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Showing content with the highest reputation on 2017-08-30 in all areas
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I get this idea to explore minimap more deeper and remember EE2 but someone else in AOE forums, says about this. more detailed map with icon of resources like mineral or marvel or relics, obviusly needs be explored first. He said this, but I prefer focus in things are hard to se in the map like resources, heroes, CC and wonders.2 points
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Looks ugly just like the forums. What's the point of having washed out colours and low contrast text on something that is mainly about content only, and not about looking fancy? If we are going to change the theme for just one thing I'd vote for the forums.2 points
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Can you create the missing bump texture and take a screenshot of it in-game at the default camera angle, not just a render? I agree the tower looks very good. (I'd also like to see a screenshot of it in-game with a few units/trees placed next to it. Think about a good background environment that complements the tower's textures, rotate the sun so that it enhances the shadows, create a fake scene with a couple of units for scale, etc.)2 points
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This modification is located at: https://github.com/0abc/0abc-a24.git (version 0.0.24 “Alpha XXIV: Xšayāršā”) https://github.com/0abc/0abc-a23.git (version 0.0.23 “Alpha XXIII: Ken Wood”) https://github.com/0abc/0abc-a22.git (version 0.0.22 “Alpha XXII: Venustas”) 0abc is an acronym for “0 A.D. is Actually Before Christ”. This mod tweaks, rebalances, and improves upon what already exists in the game. It does not include any new factions. Amongst other things, 0abc implements a new unit template structure tree with many more unit types, has new civilization and team bonuses, has a fourth damage type, thrust, uses resource trickles to represent taxation and upkeep, and adds one new resource, silver. Instructions (for A24; replace "a24" with "a23" or "a22" if you want the A23 or A22 version): Download the repository directly: https://github.com/0abc/0abc-a24/archive/master.zip or use: git clone https://github.com/0abc/0abc-a24.git Place it in your /0ad/mods/ folder: GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/ Apple macOS typically: ~/Library/Application\Support/0ad/mods/ Microsoft Windows typically: ~\Documents\My Games\0ad\mods\ Launch 0 A.D., click “Settings” and “Mod Selection”. Select “0abc”, click “Enable” and “Save Configuration”. Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods”. Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented. Improvement suggestions are welcome, as are bug reports and other kinds of feedback. If you encounter errors or warnings, please copy them from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ) and post them here.1 point
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Hi everyone ! So here is my little random map generator library. This alpha version is far from perfect yet, but I hope it deserves an eyeshot already. The archive contains two files and a folder to insert into your local settings at: Oad/mods/public/maps/random. The 'yamg' folder contains a library used by the demo program which creates a random map (Venustas only, it seems there are some differences with earlier versions). Of course, if you prefer all in a single file, you can copy/paste the whole library replacing the 'RMS.LoadLibrary("yamg");' instruction at the beginning of the map script 'aYamgDemo.js'. The picture here is a 'medium' map using the '7964' random seed value. I only changed the default sun settings to emphazise the relief. Open the map script and feel free to discover the various settings and options. You shouldn't need to edit the library itself. Just be careful with forests on large maps: the script could try to place a huge number of trees and will then choke Atlas. Have fun ! Now, I must say I'm not satisfied with this program for some reasons and would be glad to have a discussion about them. Of course, many details could be improved like round maps correct management and terrains melting, for instance. But this not really a big deal. A more serious reason is the library is too low level IMHO. For instance, someone could want a river crossing the map, a mountain in the north-west and so on. It's possible to do that with the library, but it's far from obvious and easy. I need ideas to build a higher level framework, and if you have some, you're welcome. The last reason is more abstract. I have worked for years on the topic (creating random maps for games like OAD), and always stumbled on the same problem: creating realistic and good looking maps is one thing, but most often, realistic maps are not balanced at all and even not playable. And well balanced maps are often not very realistic, because they are too regular and exhibit kind of patterns. The real challenge is to have both, and I don't know if it is even possible (contradictory?). This is why I don't rush to code other things like roads or resource placement. How could we define a balanced map in terms of constraints, this is the question I ask to everyone interested here, and I hope to have a discussion about it. Friendly, yamg.zip1 point
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In the meantime AI supports diplomacy. But there is a strange behavior: If you are allied with an AI player directly at game start, the AI player will establish a trading route with you. So far so good. But when the AI player uses diplomacy and gets allied with you while the game is already in an advanced state then there will be no tradings routes with human player. The AI player will only trade between his own markets/docks. Curious, too: If you save the game and reload it, the AI player will begin to trade with you... This is not consistent. Thus I think that there must be a bug.1 point
