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Showing content with the highest reputation on 2017-04-16 in all areas

  1. Both Flickr and Wikipedia clearly list the license of the images (every image has a different license on that site). Normally, the license is pretty clear (it says CC-BY, CC-BY-SA, GPL, CC-0, CC-BY-NC, ...) in the license details. There are some we can use, and some we can't. In general, everything committed to the game should become CC-BY-SA, as we like to keep it simple. CC-0: This license doesn't put any restrictions on the file. So we can simply use it in game content that uses the CC-BY-SA license CC-BY: Requires attribution (the original author should be placed in the contributors file), but it can also be used in CC-BY-SA content, so it's fine to use this, but just remember the authors CC-BY-SA: This is the license we use for the game art. So it's fine to use files with this license, but again the original author should be attributed CC-BY-NC: This license limits commercial usage (NC stands for Non-Commercial). This isn't usable in the game as we don't want to limit commercial usage (f.e. ad-supported gameplay videos). CC-BY-ND: This license doesn't allow you to make derivations from it. So it's entirely unsuitable to base another piece of artwork on. GPL: This is an old art license, it's pretty similar to CC-BY-SA, but not compatible with it. There isn't a lot of art left with that license, and we just want to keep things simple (with a single license for all artwork), so files with this license shouldn't be used. Here's some more information about the CC licenses: https://creativecommons.org/licenses/ If you have doubts about a file, just put a link to it here, and we can give some advise.
    5 points
  2. The most likely outcome, to me, right now, is that we'll ultimately support 3 things: -individual units -individual units walking more or less in formation (like in Age of Empires 2) -actual bataillons for warfare, treated as a single unit, but possibly composed of several underneath.
    4 points
  3. I think seasons would work better in a freeform campaign mode. The seasons would change based on the number of turns on the campaign map and the skirmishes would reflect the current season when loaded, but the season would not change within a skirmish battle.
    3 points
  4. Would really like number 3 as well. It doesn't have to replace anything, could just be an addition.
    2 points
  5. Ideally, they'd make the implementation in a way where mods can choose to have hard battalions or soft battalions. Though, I would not expect that functionality to be built-in if the core game goes with soft battalions. Core game comes first of course. It would just be nice, so I don't have to wrangle some like-minded folk together to essentially fork the code.
    2 points
  6. As some of you already reported, the registration system in the lobby is temporarily suspended. We apologize for the inconvenience, and also for the lack of clarity of the error message (which reads "the client has insufficient permission to remove an account"). This is a temporary measure against an attack from a lobby user who joined games and proceeded to start DoS attacks against their fellow players (which is downright illegal). We did not stop the lobby, because that would have meant preventing you all from playing, which was the aim of the attacker. However, we needed to focus on gathering data to report the abuse to the qualified authorities. Meanwhile, the user kept creating accounts and banning them one after the other was a waste of time for us. As a reminder, you can always play online with your friends without using the lobby! In the main menu, choose Multiplayer > Host game while your friends choose Join game and specify your IP address. We are currently reporting the abuse and we will re-enable lobby registration as soon as we can! We look forward to seeing new players joining the lobby
    1 point
  7. You might like this patch then. It removes roaming for Domestic animals inside corrals (Basically it checks whether the unit was garrisoned), here in the cart corral as a test. You might want to be careful though since if Ykkrosh put a warning to prevent doing that there might have been a reason then. However it works fine on my end. GarrisonSheepInCoralWithNoRoaming.diff @wowgetoffyourcellphone Can you try it ?
    1 point
  8. Well obviously we support level 1. Level 2 is easy enough. Level 3 would need some new code. We'll probably get there eventually, but can't say anything on the when.
