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New Release: 0 A.D. Alpha 23 Ken Wood Wildfire Games, an international group of volunteer game developers, proudly announces the release of 0 A.D. Alpha 23 “Ken Wood”, the twenty-third alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. Easy Download and Install Download and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licenses (GPL v2 or a later version for code and Creative Commons Attribution Share-Alike 3.0 for artwork, see license). Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Top New Features New Civilization: Kushites Mod Downloader Cavalry and Spartan Building Models Combine Victory Conditions Attack Range Visualization Diplomacy Colors Destruction Damage Unit Information Dialog AI Behavior Lobby Authentication to prevent impersonation Nomad Mode on all Random Maps New Random Maps: Lower Nubia, Jebel Barkal, Elephantine, Fields of Meroë, Hellas, Dodecanese, Scythian Rivulet Civilization: Kushites The most prominent feature of the new release is the introduction of the Kushites. The Kingdom of Kush was a Middle Nile Valley civilization between 785 B.C. and 350 A.D. The region became known as Nubia and is located in present day Sudan. Steeped in pharaonic traditions, Kushites considered themselves the true heirs of the New Kingdom. They were fierce in the defense of their homeland, facing Persian, Ptolemaic and Roman invasions as well as constantly testing the strength of their northern neighbours. The armies of Kush are diverse, with contingents recruited from all across its vast domain. With a wide array of trainable units, they can adapt to almost any kind of opposing army. Boosted both economically and militarily by their monumental pyramids, ingenious leaders and special technologies, Kushites gain a variety of benefits. Lead the Nubian kingdom to bloody war and see the emergence of the mighty Kingdom of Kush. Learn more about ancient Kush here. Economic and religious Kushite sites (10MB 6k-HD) A nubian city in full bloom ( 6MB 6k-HD) Temple Of Amun Pyramids of Meroë, photograph by Fabrizio Demartis, CC-BY-SA 2.0 Nubian Pyramid Two Apedemak Champion Guards and a Blemmye Camp ( 4MB 6k-HD) Harsiotef, Kushite King of Meroë (404 B.C. to 369 B.C. ) Looted bust of the first Roman Emperor Augustus, found in Meroë, photograph by Steve F-E-Cameron CC-BY-SA 3.0 Mod Downloader Beginning this Alpha, players can install mod files just by opening them with 0 A.D. This new version also comes with a mod downloader, that allows you to connect to the new mod.io platform and fetch mods from inside the game. Wildfire Games and the mod.io team have worked together to bring you this feature, and 0 A.D. is one of the first games for which mods are available from this new and powerful platform. Please note that only mods that Wildfire Games has tested against blatant security issues will be available through mod.io. However, you are always free to install mods manually from other sources. 0 A.D. Mod Downloader Millenium A.D., a free mod featuring Anglo-Saxons, Byzantines, Carolingians and Norse civilization at the of Charlemagne and the Viking Age Terra Magna, a free mod featuring the Han Dynasty of China and pre-columbian Zapotecs New Models Similar to previous releases, meshes, animations, textures and materials for a number of units have been reworked. This time with a focus on helmets, shields and clothing. But 0 A.D. Alpha 23 also comes with many new artwork, as the Spartan faction has received an entirely new set of models. All Cavalry units have been replaced with much more realistically looking, more fluently animated high-poly models. New Spartan Buildings ( 9MB 6k-HD) New Helmets and Siege Firing Animations ( 7MB 6k-HD) New animal type Zebu and new Cavalry models ( 6MB 6k-HD) Combine Victory Conditions The addition of new victory conditions throughout the last releases, such as Wonder Victory, Regicide and Capture The Relic gamemode have made it reasonable to allow players to combine all these modes arbitrarily. So if you ever wanted to play a game where you can choose between defeating the enemy by taking out the hero or starting an ambush on the relics after building a citystate and assembling an army, now is the time! Two heroes fighting for victory ( 9MB 6k-HD) Attack Range Visualization Similar to the aura range visualization of the former release, fortifications and mobile towers now reveal the range they cover upon selection. Furthermore, the attack distance is also drawn when in the building placement preview, so that the player can find the best suitable location prior to settling the position. Attack Range Visualization during building preview mode ( 7MB 6k-HD) Diplomacy Colors Both in traditional games with two teams and in diplomacy teams with interactive alliance buildup, players could have often used a quick way to find out where the border to the enemy lies and which parts of the