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This guy actually used 0AD music, as the soundtrack for his airial shots of the ruins of Kabyle, one of Thrace's most important cities. Although I don't know what time-period these ruins date from.1 point
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Nice work Pyrophorus! I'd advise to create one or more random map scripts for multiple reasons. Foremost, lobby players almost exsclusively play random map scripts (because they can change the number of players and any other setting arbitrarily). Secondly because it is very rare that someone actually proposes a polished map for 0ad that was done with the map editor. With regards to your code, you should take care that the generated map is round (thats the convention, looked better with the minimap. Is also better for gameplay as noone can hide in a corner and all players have the same distance to the center of the map. Also square maps have 4/pi times more area on the same mapsize, i.e. 27% more which often causes unintended performance-lag). Put some players there, straggler trees and details and try to make the resoures balanced (as in guaranteeing 40 starting trees for each player). It'll be important that there aren't wide areas void of entities. There can be open space, but the eye should always have something to look at. I saw water can be generated as well, so you might have to paint terrain below players (like archipelago random map script does) or ensure that there is sufficient space for each player. Most of the maps generated with your script have very steep terrain. That's fine for some map generations, but not for every. Would be great to include a map that encompasses all these considerations in alpha 23!1 point
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The “Temple of Immortals” in Starossel reveals new secrets The most imposing underground Thracian temple in Southeastern Europe is situated near the Bulgarian resort town of Hisarya. It was discovered 10 years ago by the renowned Bulgarian archaeologist Georgi Kitov. The temple includes a rock fence, big staircase and an internal hall with dome roof. In 2008 and 2009, a team led by doctor Ivan Hristov, made further discoveries and samples from the fireplace in the heart of the temple were used to find out the age of the complex. The temple was built in honor of the Hestia goddess and the ancient people left for her huge stone loafs of bread. The samples from the fireplace were analyzed in Germany. “The analysis shows the temple was built somewhere around 358-350 BC,” doctor Ivan Hristov says. Historical data point to the period of rule of Philip II of Macedon. At that time the Thracian king Amatok II was the ruler of the Thracian Odrisi tribe, followed by his son Teres II. Teres was overthrown by Philip. So, the construction of the temple started during the rule of these two Thracian kings. We don’t focus our efforts only on the temple. Starosel is actually a cult center, which includes a number of monuments dating back to the 4th century BC. These monuments are related to each other. In 2005 near the Kozi Gramadi peak in the Sredna Gora Mountain I found a king’s residence. It was destroyed during the campaign of Philip but its existence points to the existence of a Thracian political center in the region. This is also shown by the recent archaeological works in the region, which is very attractive to archaeologists. This year we are to start working again at the Kozi Gramadi archaeological site. This way we will be able to draw a connection between the temple in Starosel and the monuments high in the mountains.” The temple near Starosel was called “Temple of the Immortals.” Doctor Ivan Hristov told us more. The “Temple of Immortals” in Starossel reveals new secrets The most imposing underground Thracian temple in Southeastern Europe is situated near the Bulgarian resort town of Hisarya. It was discovered 10 years ago by the renowned Bulgarian archaeologist Georgi Kitov. The temple includes a rock fence, big staircase and an internal hall with dome roof. In 2008 and 2009, a team led by doctor Ivan Hristov, made further discoveries and samples from the fireplace in the heart of the temple were used to find out the age of the complex. The temple was built in honor of the Hestia goddess and the ancient people left for her huge stone loafs of bread. The samples from the fireplace were analyzed in Germany. “The analysis shows the temple was built somewhere around 358-350 BC,” doctor Ivan Hristov says. Historical data point to the period of rule of Philip II of Macedon. At that time the Thracian king Amatok II was the ruler of the Thracian Odrisi tribe, followed by his son Teres II. Teres was overthrown by Philip. So, the construction of the temple started during the rule of these two Thracian kings. We don’t focus our efforts only on the temple. Starosel is actually a cult center, which includes a number of monuments dating back to the 4th century BC. These monuments are related to each other. In 2005 near the Kozi Gramadi peak in the Sredna Gora Mountain I found a king’s residence. It was destroyed during the campaign of Philip but its existence points to the existence of a Thracian political center in the region. This is also shown by the recent archaeological works in the region, which is very attractive to archaeologists. This year we are to start working again at the Kozi Gramadi archaeological site. This way we will be able to draw a connection between the temple in Starosel and the monuments high in the mountains.” The temple near Starosel was called “Temple of the Immortals.” Doctor Ivan Hristov told us more. “In this temple rituals related to the ruler’s immortalisation were carried out. After his death a Thracian ruler became kind of semi-god. The burials happened in another place in sarcophagus-like tombs. Doctor Georgi Kitov discovered such a tomb near the temple. I can draw a comparison to the cathedrals of the French kings where they were laid temporarily after their death and then buried nearby. The temple near Starosel had various functions and was used by the Odrisi dynasty in the 4th century BC.” According to the archaeologist, the temples in the region were connected through a route similar to the sacred road to Delphi. “Sacred places were not isolated from each other,” the archaeologist says. “Complexes were built near them for the needs of the pilgrims. That is how a whole sacred region emerged. The number of religious monuments in the region of Starosel is very big. What archaeologists find are artifacts related to the Thracian beliefs for life after death. We are still to gain more knowledge about the sacred route that reached to the king’s residence near the peak in Sredna Gora Mountain,” doctor Ivan Hristov says.1 point
