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  1. The battering ram came into my camp just taking out fully upgraded defense towers left and right in less then a minute and I had plenty of men attacking it, but is does not make sense that a wooden structure can take out a stone structure while being attack by 10 plus men so quickly?
    3 points
  2. I could release what I have so far and let people contribute to it
    2 points
  3. Thrace is not really my cup of tea, so I'm not sure of how much help I can be. However, let's give it a try The Odrysian kingdom, which was a union of dozens of tribes and minor kingdoms, covers Thrace in 0 A.D.'s timeframe. Getting units is relatively easy; some Thracians are already in game as part of other civilizations. Creating appropiate structures would be more difficult; wood was a primary building material, so I doubt anything is still standing today. Anyway, about the unit rosters. Thracians - and Dacians - were famed and feared for their use of one-handed sickle-swords and two-handed scythe-swords (both called falx) and slightly curved sword-spears (the romphaia). A short, forward pointing sickle-dagger-sword (the sica), also used by Illyrians and Romans, was their favourite side-arm and "national weapon". (Giving separate names for similar weapons is a modern convention; sica-falx-romphaia probably formed a continuum.) However, Thracians often prefered using javelins, spears, and bow-and-arrows to close combat. Thracians frequently adopted Greek-style helmets (but not Illyrian helmets, interestingly) and armour, sometimes after the Greeks switched to other types. On the other hand, Thracians were also notably influenced by their Scythian neighbours. Here's a first proposal for a Thracian unit roster: Village phase: woman fishing boat two-handed falxman (no shield) javelin infantry (pelte shield; see Macedonian) javelin cavalry (pelte shield; see Macedonian) Town phase: healer trader merchant ship pentekonter battering ram rhomphaia infantry (already in game as mercenary for various factions) sword infantry (single-handed falx, pelte shield) spear infantry (pelte shield) archer infantry (no shield) sword cavalry (single-handed falx, pelte shield) spear cavalry (short spear, pelte shield) archer cavalry (no shield) City phase: trireme Greek-style hoplite infantry champion? (royal mercenary guard) Scythian-style spear cavalry champion? (royal/noble cavalry; cataphract, with scale armour? and small but heavy round shield with bronze rim) Heroes: Teres I (unified Thrace after the Persians were defeated in Greece) Sitalces (his son; allied with the Athenians, invaded Macedon; greatest extent) Cotys I (gradually conquered the Thracian Chersonesos from Athens) Ranks: basic: partially naked chest?, animal skin cap? advanced: fully clothed, leather helmet elite: leather armour, bronze helmet champion: bronze breastplate
    2 points
  4. Oh, and the Ptolemaic wonder, the Edfu Temple is also perfect. Shouldn't be changed...
    2 points
  5. Try making an elongated particle texture so that it bridges the gap.
    2 points
  6. Wonders have resource trickle maybe the corral could have an aura giving experience to domesticated animals, so they level up 3 ranks like infantry; skinny, mid and fat it would be just a scaling of the belly and if its possible give an aura also to the cattle/sheep for example enabling the food trickle to corrals only if they are near.
    2 points
  7. A friend recommended 0AD to me three says ago. I've been dipping into it. I'm pretty impressed. I speak as a former senior dev on Battle For Wesnoth, so I have a better idea than most what's required to produce a game like this. Some of you might recognize me for...other things. Well done, everybody. I partiicularly like the attention to historical detail; I can recognize authenticity in the costumes and architecture. This kind of collaboration - attracting more talent than any single proprietary shop can afford to hire - is one of the strengths of open source. I'm expecting great things of the eventual 1.0 version.
    1 point
  8. I felt like trying to model this evening, so I went out and made a Hyena. I think the model itself is fairly accurate (enough for the game at least), I did some crap texturing job but I really suck at texturing. Will probably try to armature and possibly animate it later. Any comments? Edit: update below.
    1 point
  9. 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.
    1 point
  10. Garamantes are Berber... Southern Berbers of the Sahara North Western Berbers include Numidians and Mauretanians, inhabiting the the Maghreb. Both interesting, but unit and building diversity would be a challenge... I wouldn't support merging the different Berber people because of a number of reasons, most important of which being that the Garamantes were a long-lived political entity, unique in most ways, and have a unique legacy as well. Their core territories were also 2000+ kilometers apart, which is a significant distance.