territory can be considered a safespace. With 0 A.D. Alpha 23 players are rewarded with a way to toggle between the player colors and team colors (one color per diplomatic stance), enabling them to react to every threat to their city instantly. Blue indicates the player, green allies and red opponents ( 12MB 6k-HD) Destruction Damage One of the new features that targets 0 A.D. (but also mods and other RTS that once might use the Pyrogenesis engine) is the ability of units to deal damage to surrounding enemies when they are destroyed. The effect is demonstrated by Fireships that can and will sink enemy ships if not taken care of by the enemy combatant. An Iberian Fireship sinks nearby fishing ships ( 4MB 6k-HD) Unit Information Dialog Players and observers can now open a dialog that displays all the game related details by rightclicking on a unit during a match. It is also designed to provide sufficient space for historic background information in future versions of the game. Everything you wanted to know about the Amun Temple AI Behaviors The Petra AI now supports configuration of different behaviors, such as Aggressive or Defensive. Although still in an early stage of development, it aims at more diverse singleplayer experience. AI Configuration Dialog Lobby Authentication To establish a safer multiplayer environment, the possibility of player impersonation was ruled out by an improved connect mechanism that requires lobby players to remain authenticated at the lobby server when joining games. The new match setup option Furthermore, the lobby chat was made accessible in the match setup, running games and the summary screen, so players can stay in tune with upcoming games without having to leave the party early. Nomad on all Random Maps Players have enjoyed the "Unknown Nomad" random map since years. It required players to scout the randomly generated map and find a suitable location to lay the foundation stone of their city. With 0 A.D. Alpha 23, this game mode is not restricted to this map anymore but can freely chosen on any of the random map scripts. A Persian player starting the city at the river ( 10MB 6k-HD) New Maps The entire random map generation code has been revamped. The results of this endeavor are many more possibilities and comfort for map authors to generate landscapes and a new quality standard in map design. With Alpha 23, 0 A.D. was enriched by seven random map scripts and three new skirmish maps. Six of these maps take place in the domain of the Kushites. New Random Maps Lower Nubia Lower Nubia is the area between the first and second cataract of the Nile and formed the traditional border region between Kush and Egypt. The hostile and merciless Sahara desert makes defending your position on the river and its steep banks an absolute necessity. This map, like most other realworld maps below was created using realworld elevation data from the NASA Blue Marble series. New random map "Lower Nubia" ( 10MB 6k-HD) Abu Simbel Temple of Ramesses II, photograph by Than217, Public Domain Jebel Barkal The "Jebel Barkal" is the holy mountain that was used as a landmark by traders crossing the Nile river, near its fourth cataract. It is located near the Nubian city of Napata, which later became the capital of ancient Kush. The remains of the Napatan temple complex and the nearby pyramids were declared a world heritage site in 2003. Stone Ruins and the famous Pinnacle of the Hill, photograph by Maria Gropa, UNESCO, CC BY-SA 3.0 "Jebel Barkal" is the first 0 A.D. map to present a vivid, procedurally generated cityscape combined with regularly spawned attackers of adjustable difficulty. City Walls of Napata ( 11MB 6k-HD) Procedural Generation of the City ( 10MB 6k-HD) Temple Guards patroling Napata ( 9MB 6k-HD) Players start near the fertile banks of the Nile river. In order to attain resources, players have to either establish a tradeline there or reach the mineral abundance in the shelterless desert. Contrary to the average map, players find complementary advantages and disadvantages depending on the starting location, making cooperative teamplay and strategic decisiontaking much more relevant. New random map "Jebel Barkal" ( 8MB 6k-HD) The Pyramids and the Hill, photograph by Ron Van Oers , UNESCO, CC-BY-SA 3.0 Elephantine Together with Philae, the fortified Island of Elephantine was situated on the Nile River at the first cataract and an important Egyptian city, often under Kushite control. As the border between Upper Egypt and Lower Nubia, Elephantine became an important way-station for the trade in ivory and other goods. It was considered to be the home of the god Khnum, guardian of the source of the Nile, and boasted an impressive temple complex whose remains can still be visited today. This map was created using OpenStreetMap data. New random map "Elephantine" ( 10MB 6k-HD) Temple of Isis on Philae Island, photograph by Olaf Tausch, CC-BY 3.0 Temple of