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Position: 3D Modeling and Texturing, Able to animate as well. Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: Ross Email: ross.harrop@hotmail.co.uk Location: Portsmouth, England. Availability: Currently 5-7 Hours. 6 months from now, possibly – 8-12 Age:26 Occupation: 3D Artist Skills and Experience: Currently working as a 3D Artist, Studied 3D Animation at University. Proficient in Maya(expert), Zbrush, 3DS Max(average), Photoshop, Substance Painter, Substance Designer. Capable of modeling, texturing, rigging (Maya) and animation (Maya). Motivation: To continue to learn and improve my skillset, while being part of a unique experience. Personality: A creative thinker and problem solver, who is open-minded and enjoys life. Short Essay: Discovered Wildfire Games while browsing game development online. Having playing games like Age of Empires and Stronghold when I was younger, now having a chance to contribute to that genre is very exciting. I also hope to gain experience with working on another project, and other people. Which will help me to build my portfolio. Interests and Hobbies: Gaming and watching movies are two of my biggest hobbies (shock!). I’m also enjoying a new love of board games recently, like Game of Thrones Risk and Sheriff of Nottingham. I also play some sports which take up most of my weekend in the summer. So when I want to relax, I read a good book. I’m currently hooked on the Jack Reacher series by Lee Child. Staff: I don’t know and staff. Community: I look at polycount occasionally but browse through 80lv most frequently. I’ve discovered tech-Artists.org which interests me most, as I’m currently learning C++ and have some experience in Python scripting in Maya. Favorite Game: Currently it’s God of War, I really enjoyed the character development of Kratos. But for nostalgia value, Pokémon Yellow on my Gameboy. I took it everywhere with me. Work Examples: The video links are from my student work at University, using a pbr workflow. While the images below are from ‘A Tale in the Desert’, which is non-pbr. https://vimeo.com/231542249 https://vimeo.com/2241777553 points
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3 points
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While pacing is most of the time associated with movies or books, most games have a similar format, but the structure can vary from one to the next. In many this can be due to artificial barriers. Are these barriers necessarily bad? Not really, but the important thing for most games that take longer than five minutes is to have a distinct feel to what could be called the early, mid, and late-game. The most familiar example to many would be Age of Kings, which had ages serving that purpose. Assuming that all of you are acquainted with some of the strategies of the game, I will simply point out that it offered diverse options from doing a dark age rush, turtling, and then going fast castle often to do a knight rush or just boom; alternatively one could aim for a faster feudal age, and then do a feudal age rush, which most of the time consist of archers or scout cavalry and then going to castle age at a later point, usually hoping that the map control could pay off. There were many variations to these, but the point I want to make is the fact that there were fairly diverse options for every civilisation. Unfortunately, I do not see the current iteration of the game having these options. To clarify, I understand that the game is in alpha and such things cannot be expected to existed in any full-fledged state. Still, I find it disconcerting that no one has been able to better define viable strategies for each civilisation. A pressing issue is the fact that in its current state, 0 A.D, with unique aesthetics, implies that each civilisation will have extremely unique gameplay mechanics on par with games like Starcraft, but when looking on paper, the spearman of one civilisation, although drastically differing in armament and historical context, is practically identical. This ultimately makes 0 A.D. seem like false advertising; its visuals are almost as different from one culture to the next as in Age of Mythology, yet the gameplay does not follow this. I am not going to say what each civilisation should be like right here and now. I don’t know enough about many cultures outside of Persia, Hellas, Italy, and the Hellenistic states. What I do want to argue is that there should be an intentional way allowing civilisations doing things such as rushing, booming, and turtling to some capacity and also in a way that plays to its historical strengths and weaknesses. Obviously there could be exceptions; Sparta seems impossible to viably turtle with. What this can broadly mean though is a better attempt at designing things such as the tech tree and phases to fit to encouraging interesting options