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First we need to finish the whole buildings set + icons before start to make decorations as it was with norse. First the whole building pack so we don't end delivering a mod with placeholders (excluding the ships wich i don't think byzantine ships will reach the alpha 23) and then start making the little perfection details, norse texture has gone through a lot of changes between releases so i don't think is necessary yet fully focus on that plus norse ships took from Alpha 19 to 24 wich is what i don't want to happen with the byzantines neither carolingian, the only faction we have with full building sets are Anglo and Norse, caro still needs Market and Corral and other several tweaks to each building and byzantines walls are almost done but still needs Scout tower, Sentry tower and Fortress, and byzantines infantry still needs some circular shields textures. I think we have done a lot of progress going from 2 80% finished factions to 4 factions in 1 alpha with Norse: 100% Anglo: like 80% because of ships Carolingians: 70% because of fortress buildings placeholders and ships, and Byzantines with almost all buildings in 1 alpha and full soldier set. And Caro and Byzantines need a tweaks on their trebuchets both had trebuchets but traction ones as mentioned before and not counterweighted and byzantines shouldn't use norse ram so they will need one too.4 points
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3 points
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"Massed Pikes": Pikemen are individually weak (very low attack), but have an aura that boosts other pikemen within a short range with greater attack (stackable) and a little extra armor. "Shield Wall": Hoplites are individually much like regular spearmen, but have an aura that boosts nearby hoplites with a strong armor boost. So, in this way an individual pikeman or hoplite is pretty mediocre to weak, but en mass are very strong.3 points
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3 points
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Most casualties actually occurred when one side routed. Also, there are some interesting times when hoplites were decimated by ranged units: Iphicrates routing an entire Spartan mora outside Corinth. The Athenians decimating and capturing an entire Spartan hoplite phalanx on Sphacteria. The Athenians getting routed by a Persian counterattack after burning Sardis. Though, I admit these were exceptions and not the norm.2 points
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2 points
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I will go to wikipedia soon. That article is generally speaking pretty bad. Actually it's quite terrible.... I get a headache just looking it. So I just need to "mentally prepare" a bit for that. Wikipedia articles can't share hundreds of images either... The visual references are very important. I could spend paragraphs, even pages discussing a Meroitic relief or some statue, or the excavation results from some city somewhere in Kush, for example, or I could just show it to you... Get me? This is the first time this history has been so comprehensively visualized. Anywhere. Ever. Before it was all scattered in the 4 cardinal directions. Wikipedia wouldn't help much in that regard, although I could definitely help it. That's a very good point. I actually reserved one post down (by moving my references into the main article) for images of Kush in popular culture. Those images that aren't necessarily 100% accurate, and therefore don't belong in the original post, but are still relatively accurate and interesting for art-refrences/ideas. I've been thinking for a long time that there should be a dedicated part of the forums for civilizations and their history only (not those puny wiki-pages). Each civ would get its own subforum, with a main history article on the entire history of the civ, fully illustrated, and incorporating as many of the sources actually referenced in the game as possible. These should be easily updatable. I'd offer to write for the other civs, but I think I could only do one every couple of months or so... I'm most familiar with the Gauls, so that could be a start, but I'd definitely help from other history buffs/research enthousiasts like Nescio for Hellenic civs, wowgetoffyourcellphone, lionkanzen and everybody else interested. A sort of in-forum civilization wikipedia (that puts the actual wikipedia to shame, with regard to visual sources, because we don't care about copyrights in the forum anyway, right? Right? No? Yeah? Yeah! Freedom of information for the win! wooot wooot!)2 points
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The plan is to get that design document up to date. There is some work toward that. I don't know if I can say more about that.2 points
