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  1. Progress: The house will have most of the props as prop points for now they are placed for have a preview of how it will be going the house
    3 points
  2. This would become official second part faction.
    2 points
  3. No. See the TechModifications wiki page for a list of all possible things a technology can change. Modifying technologies or entity lists (that can e.g. be built) is both confusing to users and creates a lot of possibilities for hard to detect bugs and increases the complexity of the whole code. What you could do (which is a workaround if you consider modifying technologies something important) would be to provide autoresearch technologies that require both the defense tower tech they mimic (for siege towers) and the siege tower tech. That should have the exact same effect, without having to modify technologies. It does however increase the amount of technology files you have to create and maintain (since a change in the defense tower tech also requires you to update the siege tower tech).
    2 points
  4. LOL they got out of sync and continued anyway. I think one of them may have had the Git version of the mod and the other the A22 version or something like that because they kept OOSing at turn 80. Anyway, they played for almost 2 hours and found out at the end that they were completely out of sync.
    2 points
  5. Si puedes arreglarlas perfecto, probar el 1er test de yurta con varios props, ya esta exportado para 0 ad
    1 point
  6. i used paint.net, i used it before like the caro wonder/school and din't failed. but now since i've make the file from the start copying and pasting from the "rome_tent" and "chin_struct" failed this time i think not. Also, like this two images and as they are nomad people, i will make a resources depot like the mauryans elephant, a wagon "laager" with 2 or 3 variants pulled by a horse, Ox or steer.
    1 point
  7. (Maybe someone should move all the topics that are neither guides nor tutorials out of this forum.) Researched technologies apply to entities (or templates). That part of the code knows of no difference between units and structures (or other categories you might want to think about), as is true for most of the rest of the code. I'm not quite sure what you are asking, but if you want two (or anything that is greater than 1) entities with different available things you will need different templates for those. I guess you could either provide two different fortresses in the builder list, or provide only one that makes use of the upgrade component to change into the other (or into one of the specialized two).
    1 point
  8. The Alabastron of Kush Alabastron are a type of luxery pottery, common in the ancient world, which were originally developed in Egypt. They generally have a flat rimmed top, thin neck and a long, rounded bottom. They were often used to hold oils and perfumes. The Alabastron of ancient Egypt (and Kush) are made from a specific type of Alabaster (hence the name), a soft mineral rock, which can be shaped to be as thin as an eggshell. They are basically some of the finest types of ancient pottery. It seems that most of the Alabaster used for the production of these vessels found in Kush, throughout the Napatan and Meroitic period, originate from Egypt. This type of rock is only thought to be found there. The vessels may have been already shaped in Egypt, before export, only for the Kushites to apply the finishing touches. They added cartouches, other inscriptions and carvings, and golden, silver and bronze decorations to the rims of some of these vessels, using typically Kushite metallurgy techniques. I first came across a significant collection of the alabastron from Kush, reading through a pdf discussing the composition, and origin of the material used in the production of the examples from King Aspelta's tomb. It also discusses some of the international contacts of the Kushites in the ancient world, and can be read here: http://www.gizapyramids.org/static/pdf library/bmfa_pdfs/jmfa06_1994_14to40.pdf The Alabastron of Kush:
    1 point
  9. You should put your code on some versionning system, or better, fork 0ad on github and make changes there. In the end if you want this to be part of the game, you'll have to submit a patch on Phabricator (code.wildfiregames.com)
    1 point
  10. Thanks for your feed-back and appreciation ! OK... Yes, I don't forget the maps must be round and they shall be. BTW, it's easy to set the round flag in the json file. But it's still a work in progress, so it's easier to see accurately how the script works on square maps. For now, I'm working on improving relief variety. Basically the script produces homogeneous maps, e.g. steepness and smoothness are everywhere the same. In the last picture I posted, maybe you noticed there is a rather flat part of the map. The idea is to have steep peaks and flat valleys, and more maybe (underwater and shore relief also are different). let peakHeigth = tRelief /3; for (let i = 0; i < mSize; i++) { for (let j = 0; j < mSize; j++) { if( tMap[i][j] > peakHeigth) tMap[i][j] = -1; } } var tRough = 1.05; // this one rules the ground irregularity, from 0.1 (smooth) to 1.2 (very chaotic and probably not playable) var tProgress = 64; // difficult to explain this in few words, try it from 2 to mapSize (power of two). See algorithm for details. createAltitudes(0, mSize, 0, mSize, (tRelief * 1.5)); // redraw high peaks It's how it works: parts of the map higher than some limit are redrawn with parameters giving this kind of chaotic terrain, leaving the lower parts untouched. Yeah, I will do that But I'll try a rather ambitious idea. Instead of spreading resources everywhere equally on the map, I will try to put them in rather realistic places (like stone at the foot of the cliffs and so on), and later try to find optimal settlements, given this resources layout (some kind of barycenter of resources, on flat places and so on), just as real people would do colonizing a new land. I have no idea if this could work and give rather balanced maps. Spontaneously, I would say: certainly not. But who knows ? Friendly,
    1 point
  11. It would be great if you could help fixing the low-contrast text problem in the forums instead - I have posted some screenshots with the problematic areas underlined:
    1 point
  12. @wowgetoffyourcellphone somebody plays with your mod. In streaming.