for all civilisations and then with a stable foundation like that, refining the ideas behind each one. One other note to be made is that there should be a feeling of reward to advancing a phase. These currently feel like some of the most lack-luster aspects of the game. First, I would advise making them be named things that are more thematic. Village, town, and city seem matter-of-fact. I would recommend basing it around legal reforms such as “Code of Laws” and so on and so forth; there could be other ways of doing this, but the main point is that there should be some theme behind them, not just what seems like a placeholder name. Also, there should be some fanfare or sound when someone advances to a new phase to signify that something great has taken place. If at all possible, there could even be variations in the music tracks give them slightly thicker musical textures when possible in the subsequent phases. Lastly although changing the models each phase might be difficult, there could be as simple of changing the textures to look dirtier and staler in the village phase to more vibrant colours in the later phases.2 points
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Ah, public outcry saved the day. For now... But beware, they'll be back, under a different name...2 points
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https://www.bbc.com/news/technology-447124752 points
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Some proposals for the Britons with regional units from EBII: http://europabarbarorum.wikia.com/wiki/Kladibiakoi_(Goidelic_Swordsmen) http://europabarbarorum.wikia.com/wiki/Colgacilioi_(Caledonian_Swordsmen) http://europabarbarorum.wikia.com/wiki/Eqoreda_(Goidelic_Cavalry) http://europabarbarorum.wikia.com/wiki/Bodina_(Goidelic_Skirmishers) http://www.twcenter.net/forums/showthread.php?760603-Help-the-EBII-Team-Screenshots-of-all-the-units-in-the-mod&p=15450247&viewfull=1#post15450247 These guys could give some elite light infantry and light cavalry for the Britons. Here some Britonic shields made by the EB team and posted on the preview of the Pritanoi faction: Other proposal with a focus on gameplay purpose but with still some historical background: The Mill Hill Deal warrior. Fitzpatrick wrote in his chapter "Druids: towards an archaeology" in the book "Communities and Connections: essays in honour of Barry Cunliffe" that the burial is of a religious man probably. Then why not battle-druid for the Britons? It could be a good alternative for the two-handed swordsman.2 points
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Precisely. Obviously the spearman is only the tip of the iceberg here; my hope is to shed light on the idea that all unit types can be tailored to general, but the way that they vary from one faction to the next allows enough diversity to make a variety of strategies possible for every civilisation.2 points
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First off, we're not members of WFG, so whatever they do is up to them and that's cool. But we do have a list of awesome things we'd like to see in the game, either in Empires Ascendant or possible with the engine for mods! My 17 year old son, Wow Jr. who plays Empires Ascendant and Delenda Est a lot (he also plays Age of Mythology, Age of Empires III, Rome 2: Total War, and Battle for Middle Earth II a lot too), has helped me with the list. In no particular order: When you achieve victory, the camera should snap to the location of the event that triggers the victory, so that you are not confused as to what occurred. Battle for Middle Earth II When achieving victory or achieving local superiority, your soldiers stand around and cheer. Battle for Middle Earth II (end-match at victory), Age of Empires III (when achieving local superiority) When achieving victory in general it needs to be more exciting or dramatic. Right now it's kind of dull. Maybe an inspirational audio quote from a civ or culture specific icon like Alexander the Great or Hannibal. Likewise, defeat should feel more dramatic too. Battle for Middle Earth II, Rome 2: Total War Soldiers in battalions. Battle for Middle Earth II, Rome 2: Total War Choices when phasing up or at the beginning of the match. Age of Mythology, Age of Empires III, Hyrule: Conquest Automatic phasing based on city size (population or number of buildings or both, don't matter). Clicking the "tech" which costs resources to phase up the city seems weird, when you could conceivably build 100 buildings in "Village" phase and have max pop and nothing happens. Building snapping to each other, making neat clumps and general neatness. Good for houses and farm fields especially. Age of Mythology, Age of Empires III Note, we don't mean a grid. The snapping alone is good enough in these games without a grid. Farmlands Delenda Est, but not as hacky as DE's implementation. Naval Battles need some