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Version from 28.03.2020: (Lobby Warning fix and unselect on gamelist updates fix) fgod.exp.280320201820.pyromod Version from 12.02.2020: (Player/Observer List InGame overlay fix) fgod.exp.1581540040.pyromod Version from 6.12.2019: fgod23experimental.pyromod (Player statistics overlay fix work for me) New Experimental Version. New features. fgod23_experimentalv2.pyromod (Player statistics overlay doesn't work for me) Older Experimental version fgod_experimental.pyromod Newest Version 1.6.22: https://github.com/fraizy22/fgodmod/raw/master/fgod_v1.6.22.pyromod Main Features: Fixes 0 A. D. v0.0.23 lobby lag, Fixes gamesetup crash (especially on Mac), new features for lobby and additional behaviour (also for lobby dialog), in-game name change (multiplayer-name in general options page), in-game/gamesetup ping nick sound notification from lobby (sound and marker on menu button), replace offline in-game (when lobby authentification on host if disabled), unit experience status bar in-game, pause overlay clickable/actable units/entities, game reconnect on connection lost/kicked, replays/civilization structure tree and civ info/options/last summary from lobby more buttons (hideable), auto-away after time in lobby, highlight colors for buddies, buddy games in lobby, highlight color for user player and user player games, number of players games (and onlines/open games) in lobby, hide profile panel for longer player list in lobby, player / games deselectable (escape key) in lobby, improved nick recognition for pinging in lobby, improved player/game sorting in lists in lobby (and especially remembering sorting), in lobby dialog select game the player is in, more darkend background on overlay windows/dialogs, remember last opened options page, auto-complete tab in chat cycles through all possible names and terms, observer all player statistics in top panel, team statistics in top panel, fight activity ratio in summary, tribute resources show stocks in tooltip for easier resources sharing in team, name colors in chat text in-game, mouse wheel support for changing tabs on summary/options/ gamesetup/credits. and finally mod compatibility to normal 0 A. D. users. So happy testing and multiplayer game hosting to everyone! Easy Install: You now only need fgod.pyromod file (from page https://github.com/fraizy22/fgodmod) https://github.com/fraizy22/fgodmod/raw/master/fgod.pyromod Download & Start it with 0 A. D., To Start it with 0 A. D. do: - Windows/Linux: Right Click On File -> Open With -> Other Application -> Search 0 A. D. -> Open - Mac: Select file in File Manager -> Top Bar Hit File -> Get Info -> Click Open With Column -> Click the Dropdown -> Other -> Search 0 A. D. -> Open When 0 A. D. opens -> select Green fgod in List -> hit Enable -> hit Save Configuration -> hit Start Mods. The Mod will start and default settings will be setted. Have Fun! Older Install Descriptions: Drag & Drop this file over 0ad start icon and It will start the mod. Or run "0ad fgod.pyromod" from terminal within your download folder. Enable fgod mod in mod selection (settings) hit save and start mods. Mac OS install Video/Tutorial: If that not works download manual the archive https://github.com/fraizy22/fgodmod/archive/master.zip (from https://github.com/fraizy22/fgodmod) or git clone https://github.com/fraizy22/fgodmod fgod Unzip the files mod.json and the other into new folder under 0ad/mods/fgod to path: linux into ~/.local/share/0ad/mods/fgod windows typically: ~\Documents\My Games\0ad\mods\fgod mac: ~/Library/Application\ Support/0ad/mods/fgod or read OS gamepaths: https://trac.wildfiregames.com/wiki/GameDataPaths after start game go main menu under settings -> mod selection -> enable fgod, hit save & start mods Screenshots: Lobby (Profile Panel on click player demand, player/game selection clearable escape, Number of player/games, auto away after time inactive, ...): More Buttons hideable below Chat (Start Replays from Lobby, keep in lobby, show summaries, start replays from in replays and games): Darken Fades (Window dialogs darker background), Gamename remember: Team Presets in Gamesetup: Replace button observer in top-panel (when player offline and lobby authentification disabled), colored names in text chat context: Pause overlay units/entities/buildings everything still clickable/orderable for queueing. Top panel summed resources/pop from all players (tooltip shows also team sum and ofc all players): More Options in lobby Options: Easy Update/Download And Feedback In Forums: Fight Activity Ratio in Summary (Military Points / Economy Points): Also Next and Previous Buttons in Summary When Opened From Replay Menu For Replay cycling:1 point
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Sure, but as you said, pikemen were used to pin down the enemy's infantry formation for the cavalry to strike a hammer blow to the enemy's flank or rear. The only way to simulate this with the game's current mechanics is to give pikemen high armor and low attack, so that the enemy soldiers are "wasting time" trying to kill the high armor pikeman long enough for some other unit to come kill the enemy soldier or the pikeman wins by pure attrition.1 point