    1 point
  11. 1. One animation per file. Each dad files should contain the rig and the mesh. Different meshes can use the same rig. 2. You can add any type of rigged objects to the game. For that you only have to make a custom skeleton XML file. If you need help with that I have made a tool to generate it from a Dae 3. I don't know about an animation max length but the max vertice count per mesh is 32768 4. Ao maps (the mesh will need a specific uv for those), normal map, parrallax map ( basically normal map with transparency for height) spec map and diffuse map are supported. 5. I'd normally answer this but it's late and I'm on my phone so it will have to wait tomorrow at least. There are plenty of threads scattered around the forums so I'm sure you'll figure out if you don't you'll have to wait for an answer. Welcome to the forums and feel free to ask any other questions you might have. Sorry for avoiding the question and happy modding. Looking forward to see your work.
    1 point
  12. Let's do this. But first sleep. And mother's day and a lot of other stuff Like packaging and fixing bugs.
    1 point
  13. I think Dacian architectural references are okay for the Thracians in lieu of good references. As far as units go, I think the Dacian units would at least look distinct from Thracian units: Dacian units are partially influenced by Romans (some chainmail, etc.), Sarmatians (cavalry, head gear, etc.), Celts, and Germans. Dacians would have Roman-type siege weapons. Dacians would have an even more nerfed navy than the Thracians. Thracian units would have a somewhat Greek influence. Perhaps visually, Dacian units would have more long sleeves and long pants, while the Thracians would have short sleeves and pantless tunics. Just a general observation.
    1 point
  14. They're not good enough. I went and played my first rated game today, expecting to play vs a more or less even skilled opponent, and instead I got a game that was completely rigged in his favor. He set starting resources to very low on butana steppe and then rushed me repeatedly (which I actually fought off without much trouble) after my build got screwed up from the complete lack of expected starting resources. At every point in the game I was either behind in population or behind in resources, or both, and even though by the end of the game I managed to steadily pass him in population my resource starvation was apparent as I was unable to fight off his rams and repeated attacks and also unable to resupply my pop effectively. He had upgrades which I couldn't afford, and had it been actually fair I'm pretty sure I would have wiped the floor with him. Why is this sort of crap even permissible? Games should be won on skill, not by dirty tricks that people come up with to snare unsuspecting players with an unfavorable situation they didn't count on at game start. IMO all rated games should be locked at low starting resources and 300 pop. There are certainly other issues with rated games, but this one is easy to fix and very, very stupid because it not only allows but even perhaps encourages unscrupulous players to engage in unsportsmanlike behavior. That's really irritating, to say the least. also, the replay, just because: commands.txt
    1 point
  15. Perfect then, i didnt saw the first changelogs so we are mostly done with millenium release. Lets hope people enjoy the 2 new factions with new siege weapons and fire ship.
    1 point
  16. Getting the first post / Getting the second post
    1 point
  17. Yeah, in the end, I'm not all that particular about separating Dacians culturally from Thracians, as they formed a clear cultural continuum. The term Traco-Geto-Dacii is sometimes used to refer to them as a whole, and Getae and Dacians just seem to be subsets of greater Thrace. I shared those Dacian references last year to get a better idea of the architecture of that region, as some of the Dacian sites are better preserved. So for me, Dacian references are fair game, but they should be used subtly, to fill potential gaps, so that there is room enough to differentiate them from a more explicitly Dacian Kingdom for 0AD's mythical part 2. So units should be mostly/purely "pre-Dacian kingdom" Thrace i.m.o... On that note, Burebista is an attractive third choice for Hero, the first Thracian king to unite the Getae and the Dacians. A late hero to represent the power shift from the Odrysian kingdom to the Dacians. .
    1 point
  18. @Alexandermb well to be frank fixes and tweaks are basically maintenance updates and the link is I think in my 2. draft of Announcement some posts back.