love. They move weird. We understand they can't have 100% realistic movement like in Rome 2, but something a little better than now would be nice. Battle for Middle Earth II's ship movement was nice and fluid. Age of Empires III's ship movement wasn't horrrrrrible. Ships should probably just be shrunk in size and forget about the whole "garrison troops and siege weapons on the decks" idea unless you're really going to put a lot of effort into making that work. If you shrink them, then make them customizable to approximate the original intent of garrisoning archers and siege weapons and stuff. Ramming. Just a simple double-click charge attack. Speaking of which: Charging. Would be cool for melee units to have a charging ability, especially if the game has battalions. A simple double-right-click could initiate the charge. Can make it act like a rechargeable special ability and/or base its effect on distance. Add a "mass" stat that can determine the effect of the charge and how hard it pushes the target units around, if trampling effect occurs, etc. Rome 2: Total War, Battle for Middle Earth II Goat conversion. Age of Empires series Animal Fattening Age of Empires series Jr. especially misses this one for some reason. Fear and Morale Not like in Total War where your units become uncontrollable and run away, more like in Battle for Middle Earth II where units are afraid to attack certain targets or are slow to follow orders. I'd imagine sending a battalion of basic-ranked spear dudes to attack a bunch of squadrons of Armored War Elephants would instill a bit of trepidation. lol Run Amok for some units, like War Elephants and Chariots. They go Gaia and attack everyone around them, including once-allied troops. Gain +100% attack and speed, but start to lose health. Can be converted back to your side with Priests. Rome 2: Total War Priest Conversion ability. "Wololo." Age of Empires series. Jr. didn't know what "Wololo" was. lol Mercenary Camps and Villages like in Delenda Est. Just in general, things to make the map come alive more, or make map control more interesting. Merc. Camps are a good way to do this and are easily implemented. What do you guys think? We think all of these suggestions fit together just fine. Not too random. Jr. also thinks this UI is "beast."1 point
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I have been playing a game called minetest for some time now, it is similar to minecraft but open source and free. It is also moddable in luascript and has texturepack support, the game even has it's own servers, it also has a much taller height limit then MC. Just wanted to let anyone browsing this forum about minetest before they dish out all that money on minecraft, as minetest is a viable alternative to minecraft unlike some of the lower quality clones out there. https://www.minetest.net/#features https://github.com/minetest/ https://discord.gg/d2kXzWC1 point
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The new capturing system does not become better than the old system of destroying objectives because if we put 5 women in the CV, defeat 40 units of body leaving almost impossible to take and defeat the enemy.1 point
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Not quite, it is used to 'train' the denoiser, or, on the more basic side, more easily figure out where to put the notches on the notch filter. Denoisers which are trained like this are good at reducing or removing continuous noises, such as broad-spectrum noise (think: wind or rain), and slightly lesser so, but still decent at removing continuous tones (like a motor or computer fan). Some function by inverting the audio like you suggest, but these mess with phase and can have some unpleasant artifacts. Others (e.g. my current favorite, Brusfri) are sort of like massively parallel notch-filtered expanders which look at the volume of the signal at each frequency range and expand or pass through the band depending on the level. These tend to treat the sound more naturally and with almost no artifacts. Edit: keep in mind, everything done in post-processing is destructive. It is always more favorable to have a better recording with less noise in the first place if it can be achieved. I think your setup is workable, although I personally prefer wired microphones to wireless. Every single thing (mixer, effects, transmitters/receivers, separate preamps, etc.) you add to the signal flow (the path your audio goes to get to your computer) is just another thing which can go wrong or pick up interference, so I tend to keep it minimal: mic -> interface -> computer. USB mics can be good, but because they have to include the analog to digital conversion inside it, the mic is always going to be limited to whatever chip they can afford to put in there. I tend to recommend having a XLR mic for that reason unless you are absolutely sure you will never need to