    1 point
  9. OK I put new motherboard, now it works fine.
    1 point
  10. Now working on animations. 54 characters is done, 30-40 is left
    1 point
  11. You can always report them to a moderator. If he or she does this enough, it'll be pretty clear from different reports and logs. Also, to quote the Wesnoth wiki:
    1 point
  12. The Kingdom of Kush: Unit: Meroitic Cavalry Lancer 0 A.D.-Dedicated art by Sundiata (Malcolm Kwadwo Kwarte Quartey, yes, that's my given name) This is the first of a series of illustrations I'm working on, depicting Kushite units from the late Napatan, through to the Meroitic period. There are only a small handful of historical illustrations by contemporary artists on this subject, so I decided to illustrate them as historically accurate as possible, specifically so that 3d artists can get to work on them. Another artist-friend is working hard doing the same. Horses were a loved and prized commodity in ancient Kush, attested by the ritual burial of horses in some royal graves. Horses have an ancient presence in Kush, and were primarily used to draw 2-span chariots in the earlier periods. By the time of Meroe's rise to importance, mounted cavalry became important, and remained important until the late 19th century. There are ample examples of graffiti of mounted warriors (regrettably with little detail), which, together with our accumulated knowledge on dress, attire and weapons, allow us to reconstruct several variations of Meroitic cavalry. Cavalry lancers were the most important (basic) type of mounted unit in Kush, recruited from the upper (-middle) classes, or as a dedicated retinue assembled by an important royal, noble or chief. It is also the earliest cavalry unit available to Kush. Equipped with an animal hide round shield (ox- elephant- or rhino-leather) and a bronze tipped spear (upgradable to iron). Apart from the modest layered cotton strips around his torso, which provide some basic protection, this unit barely used armor. This, combined with strong, fast, quality horses, creates a lightening fast unit, with a strong attack, and mediocre defense. A perfect unit to supplement the relatively poor Nubian Spearman and Bowmen you get at the beginning of the game. As the unit gains experience, quilted cotton armor and a skull cap become available. This will be a comparatively strong basic cavalry unit, perfect for hit and run tactics. Meroitic Cavalry Lancer, performing maneuvers on the Butana Steppe, not long after the annual rains, by Malcolm Kwadwo Kwarte Quartey (a.k.a Sundiata) [Licenced under CC BY-SA 3.0]
    1 point
  13. Upon request from Boudica, I will upload the game Tiber7 (Iberians) vs 9025201729 (Mauryans). Map = Rhineland marshlands, size = medium. Civs: Chosen by both players. Popcap = 200. metadata.jsonmetadata.json metadata.json commands.txt
    1 point
  14. If there are separate Slaves and Citizens from the soldiers, then it's easy to have an econ cap without negatively affecting combat strategy. Age of Mythology already do this by capping citizens. Can be a hard cap or soft cap. Benefit of a hard cap is that it is very simple and easy to understand and be aware of. Benefit of a soft cap is that there's more flexibility and still benefits from expansion. Bad thing about a hard cap is that it feels artificial and arbitrary and ideally should be scaled by match pop cap setting (not difficult to do). Bad thing about soft cap is that it's variable and is just another thing that has to be managed by the player. There are pros and cons. Another way to soft cap the economy a bit is to make things more expensive as the game progresses. Ideally, this should be a quantity vs. quality decision by the player. As units are teched up, they can become more expensive, soaking up some of that excess economic output.
    1 point
  15. The Kingdom of Kush in popular culture Here I will share a collection of images of Kushites created by various artists around the world. I focused only on those images that showcase relatively credible dress and attire and can be used as inspiration for other works and unit models. Images of Pharaoh Taharqa at the zenith of the 25th dynasty: One remark on this image is that the crown Taharqa is wearing actually dates to the Post Meroitic era. Apart from that, this image is an excellent collage of Napatan Kush. Portrait of queen Takahatenamun, wife of the 25th dynasty Pharaoh Taharqa by leviathaninutero Queen Amun-dyek-het high priestesss of Hathor (and possible wife of Taharqa) bows before her captor, King Esarhaddon of Assyria Queen Amanirenas Queen Amanirenas, "Will you fight for me again?" by aliciane 25th dynasty pharaoh, Piye, also known as Piankhi in front of the Amun temple at Napata. Ancient Kush Kushite queen Female archer from Kush Kushite Noble Spearman Kushite debutante by dabrandonsphere Ancient Nubians trading with Egyptians A royal scene
    1 point
  16. No. We must only limit the military units per class, and add basic military units. First phase a cavalry explorator male and female basic unit, the citizen soldiers should come in the second phase, but not all classes Skirmisher/ slinger , cavalry spear, cavalry ranged, spearman and hoplites/ swordsman for Romans limited the experience to reach. Third phase the rest of units and add a 4 phase. The first phase units can't build farms without a farmstead. Wooden towers The second phase only give blacksmith , and (barrack?)and market, towers and palisades Third phase give temple fortress and advanced defenses and special buildings 4th phase give the marvel and the second sp building.
    1 point
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