    1 point
  19. News from the packaging. Currently terra_magna is in an unpackageable state. A lot of files are broken (13 so far) but I have no idea what's wrong with them. as the game archiver just crashes. So this includes but is not limited to: art/animation/biped/new/crossbow_attack_a.dae art/animation/biped/new/crossbow_idle_ready.dae art/animation/biped/rcrossbow_melee.dae art/animation/biped/trunk_ram_attack_left.dae art/animation/biped/trunk_ram_attack_right.dae art/animation/biped/trunk_ram_idle_left.dae art/animation/biped/trunk_ram_idle_right.dae art/animation/biped/trunk_ram_walk_left.dae art/animation/biped/trunk_ram_walk_right.dae art/animation/biped/xion_barrack_archer.dae art/animation/biped/xion_blacksmith_arrow.dae art/animation/biped/xion_blacksmith_sword.dae art/animation/rcrossbow_melee.dae
    1 point
  20. Exactly, those are just small fixes so i guess they aren't anymore added to the changelog as single updates right ? would be just fixes at every civilization like Anlgo Saxons/Byzantines/Carolingians/Norse tweaks if its needed, on the modd page or announcement would be good to have an small line with the links of the mod forum for reporting bugs if they found some while playing.
    1 point
  21. For me the finishing date was this weak, later updates or changes will have to wait for alpha 24 only 2D and Template changes are missing IIRC so, should i make a base for the shield textures for someone hand paint the patterns with textures like the millenium ad shields?
    1 point
  22. Swordsmen and elephants take out rams quite efficiently. In an emergency, even women can be used with some degree of success. I agree that its a little ridiculous though, the speed at which unprotected rams take out structures even when a considerable army is attacking them. I understand that archers should have a hard time with them, but its currently not possible/realistic to take out rams with ranged units at all... At least make spearman more capable of dealing with them? Obviously spearmen should be a lot better at taking out a ram (by killing the operaters) than swordsmen, who wouldn't necessarily have the reach.. The current system isn't intuitive, especially not for new players...
    1 point
  23. It was me using my merge power a while back I wanted to have as much possiblr material in the same thread.
    1 point
  24. Thracian Reference Update @stanislas69, @wackyserious, @Alexandermb, @LordGood perhaps when you "finish" with Terra Magna and Millennium AD, the Thracians could be the next big development? Their units are easy and diverse in terms of references. Just nothing on siege...Some of the Greek cities on the black sea coast were vassals to the Odrysian kingdom at times, and might provide some navy (?)... Buildings are a bit tricky, but I think we (and by "we" I mean Stanislass) are pretty close. For the wonder, I'd suggest the cult complex at Sarasol under Chetinyova Mogila, a round mound encased with a low wall of cut stone and features a monumental entrance and staircase (the largest complex of its kind in Thrace). @wowgetoffyourcellphone, @Lion.Kanzen, @Nescio, @Hannibal_Barca perhaps you guys could help with composing a balanced historical unit roster? We'd probably need Greek names, as Thracian is not well known... Any other input/comments/remarks so far? I'm not as familiar with Thracians as with others and could use some more insight (especially visual references of architecture). Lots of different stuff, mostly units: By the way, what's up with the first 6 posts in this thread? They seem totally unrelated to the actual title of this thread...
    1 point
  25. I guess with scaling one out of fifteen ? Any boost would be aura unless we reimplement stamina and special attacks. (3177 and another one not sure the attacks were trigger able but might be) We don't have an option to recruit randomly one of two units though that would be neat especially for civs without citizen soldiers like @wowgetoffyourcellphone was trying to achieve. Would avoid the hack and the inconsistent sounds.
    1 point
  26. It would also be good to have Sanga cattle for the Kushites. DE currently uses the Zebu actor for this, but there were a couple of prominent differences between the two.