record more than the noise performance and general quality they provide. On the plus side, the USB mic is much more fool-proof than a more professional setup, which makes it much more favorable for a hobbyist. My general suggestion for a clean, semi-pro recording is something like a Rode NT1-A through a Scarlett Solo (or 2i2) or Clarett 2-pre. If you prefer the way your current dynamic mic sounds to a cardioid, something like a Shure SM-58 or Rode Procaster would work well. Each voice and use case may work better with one mic or another, sometimes cheaper or more expensive. In the best case, several mics should be tried until the 'right' one is found, but often just finding one that does the job well enough and sticking with it is the best idea. At a more budget-friendly level, the Blue Yeti works quite well, or the Rode NT-USB. Cheaper still would be the classic stand-by of internet voice actors, the Blue Snowball.1 point
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Well, as things stand now, the timespan of Aristeia will no longer be divided up into several sections. So for example, there will now just be The Egyptians, instead of Old Kingdom, New Kingdom, etc. I haven't decided what to do about the Lydians, though.1 point
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You're welcome! The plan at the moment is for the Israelites to be represented by a single faction called the Hebrews; the timeframe will mainly cover the United Monarchy period, so yes, King David is a planned hero. If a second Hebrew-related faction were depicted, it would cover the northern kingdom of Israel from the Divided era.1 point
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yes, i use GitHub for work so i know it quite well. I'll post a thread in the next day or two, depending on how much time i have1 point
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Proposals for regional units for the gauls: Germanic / Celto-Germanic horse-stabbers cavalry (anti-cavalry cavalry): "The horsemen sent by Caesar [Gauls and Germans auxiliaries]…wrought wonders of bravery. Many slid from their steeds, dove beneath their foes’ horses, and struck them in the underbelly." - Plutarch, Crassus "But the enemy [Usipii], as soon as they saw our horses, the number of which was 5000, whereas they themselves had not more than 800 horses, because those which had gone over the Meuse for the purpose of foraging had not returned, while our men had no apprehensions, because their ambassadors had gone away from Caesar a little before, and that day had been requested by them as a period of truce, made an onset on our men, and soon threw them into disorder. When our men, in their turn, made a stand, they, according to their practice, leaped from their horses to their feet, and stabbing our horses in the belly and overthrowing a great many of our men, put the rest to flight, and drove them forward so much alarmed that they did not desist from their retreat till they had come in sight of our army. In that encounter seventy-four of our horses were slain; among them, Piso, an Aquitanian, a most valiant man, and descended from a very illustrious family; whose grandfather had held the sovereignty of his state, and had been styled friend by our senate." - Caesar, De bello gallico, 4. Solduros (plural. Solduroi) bodyguard from the Sotiates (Aquitani): And while the attention of our men is engaged in that matter, in another part Adcantuannus, who held the chief command, with 600 devoted followers whom they call soldurii (the conditions of whose association are these,—that they enjoy all the conveniences of life with those to whose friendship they have devoted themselves: if any thing calamitous happen to them, either they endure the same destiny together with them, or commit suicide: nor hitherto, in the, memory of men, has there been found any one who, upon his being slain to whose friendship he had devoted himself, refused to die); Adcantuannus, [I say] endeavoring to make a sally with these, when our soldiers had rushed together to arms, upon a shout being raised at that part of the, fortification, and a fierce battle had been fought there, was driven back into the town, yet he obtained from Crassus [the indulgence] that he should enjoy the same terms of surrender [as the other inhabitants]. - Caesar, De bello gallico, 3. Nervii infantry: Upon their territories bordered the Nervii, concerning whose character and customs when Caesar inquired he received the following information: “That there was no access for merchants to them; that they suffered no wine and other things tending to luxury to be imported; because, they thought that by their use the mind is enervated and the courage impaired: that they were a savage people and of great bravery: that they upbraided and condemned the rest of the Belgae who had surrendered themselves to the Roman people and thrown aside their