    1 point
  13. Trebuchet I've made this in case it can be used in some medieval mod. already has attack animation Future work: 3 Infantry animated working on it Screenshot Files for test on atlas Trebuchet.7z Blend File Fundibulo.blend
    1 point
  14. That trebuchet served its purpose, but its a bit roughly modelled and enormous. Alexander here looks to have put more effort into his than I put in mine already, and at a size better suited to 0 AD as well I dont even have ponies manning mine :c
    1 point
  15. 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.
    1 point
  16. 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
  17. 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
  18. This is now in the game (rP20071). Stan did a nice job.
    1 point
  19. 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
  20. 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
  21. CC and defense tower, took a turn for the 'military' for the defense tower and plan to do similar for their fortress (fortress should incorporate some tile roofs as well). Harkens back quite a bit though.
    1 point
  22. @Lion.Kanzen @LordGood Here is the ref So I like the temple the way it is right now, but maybe I shouldn't and I'm totally wrong...
    1 point
  23. The Kingdom of Kush: The Stela of King Harsiotef (404-369BCE) Anyone up for some more reading? I present the English translation of the Stela of King Harsiotef. Harsiotef was a Kushite king and possible father to King Nastasen and King Akhraten. He is known from the inscription on his stela, dated to his thirty-third regnal year, making him the longest known ruling King of Kush. As with the Nastasen stela, this stela is written in a Napatan adaptation of Egyptian Hieroglyphs, and is therefore translatable, unlike the many stelae written in Meroitic script, from the third century BCE going. The Harsiotef stela has many stylistic similarities to the Nastasen stela, and has many similar peculiarities, owing to the Napatan dialect it was written in, and differentiating them from the earlier 25th dynasty inscriptions of Piye and Taharqa, which follow more orthodox Egyptian styles. The text explains Harsiotef's divine right to rule, by a dream or a vision, and Amun of Napata, giving him the crown. It talks about his sacred duty to repair the collapsed temples and chapels. His endeavours to build new temples. It lists the large amounts of offerings to the Amun temple at Napata, including gold, silver, bronze, acacia wood, jewellery, decorated vessels and even a stall for long horned oxen. It states that "there was no town that I did not do work", and lists the many processions in different towns and cities where he let the gods "appear". The text also shows that well after the 25th Dynasty, these kings still considered themselves "Lord of two Lands", "King of upper and Lower Egypt", if only in title... The text is noteworthy for the many military campaigns listed by Harsiotef, in all directions, as far as Aswan in the North, and the borders of Ethiopia to the South. Against the lands of Rehrehsa, Metete and Mehkty and against the rebels of Mekhuf... The most noteworthy military detail, is the extensive use of cavalry. No less than 4 times, does Harsiotef explicitly mention sending his cavalry against his enemies in 4 different campaigns. For example: "I sent my infantry and my cavalry against the rebels of Metete. They acted against 3 towns of Anreware to fight against, and made a great slaughter of it. They even took its lord prisoner and killed him". This is a clear, first hand account, written record of the use of cavalry in at least 4 campaigns of a single Kushite king. I'm surprised this hasn't been quoted more often. Another interesting aspect, is the the word scimitar, which sees use twice in the text. For example: "He came, the chief of the desert people Rehrehsa , Arawe, with his lord, right into Birawe (Meroe). I had battle joined and had him slaughtered a great slaughter; and he was defeated, and was driven off. I had him killed, Shaykara, when he came to plead for himself. Your awesomeness is good. Your scimitar is victorious. The chief at my side made him withdraw. He made my army and my cavalry safe" What could this scimitar (sword with a curved blade) refer to? We're in luck once again! The text gives us the phonetic values for the entire hieroglyphic text, together with the translation. From this we can see that "Scimitar" is the translation of the Egyptian word ḫpš. Yes, you've guessed that correctly, it is more commonly written and pronounced as Khopesh! This is the second independent, first hand, written record of the khopesh in Kush, during 0AD's timeframe. (I've also found what I believe to be a crude depiction of the Khopesh in the stela of king Tanyidemani (around 100BCE), but more on that later) The stela of King Horsiotef: The actual translation, and interpretation: Ps: @wowgetoffyourcellphone, I love this, it's adorable!