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Cart have 2 walls thats the same i want to use for byzantines, upgrading from short walls to taller walls will cause mess while playing and i'm already making 2 variants for each wall size for atlas, the normal skirmish game one and others with stairs as they should be. And the shorter walls is even shorter, the left wall is too big so i'll use the right one (wich is also a little more bigger than usual walls).1 point
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Lower one for standard skirmish walls, taller ones reserved for Atlas (Or implement a wall/wall tower upgrade for the Byzantines which will replace the lower walls with the taller ones upon upgrade)1 point
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More beige, white, more terra cotta colors, salmon color pink(yes) don't be afraid pink. some light gray. some yellowish(little).1 point
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1 point
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on the houses jars and civic decoration if i can achieve it the flora too, but shields seems weird for a city building.1 point
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So you were finally convinced by elexis to make a github for it ? Gotta make a nice readme with features, and give it a proper name fgodUiMod sounds better, else, people will think it's a mod for cheatcodes.1 point
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1 point
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Yes, I'm aware of that, and agree with many of your other points. However, in 0 A.D. hoplites are indistinguishable from other spearmen, and your suggestion to give them a low hack armour would make them vulnerable to (cavalry) swordsmen.1 point
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You could also open an new topic and prepare a series of empty posts, one for each chapter, so that they will be in sequence without any interrupting comments. Then edit in your info.1 point
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Differentiation of unit/formation rear and flank from front isn't in yet although some have come up with rudimentary patches While the pikeman as it is might be a little incorrect, making cavalry counter/do well against pikes seems not an option Ranged units do need a rework though1 point
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If you want to make your life easier, just edit it in any simple text editor, compile it into a pdf, and post that on the forums.1 point
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Maybe you could make a PDF ? I was thinking we could make another design document like the old civs in the wiki. That should be easier to update. You'll have to use wiki markdown though.1 point
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That's not the issue, the issue is that I can't save changes anymore, unless I obsessive compulsively keep pressing the refresh button until 5 in the morning, when it magically does decide to save after attempt #37... Each attempt takes forever, because of the loading times. I don't have this with any other topic so it's clearly just too much for a single post. Oh well, with pain in my heart I deleted some images and it helps a little bit.1 point
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Hoplites could hold their own in almost any fight and certainly did not die quickly in melee.1 point
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Yeah, it would be easier for me to share the link to Transifex with them. I just don't expect as much participation that way. I'll share the link around and see what kind of uptake there is :)1 point
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The number of limited workers, who working on field is 5. Other units do nothing if they go on field when the field is occupied by 5 workers. Build more fields for good food economy or build stables and get meat by cavalery units (gather boni).1 point
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@Djedptahiuefankh, once again, thank you! Very helpful stuff! Mmmm, I should read this... Incredibly interesting... I mixed in a little Meroitic: our timeframe is 500 BC - 1 BC, so late Napatan and early to mid Meroitic. This is the Meroitic: Bulahau: Blemmye/Beja Noba, from the Meroitic Nob. They are distantly related to the modern day Nuba people, and ancestral to modern Nubians. Frenemies of Kush. Established the Kingdom of Nobatia (Greek Νοβαδἰα), northern Nubia, during/after the collapse of Meroë Abore is the Meroitic term for elephant, as opposed to the Egyptian Abu. Amnirense qore li kdwe li (Amanirenas, qore and kandake) Qore ‘Irk.