national courage: that they openly declared they would neither send embassadors, nor accept any condition of peace.” - Caesar, De bello gallico, 2. It added weight also to the advice of those who reported that circumstance, that the Nervii, from early times, because they were weak in cavalry, (for not even at this time do they attend to it, but accomplish by their infantry whatever they can,) in order that they might the more easily obstruct the cavalry of their neighbors if they came upon them for the purpose of plundering, having cut young trees, and bent them, by means of their numerous branches [extending] on to the sides, and the quick-briars and thorns springing up between them, had made these hedges present a fortification like a wall, through which it was not only impossible to enter, but even to penetrate with the eye. - Caesar, De bello gallico, 2. Treveri cavalry: By all these circumstances the cavalry of the Treviri were much alarmed, (whose reputation for courage is extraordinary among the Gauls, and who had come to Caesar, being sent by their state as auxiliaries), and, when they saw our camp filled with a large number of the enemy, the legions hard pressed and almost held surrounded, the camp-retainers, horsemen, slingers, and Numidians fleeing on all sides divided and scattered, they, despairing of our affairs, hastened home, and related to their state that the Romans were routed and conquered, [and] that the enemy were in possession of their camp and baggage-train. - Caesar, De bello gallico, 2. Helvetii spearmen/infantry: The Helvetii having followed with all their wagons, collected their baggage into one place: they themselves, after having repulsed our cavalry and formed a phalanx, advanced up to our front line in very close order. Caesar, having removed out of sight first his own horse, then those of all, that he might make the danger of all equal, and do away with the hope of flight, after encouraging his men, joined battle. - Caesar, De bello gallico, 1. Here the weapons of the Gallic War period:1 point
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Are you familiar with either git or SVN verisonning systems ? Once you have something to show us create a thread in the art forum named ===[TASK]=== Papyrus and post the textures there the 3D file and the collada export file1 point
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I chose pacing because phasing is only a mechanic that affects the pacing of the game. What is being aimed for is regardless of whether phases exist, there should be a major effort to ensure that the early, mid, and late game are distinct and are able to keep the game reliably interesting. Concerning sidearms, I would say that they are viable in particular cases. Let's consider the Roman legionnaire. First of all, if they had a javelin side-arm, it would be logical for it to be a special attack that can only be done every thirty seconds or so. After all, they only did one or two volleys during a given battle. Next of all, in comparison to Velites, they should be slower, more expensive to produce, and have lower line-of-sight. The possibility of legionnaires being able to use pila should probably only be available in the mid-game as well. Will mechanics like this make balance difficult and more complex? Yes, but with a dedicated team and community, progress can be made for a competitive multiplayer game. One example of a game that really pushed the bounds when it came to a solid multiplayer experience was Empires Apart from a design perspective alone (There are definite issues with the game in other ways, yet that is a different matter). Of their six civilisations, there were extremely unique aspects to all of them. From the multiplayer games I saw, these came together is a fun game to play from that standpoint alone.1 point
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Currently I'm trying to add features that popular in modern engines and liked by players to find different implementation bottlenecks in our code. Yes, I mentioned, that it doesn't support many lights per model. Usually video card can support from 8 to 128 lights per model. It uses simple uniform structs (even not UBO). // 8 floats per struct. struct PointLight { vec3 position; float radius; // vec2 - compressed 4 components, instead of unsupported "half". vec2 color; vec2 coef; // Cubic curve coef. }; So we can calculate how many lights we can use from GL_MAX_FRAGMENT_UNIFORM_COMPONENTS. There're 2 import notes: 1) we can use forward and deferred rendering simultaneously (i.e. for different distance), 2) as you noticed we don't have a lot of semitransparent objects; trees, bushes have transparent only for soft edges, so on enough distances we can render them without alpha blending and they're not transparent objects anymore (we don't need to be honest for rendering always; if it looks the same/very similar but cheaper, then we'd can use the cheaper one). If we assume that we don't have a sun at rain, then we'd easily add shadows to the lightnings Nope (at least not yet). It'd be confirmed when it'll be in the our main repository It uses 2D rain texture (drawn by me in Ps for 5 mins ) on many long crosses with double side rendering (because many particles would be slow). They're not moving when the camera is moving. So it seems a correct rain. Current implementation doesn't use shaders yet, but with shaders it can be a little bit nicer.1 point