Aswan on Philae Island, photograph by Osama Awny, CC-BY-SA 4.0 Goddess Hathor in the Satet Temple on Elephantine Island, photograph by David Stanley, CC-BY 2.0 Fields Of Meroë The "Island of Meroë" is a vast peninsula flanked by the Nile and Atbarah rivers and formed the heartland of ancient Kush. This map comes in two variants, one depicting the dry season and one for the rainy season. The map demonstrates the new possibility to select the map biome in the match setup. "Fields Of Meroë" - dry season ( 9MB 6k-HD) "Fields Of Meroë" - wet season ( 10MB 6k-HD) Temple of Amun in Naqa, photograph by Coordinamento delle organizzazioni per il servizio volontario, CC-BY-SA 3.0 Hellas This unique random map script choses a random area of Greece each time, yielding a much greater surprise effect each terrain generation. A "Hellas" map generation showing a part near the Aegean Sea ( 9MB 6k-HD) Dodecanese "Dodecanese" is greek and translates to "twelve islands". It names a group of 15 large and 150 small islands in the southern Aegean Sea . This is the first random map script placing little bridges. New random map "Dodecanese" ( 10MB 6k-HD) Scythian Rivulet This is a map focusing on the beauty of pristine winter, featuring crispy mounds of snow, shown under a not-too-bright sun. New random map "Scythian Rivulet" ( 8MB 6k-HD) New Skirmish Maps Alpha 23 "Ken Wood" comes with three new Skirmish maps: Egypt, Butana Steppe and Via Augusta: "Egypt" (6 players) comes with prebuilt cities of geographically accurate civs ( 10MB 6k-HD) "Butana Steppe" (2 players) ( 11MB 6k-HD) ""Via Augusta" (3 players) ( 14MB 6k-HD) Under The Hood This release consists of almost 1900 patches (r19923 to r21819), i.e. several hundred of bugfixes, commits restructuring of the engine code and small features that can barely be listed. It also includes solutions to prevalent crashes and performance bottlenecks. Finally, the Pyrogenesis engine can be compiled using Visual Studio 2015 and premake5. The name "Ken Wood" Ken Wood, also known as Phoenix-TheRealDeal or tonto_real, was one of the three original gameplay designers of 0 A.D, together with Wijitmaker and Acumen. He was a retiree in his 60’s from Arizona, but he sadly passed away in 2006 after a long fight with cancer. It is thanks to the amount of energy and passion he poured into the early stages of 0 A.D. that we are celebrating another great release of our favorite game! We managed to reach that symbolic letter W for our twenty-third Alpha, and we keep remembering him through the development of the project. Ken Wood was instrumental in conceptualizing some of the core concepts of 0 A.D. Most notably, he laid the foundations of the citizen-soldier concept, and its female villager counterpart. He was also fascinated by Celtiberian civilizations and designed the Iberian and Carthaginian factions. He designed a Rock-Paper-Scissors counter system for units of the game, biomes for maps, and had big ideas for naval combat and realistic ship movement. If you want to know more about the story behind 0 A.D., see this article. We have also re-published an interview from the old website here. And let us not forget his famous quote, which gives us all the motivation we can need: For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter X. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 B.C. – 0 A.D.) and post your proposal here! Support Us The work is still in progress and can use every helping hand. You can support us by translating the game in your language at transifex, contributing art or code or simply by donating. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the irc chat. Subscribe Contact info for press, bloggers, etc.: aviv@wildfireTROYgames.com without the capitalized name of a city Ulysses spent some time in.7 points
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Then it's time to remember Xanthippus. He is known for being the Pericles father. I will quote wikipedia (sorry I have nothing better to offer) https://en.wikipedia.org/wiki/Xanthippus3 points
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Xylophone ? ^^ If I manage to get the changes I want to the sound system, Walking sounds without the weird effect when two many units are moving Making sure the gain works as expected. Ambient sounds defined by objects and not globally. With specific range. plus @OmriLahav tracks especially the ones from the Kushites.3 points
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The video doesn't lie, but it's kind of selective with its presentation. The author had a narrative to tell, so omitted a lot. Perhaps by sheer numbers of people, but at its height, only 8000 actual citizens and maybe double that in military-aged Perioikoi. The pop penalty seems fine to me. In DE, I give the Spartans back their walls, but not until Empire Phase after they research Hellenistic reforms to unlock the Spartan Pikeman and Stone Walls. Indeed. I'm in the process now with DE, splitting soldiers from citizens from slaves/helots/peasant-class units. The major hiccup I'm experiencing is how to depict the castes of India for the Mauryas.3 points