    1 point
  27. No matter how high the emission rate is there's always big gaps between the spawned particles, the gaps are larger the faster the projectile moves: I need a solid, unbroken stream of particles for very fast moving projectile to create a "laser beam" looking effect:
    1 point
  28. Why is this in game modification?
    1 point
  29. Cattle could be an altered version of the zebu with new textures:
    1 point
  30. Salam oyunçular. Azərbaycan dilinə tərcüməni başlamışam, amma təkçə mən bunla məşğul olsam, çox gec olar. Zəhmət olmasa, azərbaycan dilinə tərcumə işində sizdə vaxtınız və istəyiniz olduqca iştirak edin. Hay verənlərə çox minnətdaram, gəlin bu gözəl oyunu bizdə ana dilimizda oynaya bilək. Uğurlar. Hey players. Just started azerbaijani localization. Gonna need some help on that, so anyone who speaks azerbaijani is welcome. Let's play this great game in our native language. Thanks in advance. Привет игрокам. Начал перевод на азербайджанский, желательно подключиться еще кому-то, потому-что одному довольно трудно и долго, а хотелось бы поиграть на родном языке. Так как вырос в России, познал не всю глубину родного языка, поэтому желательно поучаствовать тем, кто лучше меня знает язык. Реально, был бы очень благодарен, да и будущие игроки были бы рады, увидев родной язык среди доступных. Надеюсь откликнется кто-то, всем успехов.
    1 point
  31. It will be fixed soon. Hold on it will soon only be a bad memory
    1 point
  32. @Sundiata, @LordGood, @wowgetoffyourcellphone, @stanislas69, @elexis, @wackyserious and all contributors to this achievement: Men and lads I'm proud of what you've done, seriously. I updated the Wikipedia (FR) and Mediawiki pages accordingly.
    1 point
  33. I just fell in love with my own idea! Can we have stick-, stone- and feces-throwing baboons and macaques in-game??? Ranged Gaia animals!! That would be soooo cool, and annoying in a really funny way. They shouldn't do much damage though, but if you leave a single citizen soldier or women close to a troop of 20 monkeys, they should slowly get stoned to death...
    1 point
  34. Actually, Kushites were concentrated in North to Central Sudan and at their maximum extent reached South Sudan and the Ethiopian border. Gorillas are nowhere close, but there are Eastern Chimpanzees still inhabitting the southern corner of South Sudan, and their historical range 2000+ years ago was many times greater than today. We have a Gambia map, no? Carthaginian expedition by Hanno supposedly reached Gambia, where they hunted apes, probably Western Chimpanzees (funnily called "Gorillai", the origin of the modern name "Gorilla"). So there's no use for gorillas, indeed, but Chimpanzees are more debatable. Either way, I don't think either of those are important. I'd suggest the Hamadryas Baboon as one of the most important primates for out timeframe and geography. Hamadryas Baboons inhabited Egypt and Sudan in antiquity and Ethiopia and the Southern Arabian Peninsula up to this day, and were an important symbol in traditional Egyptian and Kushite religion (a representation of the god Thoth), and was exported north (as pets?). They're social/funny/annoying/dangerous animals living in troops. I'd love to see some baboons harassing Kushites or Ptolemaic hoplites, by throwing stones at them (or feces ). The other important primate is the Barbary Macaque, of Northern Africa (throwing stones and feces at Carthaginians and Romans ) Other types of macaques also inhabit India, Afghanistan and Pakistan (throwing feces at Seleucids and Mauryans...) Absolutely! This is absolutely pointless in my opinion... The only types of giraffes in any of our biomes are the Nubian Giraffe, the Kordofan Giraffe and the West African Giraffe, which are only marginally different from each other...
    1 point
  35. @stanislas69 animated: Files: Mod: Gorilla.7z Blender: gorilla_male.7z For the record, i spent the nigth looking gorilla videos.