    1 point
  24. @LordGood: 2 buildings need re-centered, the Wonder and the Wall Gate/Gate Door.
    1 point
  25. @Sundiata Well that would have meant remaking it from scratch, and that's what I did, so here you go hope you'll like it.
    1 point
  26. They were originally made of bronze. The shape can be understood from the epsilon axe it evolved from.
    1 point
  27. The Kingdom of Kush: The Stela of King Nastasen (335BCE - 310/315BCE) For anyone who's interested in reading some 2300 year old African literature, you're in luck! I stumbled upon an 1875 translation of the Nastasen Stela, by Gaston Maspero, a renowned French Egyptologist. Nastasen, who is referred to in the text as Nastosenen, was a Kushite King who faced off an Egyptian invasion led by Khabash (Kambasuten), the ruler that led a revolt against Persian rule a few years before Alexander the Great's conquest of Egypt. The stela is written in a Napatan adaptation of Egyptian Hieroglyphic script, and has a number grammatical peculiarities owing to the local languages spoken by the people of Napata and Meroe. The stela is interesting for mentioning the various military exploits of Nastasen, and abundant donations to the temple of Amun at the often cited Napata (referred to as Napita, in the text). The stela was probably originally placed at the Amun temple of Napata at Jebel Barkal (the pure mountain). The text also mentions other Napatan rulers before him, like King Harsiotef (probably Nastasen's father), King Aspelta (Aspalut), and the legendary King Piankhi (Piye), as well as many Egyptian gods like Horus, Ra, Isis, Bast and Thot. The text is even more interesting for a specific detail regarding weapons. The Khopesh! There are three mentions of the "crushing" Khopesh of Amun of Napata. For example: "Amen of Napita, my gracious father, giveth me all the lands: His khopesh is crushing. His virtue is beneficent" And there is one mention of Nastasen himself wielding the Khopesh: "Amen of Napita, my gracious father, that 41. made my prowess (?) excellent, and my khopesh crushing" In light of this, seen as the khopesh evolved from the axe, the highest rank of the Meroitic Axeman (Napatan Temple Guard), could carry the iconic Khopesh. Nastasen is also on my shortlist for Kushite heroes, and could also wield the khopesh. @stanislas69 I remember you wanting to make a model of this weapon, now we have the reference to do so . The stela itself is also needed as a building prop, as these were often placed in front of temples and palaces. The Nastasen Stela, featuring the King himself, his mother Pelkha, and his wife Sakhmakh, now in the Berlin museum. The actual translation: Source: http://www.masseiana.org/maspero1.htm And two Egyptian examples of the Khopesh and a replica, for ideas:
    1 point
  28. All Saints' Church, Brixworth STRUCTURE FINISHED FILES UPLOADED i'm working at this building for the anglo-saxons. Info from wikipedia: "All Saints' Church, Brixworth, in Northamptonshire, is an outstanding example of early Anglo-Saxon architecture in central England. In 1930 Sir Alfred Clapham called it "perhaps the most imposing architectural memorial of the 7th century yet surviving north of the Alps". It is the largest English church that remains substantially as it was in the Anglo-Saxon era." Note: i was thinking on make some graves like the pictures for make it less simple. Screenshots Reference pictures Progress Screnshoot Files Anglo Wonder.7z brixworth.blend
    1 point
  29. @Sundiata this would be a good thread to link your unit proposals
    1 point
  30. @Lion.Kanzen (Done for both) slave_trader.zip
    1 point
  31. This is my model of the Hagia Sophia, a medieval greek building, not too recent, you wouldn't know of it /hipster ^^
    1 point
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