‘Imn (King Arakamani) I sourced almost the entire list from the Fontes Historiae Nubiorum Volume IV: https://digitalt.uib.no/handle/1956.2/3083#preview , which contains word lists from the "textual sources for the history of the Middle Nile Region between the eighth century BC and the sixth century AD". It's mostly late Egyptian, Napatan and a little Meroitic. Maybe you've noticed that many unit names are composite terms I put together. If you can come up with better/more accurate or appropriate terms, feel free to suggest some. I had difficulties for terms like spearman, pikeman, swordsman. I simply called the pikemen si3wrd (mutilators), for example. Merchant ship became D3y sbt (river-boat of exange), which is a little crude perhaps. Swordsman became knw hps (khopesh soldier), even though they carry a straight short-sword and not a khopesh... For the battle cry I was thinking something along the lines of rh.n=k ‘Imn p3 ntr (i)wd n "For you (are about to) know (what it means that) Amûn is the god who has sent us!" Or something simpler/shorter, like: H3k : capture, plunder H3t : advance Sm3, sm3n : slaughter, massacre, blood bath, kill, slay Knkn : fight Hd, ph : attack Hdb : kill 3’bt : suppression ‘h3 : battle, war, attack1 point
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No problem! Glad to help out!--unfortunately I don't know any Meroitic...it's a cool language though, from what I hear. If you have a ton of time, there's this grammar that people really like: https://www.cambridge.org/core/books/the-meroitic-language-and-writing-system/D1534C93DCCA955D82E0594CE92598FC @Sundiata I'm having trouble figuring out what language you used for the ethnonyms in your unit translations? Are they (ie: Noba etc...) from the Egyptian, Meroitic, or Greek? Also it would be really cool to see if the names could appear in hieroglyphs (see my previous attached file). I'm happy to type them up, if there is support for the hieroglyph section of unicode in the game's fonts. Off the top of my head, here are those phrases for the recordings: For the IPA (not sure if you're familiar with it), the apostrophe (') means the syllable after it is stressed, and the colon (:) means the vowel is long (like the difference between the Greek epsilon and eta). The other symbols can be looked up on wikipedia (and usually have nice sound clips) Late Egyptian IPA What is it? Ya-merak iḫ? ja'merak ix My lord? Payi Neb? pa:'ji: neb I will walk Tu-i r ḫantaš tu: i: r 'xantaʃ I will go out against them Tu-i r šem r-šoʿ-san tu: i: r ʃem r 'ʃo:ʕsan I will build Tu-i r qode tu: i: r 'qo:de I will work land [lit. Dig a canal] Tu-i r garag-meru tu: i: garag'me:ru: I will gather together Tu-i r ʿawo tu: i: r ʕa'wo: I will herd Tu-i m mini tu: i: m 'mi:ni: I will fish Tu-i m weḥʿa-remu tu: i: m weħʕa're:mu: I will attack! Tu-i r ʿaḥo tu: i: r ʕa'ħo: I will repair Tu-i r ʿayin se tu: i: r ʕa'ji:n se: I will hunt Tu-i r boḥas tu: i: r 'bo:ħas I will heal [Lit. Live, Prosper, and Be Healthy!] ʿOnḫ, Waḏo, Sonb! ʕo:nx wa'dʲo: 'so:nb̩ I will march! Tu-i r moša tu: i: r 'mo:ʃa I will retreat! Tu-i r poẖer tayi wot tu: i: 'po:xer ta:'ji: wo:t Battle cry [Lit. We are like Sakhmet in her rage!] Tu-en mi Saḫmet m-tayes ot! tu: n mi: saxmet m ta:jes o:t I will garrison Tu-en ẖar peru tu: n xar peru:1 point
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Hi! I know some Egyptian and can type the diacritics (and also the unicode hieroglyphs, although this forum thinks they're emojis and won't let me add them) I've done my best to vocalize them so they're kind of pronounceable (if you're going to record them?) Here they are... I can do more later, if you guys want me to: Structures: Barracks : per-mešʿayu (house of soldiers) Blacksmith : ḥemu ḫʿay-n-ro‘a (weapon smith) Civil Centre : Per-nesu (palace, royal residence) Corral : Iḥy(stall) Defense Tower : Ṯesmet ʿo (great battlement) Dock : Meriyet (harbour) Farmstead : Šenut (granary) Field : Seḫet (field, countryside) Fortress : Ḫetem (fortress, stronghold) House : Per (house) Market : Per-Sebet (house of exchange) Outpost : Terter (counterwork) Pyramid large : Merwer (great pyramid) Pyramid small : Mer (pyramid) Sentry Tower : Ṯesmet (battlement) Storehouse : Weḏot (storehouse) Temple Amun : Per-‘Amun (house of Amun) Temple Apedemak: Per-‘Apedemak (house of Apedemak) Wall Gate : Ruwiyet (gate, door) Wall : Sebty (wall, fortress, stronghold) Wall Tower : Sowut (battlement, wall) Wonder : Menu Naḫt (mighty monument) Pronunciation Guide š -- English "sh" ḥ -- heavy h, same sound as Arabic: ح; https://upload.wikimedia.org/wikipedia/commons/b/b2/Voiceless_pharyngeal_fricative.ogg ẖ and ḫ -- kh like the ch in Bach (these were two separate sounds earlier in Egyptian history--later were pronounced the same) ʿ -- pharyngeal sound, Arabic ʿayin, https://upload.wikimedia.org/wikipedia/commons/c/cd/Voiced_pharyngeal_fricative.ogg -- it's like the heavy h but voiced, if it is too hard to say, it is thought that the sound became a glottal stop, like the sound after uh in uh-oh, after the Egyptian New Kingdom... ' (regular apostrophe) -- glottal stop (before a in 'Amun, also in 'Apedemak) ṯ -- like English ch, also can be written tj ḏ -- like the G in giraffe, can also be written dj EDIT: i've attached the unicode hierolgyphs...it would be really cool to see them implemented in the game (both for the Kushites and the Ptolemies!) kushitebuildings.pdf1 point