    1 point
  36. en la película muestran un altar o punto de adoracion en kiev, este esta en la cima de una montaña y tiene unos maderos tallados con las formas de sus dioses, y en Suecia estaba el gran templo de upsala que concuerda con esos mismos parametros , tal ves se pueda ocupar como maravilla Adán de Bremen afirma que hubo un templo en Upsala con tres estatuas de madera con representaciones de Thor, Odín y Freyr https://es.wikipedia.org/wiki/Templo_de_Upsala El Templo de Upsala fue un lugar religioso en Gamla Uppsala (Antigua Upsala), cerca de la moderna Upsala, Suecia, que fue creado para venerar a los dioses nórdicos desde tiempos prehistóricos. El templo está escasamente documentado, pero se hace referencia a él en sagas nórdicas y en la Gesta Danorum de Saxo Grammaticus. También es descrito por Adán de Bremen: «Los suecos poseían un templo muy famoso, que llevaba el nombre de Upsala, y que no se hallaba muy alejado de la ciudad de Sigtuna. Este templo estaba construido totalmente con oro. <...> El templo está rodeado con una cadena de oro que cuelga en la fachada y deslumbra a los visitantes porque el santuario propiamente dicho se encuentra en el valle y está rodeado, como un teatro, por montañas.»1 «Thor es el más poderoso de los dioses y gobierna sobre el trueno y el relámpago, el viento y la lluvia, la luz del sol y las cosechas. Se sienta en el centro con un cetro (Mjolnir) en su mano, y a su lado están Odín, el dios de la guerra, con su armadura completa y Frey, el dios de la paz y el amor, caracterizado con un gran falo. Todos los dioses paganos tienen sus sacerdotes quienes les ofrecen los sacrificios de la gente. Si hay enfermedades o hambruna, se hacen sacrificios a Thor, si hay guerra a Odín y si hay matrimonios a Frey. Cada noveno año hay un blót de nueve días, una fiesta común para todos en Suecia. Luego sacrifican nueve machos de cada especie, incluso hombres, y sus cuerpos son colgados de las ramas de una arboleda cerca del templo. Nadie está eximido de este blót y todos envían regalos al santuario, incluso los reyes. Aquellos que son cristianos deben pagar una multa para no participar del blót.» http://www.germanicmythology.com/works/uppsalatemple.html
    1 point
  37. I've been really busy these past two years but found time to play the new release. Round of applause to everyone who made this happen!
    1 point
  38. There is the discussion where we need discuss this style , many our factions need be nomad or seminomads. No farming No settled in first phases Buildings moving over the map. Horse based warfare Women and men together in battle. Capturing easily Rush civ bonus Capture citizen from other faction. Bonus to capture siege engines. Counter these rushers(defense bonus )
    1 point
  39. What about instead of building in any territory (neutral, own, enemy), nomad villages were centered on Yurts/tents. These could be cheap structures which give small territory (slightly smaller than Military Colony), housing capacity and also work as drop sites, but decay with time. So, instead of packing/unpacking the players would have to rebuild them with time.
    1 point
  40. This was me waiting for alpha 23: This is me right now: Thank you everybody! Amazing work!
    1 point
  41. https://forums.ageofempires.com/discussion/15576/aoe-de-disappointed-me#latest
    1 point
  42. Separated the blade from the spear and added the twisted player colour spear:
    1 point
  43. Messing around with the Xiongnu 0.1 in TM, I've come to these ideas: Should be able to build any building in own, ally, and neutral territory. All structures very weak HP/Health. Perhaps 33% of normal (besides the CC, which should only be slightly weaker than other CCs). Consequently, probably something like half the cost and build time. Perhaps a "Great Settlement" late tech that removes the unpacking ability of buildings, but gives them full-strength HP/Health. When Civic Center, or Chanyu's Hall is unpacked, its territory grants greater (perhaps double) health and capture resistance to all of the player's structures. Packing and unpacking should be faster than it is now. Maybe 30 seconds for the Civic Center, 20 seconds for Corral/Training Ground/Temple, and 10 seconds for a Yurt. A "Great Migration" late tech could reduce these pack times even further, perhaps by half. Make one Dropsite structure, instead of the current two. In fact, just have a trainable (from the CC and later from the Market) ox cart for a dropsite and dispense with the current unpacking dynamic for this structure. Make a new Market structure (nomads were strong traders) and put the economic techs there. Perhaps base the model around the current "food deposit" model. See screenshot below for a Market mockup using the "Storehouse" and "Food dropsite" models. I think they should at least get Outposts. Definitely need a Wonder. Blacksmith can double as the Siege Workshop.
    1 point
  44. (I don't say that's a bad list, those animals could be added, I basically like your inputs).
    1 point
  45. Moe is free. Bius is open. Let's riddle on the sea. Let's riddle in the sky. Get the shape. Get the color. Answer:
    0 points
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