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The Norse faction is part of the Millennium mod as they do not fit into the time frame of the main game which is 500 BC to 500 AD. Enjoy the Choice1 point
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In the world of Empires Apart, they do exist. Anyway, they're making the effort to fix the bugs. All I want to see them do first is apologize for releasing it even with the problems that need to be addressed. I mean, just read the latest announcement for yourself. Also, I wasn't surprised that even with the 34% decrease in price people are saying that it's still not worth it.1 point
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I agree with you regarding the unit types. A spearman is a spearman, really. But, I could see Hoplite-class spearmen being used differently or having different stats from a standard spearman (heavier armor, less speed, lower cavalry bonus, but greater attack). I can see Persian Sparabaran being used differently by setting up shield walls and swapping to bow. Pikemen, likewise, have different stats and uses from a "standard" spearman. Mauryan spearmen could be more massable and trashy. Roman spearmen (Triarii) could be trained at the Elite rank and be more expensive, but not be accessible until Phase II.1 point
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I would say that phases are an unnecessary aspect of the game. The primary point I wished to make is that if phases exist, there should be a definite difference between the feel of one to the next. Furthermore, the primary thing that I wished (and still wish) to have is a proper feeling of unique early, middle, and late game. The spearman actually is an intriguing element of the game since the roles could differ quite strongly from one civilisation to the next. For instance, the hoplite was heavily armed and fought in close order. The Persians deployed their infantry with significantly lighter armour (until they started arming soldiers like hoplites). In general, the tactics Persians tried to use seemed focussed around the notion of anvil and hammer tactics, with the cavalry playing the decisive role while the infantry mainly just supported. This can be seen in the Battle of Guagemela, where Darius was deliberate about the chariots being the trump card by even preparing the ground ahead of time. The point is that these infantry were extremely different in how they were used. I decided to do a bit of research, and checking on the Athenian hoplite compared to the Persian spearman, there was absolutely no difference in their stats. The fundamental idea that they both could be effectively deployed against cavalry in head-to-head situations is valid, but there should be distinctions, which I find the striking visual differences do imply.1 point
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Are there any sounds left to be made? I could make them, by the way, I’m really interested to make some music for the game, I can make indigenous music as well as voice over for the Persian race as I’m Persian myself. Although I was wondering how I would be credited, of course I don’t expect to get paid for this as this is a game I genuinly enjoy playing, but it’s important for me to get credited for any music piece I contribute. (I’m a qualified professional composer)1 point
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As to hair colors, having read, blonde and brown is accurate. You could also add really dark brown to the mix - there was a whole lot of migration and intermingling going on, and lots of Celts in Scotland have dark brown hair nowadays.1 point
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Interesting... Thank you! It's sooo frustrating when you want to read something but have to pay (a lot) for it (I'm sometimes lucky enough to find a way around it, but still). The internet is exploding with substandard information, advertising, porn, political propaganda and whatnot, all for free. But if you want to read something meaningful, academic, with actual substance, you have to pay... Like: "Hey, hey you! You're too poor to be smart! But don't worry, here's some spyware... Huhum, I mean social media, shirry advertizing, pictures of cats and some videos of Mia Khalifa"...1 point
