Concepts are there, lots of them. Concepts for reducing side and rear vision of units, concepts of corralling animals, trample damage, charge damage, ramming, stamina, upkeep etc. There is no shortage of ideas of features to be implemented, it is the actual implementation of such things that is the problem. So if you are going to add yourself to the mass of people asking for this feature and that, I don't see how it would further the game. Unless you would actually create patches (after approval) and put them up to be tested and reviewed. Micro is fine, teaches you that without a sound, stable, detailed plan of economy you won't get far. Military could use more features but as mentioned they are already in form of ideas, just waiting for the time when they finally will be accepted or rejected for good.1 point
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Like I said, I'll check out hwo the track system works and will try to submit a couple of concepts that I thought of. I'm fond of .xml editing and already checked out a couple of dependencies within the simulation sub folder in my svn version. I also see it like that. Having a mixture of single units and battalions also contradicts the state of "no tedious/annoying/unnecessary micromanagement" from the design doc. Applying squad based combat is a simple solution to apply more overview and tactical freedom. Especially considering that most units in 0 ad look as small as ants and it's hard to check which unittype looks like what. I frequently have to zoom in very closely to actually see which type of unit is approaching. Having battalions by default makes ´battles less chaotic. There's a reason why many of the "newer" RTS games with large amounts of units use battalions (CnC 3, BFME, CoH) instead of single units.1 point
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I understand the concern for recognition. Although square Kushite palaces/admitrative centers are some the most archaeologically recognizable structures in Kushite sites, along with Amun temples and Apedemak temples. It's always the same kind of pattern, and people familiar with Kushite archaeological sites will definitely recognize them. But a "squarish-rectangular" compromise is acceptable enough I presume. Just see what you do with it. Even if you follow Juli51's design exactly as it is, it would look great. I'm just nitpicking for the sake of historical accuracy1 point
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With everything else in the game, I think it should be a simple decision.1 point
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http://news.nationalgeographic.com/2017/02/viking-warriors-battle-reenactment-360-vr/1 point
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I'm not proposing we use this as the Carthaginian wonder, but it is a 'special building' so thought I'd post about it here too (not just on the staff forums): The Mausoleum of Prince Ateban (2nd Century BC) I modeled it after seeing some nice high res photos on wikimedia. It's built to the real proportions, although may or may not be to scale in-game, with a small amount of artistic license added mostly to the textures. Interesting read: http://www.historum....s-carthage.html1 point