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Yes, all of it is true, common knowledge amongst classicists, and can be easily verified. E.g. Thermopylae is described in detail at the end of Herodotus' Histories VII. There are a few oddities in 0 A.D., e.g.: Sparta has -10% maximum population limit (in fact it was the largest and most populous state in Greece) Sparta can't build walls (yes, neither Sparta itself (it was a collection of villages, not a city) nor any other settlement in their territory (out of fear of revolt) had city walls; the same applied to Rome for a long time; however, the Spartans did skillfully erect stone walls elsewhere) Spartan basic units are called citizens (citizenship was limited to a minority of the population, only the elite of society)3 points
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From wolflance's other thread on reconstructed Han Dynasty clothing: Basically, thinner plates held together with string and lacquered black.2 points
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No need to create another ticket: https://trac.wildfiregames.com/ticket/4101.2 points
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If Im not mistaken, andy5995 also recommended a "ping on join" feature. You might want to check on trac.wildfiregames.com. You can write a ticket for that too, as I'm sure it's a useful feature. You can even look at the "ping on nick mentioning" code and implement the feature yourself, it should be quite simple. You can't see a full list of players. Maybe the ratings could be shown on the website someday. Active is hard to define, but there are between 40-100 online players at evening in central european time.2 points
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Xenophon is cool and interesting from an educational perspective, but we already have a bunch of Greek stuff... Xerxes is the more obvious choice (which isn't necessarily bad), and we haven't had a Persian name for an alpha since alpha 8 (2011)... Maybe add some special attention to the Persians the upcoming release? So yeah, my vote is on the dude that ordered the lashing of the Hellespont2 points
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Such a list was already done (and redone) many times. Each people ignoring the list of the previous people. One of the last public list is here: https://trac.wildfiregames.com/wiki/GameplayFeatureStatus2 points
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Hello everyone i've made this mod for made a little change on the visual perspective between combat and city for myself with little changes but maybe someone could enjoy it too or have an use of it on their own projects, this is just an addition of what the UnitAi already has in the "COMBAT">"APPROACHING" line replacing the default animation variant with the "combat" one defined in the end of some infantry actor files What it does? well the infantry usually use this animations for walking and figthing: This mod replace the animations when in combat with their respective ready variant already ingame when approaching for attack, or when the Ctrl + RM hotkey is used i haven't played all factions yet so maybe one or another guy could have a wrong cape or something else, Enjoy. Files:Combat.7z2 points
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Not used to the animation business, but shouldn't that be added to the main game? (If so, please upload a patch on Phabricator)2 points
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Kushites: oh yeah, finally a new civ many are looking for! Sooner or later, though, I will have to upgrade my hardware for this game. It's a mixed feeling for each release now.1 point
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I have this error https://imgur.com/EvPmyPW here is the xml file of the resource template <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_gaia_geo_obsidiana"> <VisualActor> <Actor>geology/obsidiana_small_a.xml</Actor> </VisualActor> </Entity> and the template file <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_gaia_geo"> <Identity> <GenericName>Volcanic Rock</GenericName> <SpecificName>Obsidiana Mine</SpecificName> <Tooltip>Mine these to provide Stone building material.</Tooltip> <Icon>gaia/geology_stone_1.png</Icon> </Identity> <Minimap> <Type>obsidiana</Type> <Color r="170" g="170" b="170"/> </Minimap> <ResourceSupply> <KillBeforeGather>false</KillBeforeGather> <Amount>1000</Amount> <Type>obsidiana.glass</Type> <MaxGatherers>12</MaxGatherers> </ResourceSupply> <Sound> <SoundGroups> <select>interface/select/resource/sel_stone.xml</select> </SoundGroups> </Sound> </Entity> and the resource json file { "code": "obsidiana", "name": "Obsidiana", "description": "Mine from volcanic stones.", "order": 5, "subtypes": { "glass":"Glass" }, "truePrice": 100, "aiAnalysisInfluenceGroup": "sparse" }1 point