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I got it from a PhD thesis by Sarah Schellinger: An Analysis of the Architectural, Religious, and Political Significance of the Napatan and Meroitic Palaces. It's basically a lengthy comparison between Ancient Egyptian and Kushite palatial architecture, and the evolution of Napatan and Meroitic palatial architecture more specifically. There's a lot of nice stuff in there... https://www.google.com.gh/url?sa=t&rct=j&q=&esrc=s&source=web&cd=14&cad=rja&uact=8&ved=0ahUKEwj5-6ud5bLaAhVBHCwKHWfLAHsQFghlMA0&url=https%3A%2F%2Ftspace.library.utoronto.ca%2Fbitstream%2F1807%2F77480%2F3%2FSchellinger_Sarah_M_201703_PhD_thesis.pdf&usg=AOvVaw0pUlGlAoMO2KjCRDDVEXWU page 408 (or 426) I haven't come across the original source of that particular image though (Roccati 2013: 250, figure 5), but Alessandro Roccati is widely quoted by experts in the field. Here are some sources for the other images in that post, and further reading (good stuff.. I should have put the links in the previous post, but I forgot ..) https://www.sciencealert.com/nubian-funerary-artefacts-meroitic-texts-found-in-sedeinga-sudan https://canvas-story.bbcrewind.co.uk/sites/head-of-augustus/ https://www.openstarts.units.it/bitstream/10077/14297/1/ATRA_3_online-11_Baldi.pdf And a wider shot of the excavations at the Royal City, Meroë:1 point
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Yes, hard counters ensure every unit is useful. Yeah, uh, some elite archers in EA have something like a 0.6 second firing rate. Whaaaaaaat? Not every archer in antiquity was Lars Whatshisname or Legolas. The whole diplo screen needs redesigned. I can design something nice, but I have no skills to implement it. Absolutely. Let's do this. Do you know any programmers? lol Yeah, I was watching a Battle for Middle Earth 2 campaign walkthrough the other day and I miss those cool battalions. Was playing Rome 2:Total War last night and missed the battalions. I proposed to allow certain civs, such as the Celtic and Iberian civs, the ability to allow their battalions to "garrison" into forest groves for an ambush effect. 1 or 2 battalions per grove. Forest Groves, such as those in DE, solve many issues and open up the possibility for interesting gameplay additions.1 point
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Looks good! Just a fiew tips that i would like to see: Not shure if its ment to be a realistic map or not, but your could make the starting area's a bit higher above sea level with cliffs on each side, or just drop the sea level. And make the end of the fjord lower for harbours. see the pictures i send with this reply Also a bit more green could look nice! since a lot of fjords in real life are full of trees and bushes Second, the trees, i am not shure if 0ad has pine trees (have not played for a while) but i am pretty shure it has, you should use more pine tree's instead of the european ones. (if they are pine trees and i am just blind ignore this xD) and mabye place a bit more tree's in a more random path. try to use google earth or just pictures to recreate a fjord. the concept is good! i think there are not a whole lot of maps like this :)1 point
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Lots of cloaks had hoods to keep the rain off your hair and cloaks came before coats or they could simple be head scarfs which some cultures use to denote marital status. Enjoy the Choice1 point
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I'm seeing an olive green for the first one, pumpkin orange on the second one and beige on the third one. How about the others? Thank you @Lion.Kanzen1 point
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As far as I'm concerned as long as they are historically accurate and looking good it's great and shouldn't be lying on the forums. Dunno having specular is useful though, could be for brooch etc and also if we ever have different female levels with better/different auras for instance when garrisoned. I plan to update the UV Layout in the future so we can have non symmetrical sleeves and that trousers are below instead of on top. It should be done with a script but I'm not sure I can pull this off alone. Especially since we still have a lot of DDS files and I don't have a non destructive easy way of importing them.1 point
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Gonna relieve some of my stress by stating what the recent patch includes: Improved server connection by lessening the amount of playerbase (maximum of 2 per session) Better management of financial resources (on the players' side) by the steady decline of Empires Apart's gains Improved method of alienating the Youtubers who promoted the game Resonance22 found out that the devs care little about his work ZeroEmpires has yet to make his review (probably he can't make it positive enough) Making the spinning unit a forever-feature because they love players whine about it1 point