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Why yes, i will be listening to this on loop for the next week I still love the original, even the clunky impassable farms and 2x2 towers made space management a real satisfying part of base building when done right. And dealing with the mirror towers during the siege of Syracuse campaign mission? hah, nostalgia1 point
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You really cant beat sunsets for screenshot staging lol. Orange light does the job of unifying a texture pack's color palette, but that's a given with nearly everything. When you do balance your pack I suggest you do so under neutral light and with local terrain textures(as you have here). Careful where your shingles curl over, especially on the temple. I think you can do something interesting with the temple akroteria too, triangles don't really do the rest of it justice, even if you just round them off. Early Persian assets had a similar jagged issue. Such sharp angles seem blatantly poly-conservative. even if its not intended. That's generally why you see me round off the corners of my plaster and rough stone buildings more than I ought to. I would also explore Lion's suggestion regarding pediment paintings or sculpture, obviously none of that would have survived the ages, so wouldn't be present in any historical reconstruction, but we have that kind of extended artistic license here. I say work with contemporaries and neighboring culture's contemporaries, if you cant find anything from the time, move backwards from the time period rather than forwards, being more old school tends to fit the classical scene better, especially considering the rural scene you picked. (tombs might hold some clues to wall decoration but I haven't looked into it, myself) I say the most important part is to have fun with it, you have a really interesting set ahead of you, and if your sources stray in one way or another just remember to keep the whole thing coherent, because like many of the architectural packs we've done for 0 AD before, it can really be done in any number of ways... but stick to one. From what I see here you don't have a problem with that at all. (also having one artist finish a whole pack makes the whole coherence thing a non-issue, different artists will have different visions of the end result (also explains my bad habit of plowing through architecture sets as quickly as I can)) still, that's a badass defense tower. I love me some towers. Just enough building to be fun.1 point
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Will make sack's of flour/wheat for use them in prop points, and i don't know if they had a blacksmith but instead i will make a wood carver as the barrack with some big yurt with bows and quivers around also, i think i will need the new horse mesh and skeleton that will be used with the cavalry update for place them with prop points around the yurts or the yurt with wheels.1 point
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https://arrecaballo.es/edad-antigua/los-hunos/ 6 links de la misma pagina referente a los hunos1 point
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I'm just confused about your attitude and that what you say doesn't really have much significance towards solving the problem1 point
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I can't say if Bolts shooters became relevant to use in 0ad22 as much players still never use them .. though, some other cav spammers prefer to ban them from the game (guess why). All the concept of balancing a game is to give ++ and -- for each units and ensure none units are OP enough to turn them into a the unique unit used in an army ( and yes, i see some players destroying a CC with skirmish-cav !). If players starts to use only 1 or 2 units in the game, there's evidence of bad balance. So what about bolt-shooters ? --> I think they should punish only ennemy players who rely on a bunch of ranged units packed together . For that : Range: bigger than any archer units; if the range is lower, than the deployment time to re-engage acts too much like a penalty and thus, there is no cover for the protected melee units. Accuracy: pretty low, to avoid OPiness of the Bolt its important that the Bolt have success to create damage only if the enemy units are packed together ; target missed but other killed Projectil speed: low, moving targets should dodge the arrow easily ; immobil units (so those firing) should be subject of having the heavy arrow in their face Splash : no splash, doesnt work like a catapult ; 1 arrow go through 1 body, not many bodies -> splash is non-sense Damage : total annilation ; 1 hit should kill 1 elephant or almost (moving elephants might be more lucky). No crush damage, Bolts should NOT replace catapults ! Since some players are usualy doing straffing with 1 unit , here the bolt player can select a target among the bunch behind to hit direct without being fooled by moonwalk Summary : So what should be the use of bolts ? --> Should be used to defend a position against a bunch of ranged units spamming arrows on our units AND/OR used to kill some elephants and rams in their crushing CC activities. As the bolt should have no crush power, it might not be used to replace catapults while sieges. The bolt could be used as an effective defence for some workers (especially for females) against ranged rushers as it can kill ennemy unit 1 by 1 (unlike towers which send some random arrows a bit everywhere ; lowering health without killing much). A moving army in expedition could bring a 1 Bolt or 2 to be used as an effective umbrella against all the annoying ranged units willing to kill sieging units 1 by 1.1 point