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Hello! If you want to run A22 on Ubuntu 18.04, you can acquire it from Ubuntu's own package repositories. The package you're trying to install is, as the name suggests, for use with Ubuntu 17.10.1 point
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The colors of minimap icon types are in the templates / XML files, the possible minimap icon types are hardcoded in CCmpMiniMap.cpp. A subset of them are the 4 default resources. I think you can use an arbitrary minimap type for your new resource as the color can be set independently in the template. If I read the current component correctly, the Type property is not even used. Probably intended to allow the player to show only minimap icons of a specific type.1 point
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Aren't we always doing it that way? Collecting suggestions should be started as early as possible, as this means more suggestions.1 point
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The problem is not sticking to decisions as we do pretty well it's actually taking them. And that's where the problem lied. Hopefully this improved design document will solve this.1 point
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Xenial Xerus - Oops! Wrong thread. xiphos - The classic blade was generally about 50–60 cm long, although the Spartans supposedly started to use blades as short as 30 cm around the era of the Greco-Persian Wars.1 point
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That also depends on stance. Units should just have defensive stance by default.1 point
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Actually I think everyone should be able to erect walls in neutral territory. It's a common tactic and well attested. Completely true. Personally I value historical accuracy, but I have no intention to impose my views on others. Please improve your mod in a way you think it'll be most enjoyable.1 point
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Granted. That's nothing unusual though. Plus seven helot skirmishers per Spartan citizen. Plus allied troops. Plus mercenaries. Sounds a bit anachronistic to me (they erected stone walls in the Archaic and Classical periods, long before they had pikemen or imperialistic tendencies), but it's your mod, so do whatever you like.1 point
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Every soldier in the game is called a citizen, so yeah, that's a problem with every civ unfortunately.1 point
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To clarify, I'm not saying the current situation is good or anything, I'm just questioning whether your proposal, regardless the numbers chosen, would be a real improvement. What should be changed perhaps is not really the distance at which units start attacking enemies, but the distance they continue chasing them before they return to their original position.1 point
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This is a discussion we've had many times, and we don't have at the moment a coherent vision on the features we want before we stop calling it an Alpha. The list above fitted the 2010-12 vision rather well, but it requires substantial programming work to complete and may be unfinishable. Advanced Ship Movement is possibly impossible for a 0 A.D.-like game, Charging is technically very difficult, directional attack bonuses also require substantial technical changes to work correctly - unless it's entirely tied with formations, which is then a feature of its own to finish. My personal wishlist, which is mine only, is basically summed up by "Sufficiently efficient pathfinder".1 point
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The previous texture was assigned to the Xiongnu elite archer and elite spearmen.1 point
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they are the champion spearman of the byzantines1 point
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I believe it already does something like this. Units only berserk against anything that comes within vision range, if they are on aggressive or violent stance. The aggro range for defensive stance is shorter.1 point
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Nice! It doesn't seem to be that lag as i experienced... Well, still it needs more details1 point
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I disagree completely with that. Why wouldn't you buy it after an extra year of development. At least the people following them would see they're serious about the game... Releasing early feels like a failed cash-grab/desperation. I agree with all the rest though They've basically made themselves to be the No Man's Sky of RTS...1 point
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