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https://en.wikipedia.org/wiki/Tongwancheng Not much, only the city wall survived relatively intact, plus some foundations of palace remain. Most buildings in the city were probably wooden, but there indeed have brick remains, so at least some must've been made of brick.1 point
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The sword-like weapon at the bottom is not actually a sword. It is a bronze Sha (鎩) polearm (pole-sword?). However what's more interesting are those weapons at the top - two hammer-spears! Essentially a spear-head married to a hammer-head, then mounted onto a shaft. The Chinese sure did use some heavy-duty weapons.1 point
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Xiongnu did not appear to have cataphracts, and used mostly Chinese-influenced equipment (except their bow, which is Scythian). Although there's some mentions about Xiongnu infantry, they hardly ever used foot soldiers. So they were (generally speaking) an entirely mounted force utilizing highly mobile hit-and-run and other nomad tactics. No idea on their building since I don't think any survived. No idea on the Huns/Sarmatians either.1 point
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I had a solid idea for the role of bolt shooters, but it's pretty much lost in the ether unless someone wants to work on it. It basically only requires a few conceptual changes and the implementation of one patch from Trac, the visiblegarrisonclass patch.1 point
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Update: Everything unified in a single mod: https://github.com/0abc/0abc-unified/archive/master.zip (less than 2 MB in total; contains over 2500 text files) Trade gain now depends on x+x^1.5 (instead of x^2), with x the distance between markets Bribable (espionage: reveal their vision range for 10 seconds) are: all ships and traders heroes civic centres, colonies, crannogs, docks, embassies, halls, libraries, markets, naval shipyards, palaces, temples, theatres, and wonders Walls, storehouses, markets, fields, farmsteads, and corrals can be constructed in neutral territory (new), as can civic centres, colonies, crannogs, docks, naval shipyards, and outposts (unchanged) Many more different unit types and wider selections of units in faction unit rosters More civilization bonuses All soldiers (citizen, mercenary, and champion) can advance in rank: instead of basic/advanced/elite, units start at rank 0 and can promote a dozen times, up to rank 12; each rank grants +5% health, attack damage, and capture strength Dozens of hours of work, thousands of new files, countless tweaks, and numerous minor changes, most of which will probably go unnoticed Have a look at 0abc-readme.pdf (included in repository and in first post of this forum topic) for more detailed information Feel free to try this modification out yourself1 point
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You have some nice questions about the role of the bolt shooter. But I want to say that the a22 bug is enormous. You should be basing your thoughts on how bolt shooters were in a21, because unless your enemy's really packed together, that's what it's like in svn. Testing now, even against box formation they only do about 50% more damage than in a21. Well, I guess they have extra health and better accuracy, too. But my point is that a22 is very misleading.1 point
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Your patch was commited by mimo in rP20031. Thanks for the report, patch and review guys!1 point
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I like this mod. By requiring metal on most if not all units devastating raids won't really occur and skirmishes could occur from time to time and could increase in magnitude until final battle on P3. This could limit armed unit production and the game progression is more strategic because you have to think more to get ahead of your opponent. Units can be more precious that it's hard to afford many losses early on. Where to and how to get this mod? Any chance your mod can be combined with DE. I think DE is still using same resources requirement (no metal on some) but you can't train cavalry from CC.1 point
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Carolingian Wonder (Cathedral builded by order's of Charlemagne) 11.5k tris Uses the same texture of the Mauryans, Hele 2, and Caro school Note: The window texture was found in the CC page (https://pixabay.com/en/stained-glass-window-cathedral-window-1062777/) it may need be adjusted in the black zone. Screenshots1 point
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@LordGood I plan to make some for my thracian faction, once I have remade a texture pack from scratch, (for learning purposes), but I'm pretty sure I'll lack the knowledge about those (scaffolds) so I want to see how you do it on a greek civ1 point
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Yeah. It's going to be really difficult to come up with a better name than that. I sometimes wonder how he (and other people who were around shaping the base of 0 A.D.'s design) would feel about the game as it is today, but (while I wasn't around to get to know him) I at the very least hope he would have been proud that there are still people working on the game at this point in time. The last word of that quote of his really has proven true, it's taken and will continue to take quite some perseverance to bring this project to a finish.1 point
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I do believe Pureon's trebuchet is not license compatible with 0 AD, a lovely model though0 points
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Well, next time, give the mins to look at. (edit: ) Well so 42 boltshooters (!) don't let people come near them. What do you want to conclude from that?0 points
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