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  1. It's not like saying "Hellenes and Romans were equal", it's more like using Samnite and Etruscan references to fill the gaps in the Roman faction if we didn't have enough primary references to work with. In the case of the Romans, we don't need to do that because there is a ton of high quality information and primary references available on them. There is not nearly as much information available on the Iberians (just a fraction, actually)... Hence the need to the get a bit creative. Of course, the faction can and should continually improve over time, but replacing Euskera with Catalan is not an improvement, at all... Looking for the most archaic forms of Basque words, and mixing in the few Iberian words we can find would be much more of an improvement. The fact that Catalan speakers today occupy ancient Iberian areas is a very poor justification for using the Catalan language to represent the Pre-Roman peoples that lived there 2000+ years ago... There is an actual (even if it's a faint) relationship between the Aquitanian (and by extension Basque) and Iberian languages. There is none with the Catalan language... Exactly! Or English for the Britons, or Arabic for the Kushites, Ptolemies, Seleucids and Carthaginians... That's actually a useful reference. And a different sanctuary: They look more like temples than wonders though... By the way, technically I wouldn't have a real problem with "Iberianizing" the Iberians, BUT, that would mean cutting out Celt-Iberian stuff (say goodby to the references from Numantia), Lusitanian stuff like Viriathus, the Tartessian elements like the Cancho Roano, as well as the temple, which would need to be replaced with a Mediterranean type temple (even more Greek looking stuff...) It would end up reducing a beautifully unique faction representative of the entire Iberian peninsula, to a much more limited, even generic looking faction. If we add your unpopular language suggestion we'd basically end up with a Catalan nationalist faction. 21st century politics is not really what 0AD is about. According to this logic, we'd also have to split the Gauls into their respective tribes as well as the Britons, and for the sake of representation, Celt-Iberians, Lusitanians and Tartessians would also need to be independently developed. It would be more accurate, yes, but not feasible in terms of references and man-power. You'd end up with like 10 half-done factions, because there isn't enough reference material to create complete and historically accurate factions, which would be the (self-defeating) point, wouldn't it?
    4 points
  2. Step 17: Write a second stream with a different meandering on the same direction, thus yielding something like a braided river. Temporarily remove the 'vertical substreams'. Step 18: Fully randomize map angle. Step 19: Some campfires, houses around them, palisade around the houses. Step 20: Fortify remote settlements with a small hill, a muddy ditch with a bit of water in it; two layers of spikes. Benches, soldiers and sheep are found inside the mini-oppidum. Place a nearby gaul siege workshop to increase map difficulty and balance. Step 21: Place bushes parallel to the farmland texture. The farmsteads are placed at the closest path. Step 22: Houses close to, but outside of the oppidum.
    4 points
  3. There are already games that handle this waaaaaay better than 0 A.D. Why try to reinvent the wheel with this particular thing? In Age of Mythology (a very inexpensive game, you should acquire it), soldiers ignore animals until one attacks a nearby unit and then they are triggered to respond. It's simple, effective, and doesn't require extra input (click a stance button to prevent animal holocaust).
    3 points
  4. Personally, I would prefer if there is more regional culture included in each factions 0 A.D. currently have. For example, Iberians could permit different choices for the player: more Mediterranean standardized iberian infantry or more traditional tribal warfare with inclusion of Celtiberian and Lusitanian warriors. I am more in favor of deeper strategies and tactics than in a bunch of superficial factions with all the same game mechanics. More qualitative than quantitative. He used often this argument, and this is mostly true. Carthage was the reason for this evolution in the equipment. The only thing, he is forgetting the close influence between iberian and gallic mercenaries for Sicilians, Punics and Greek cities, because the oval shield must comes from somewhere for the Carthaginians too: Justinus: Epitome of Pompeius Trogus' Philippic Histories, book 20, 1: Dionysius the tyrant, who, we have said, had transported an army from Sicily into Italy, and made war upon the Greeks there, proceeded, after taking Locri by storm, to attack the Crotonians, who, in consequence of their losses in the former war, were scarcely recovering their strength in a long peace. 2 With their small force, however, they resisted the great army of Dionysius more valiantly than they had before, with so many thousands, resisted the smaller number of the Locrians. 3 So much spirit has weakness in withstanding insolent power; and so much more sure, at times, is an unexpected than an expected victory. 4 But as Dionysius was prosecuting the war, ambassadors from the Gauls, who had burned Rome some months before, came to him to desire an alliance and friendship with him; 5 observing that "their country lay in the midst of his enemies, and could be of great service to him, either by supporting him in the field, or by annoying his enemies in the rear when they were engaged with him." 6 The embassy was well received by Dionysius, who, having made an alliance with them, and being reinforced with assistance from Gaul, renewed the war as it were afresh. 7 The causes of the Gauls' coming into Italy, in quest of new settlements, were civil discords and perpetual contentions at home; 8 and when, from impatience of those feuds, they had sought refuge in Italy, they expelled the Etruscans from their country, and founded Mediolanum, Comum, Brixia, Verona, Bergamum, Tridentum, and Vicentia. 9 The Etruscans, too, when they were driven from their old settlements, betook themselves, under a captain named Rhaetus, towards the Alps, where they founded the nation of Rhaetia, so named from their leader. 10 An invasion of Sicily by the Carthaginians obliged Dionysius to return thither; for that people, having rebuilt their army, had resumed the war, which they had broken off in consequence of the plague, with increased spirit. 11 The leader in the expedition was Hanno the Carthaginian, 12 whose enemy Juniatus, the most powerful of the Carthaginians at that time, having, from hatred to him, given friendly notice to Dionysius, in a letter written in Greek, of the approach of the army and the inactivity of its leader, was found, through the letter being intercepted, guilty of treason; 13 and a decree of the senate was made, "that no Carthaginian should thenceforward study the Greek literature or language, so that no one might be able to speak with the enemy, or write to him, without an interpreter." 14 Not long after, Dionysius, whom a little before neither Sicily nor Italy could hold, being reduced and weakened by continual wars, was at last killed by a conspiracy among his own subjects. Diodorus Siculus Library of History, Book 15, 70: 1 From Sicily, Celts and Iberians to the number of two thousand sailed to Corinth, for they had been sent by the tyrant Dionysius to fight in an alliance with the Lacedaemonians, and had received pay for five months. The Greeks, in order to make trial of them, led them forth; and they proved their worth in hand-to‑hand fighting and in battles and many both of the Boeotians and of their allies were slain by them. Accordingly, having won repute for superior dexterity and courage and rendered many kinds of service, they were given awards by the Lacedaemonians and sent back home at the close of the summer to Sicily. Diodorus Siculus Library of History, Book 16, 73: 3 The Carthaginians recognized that their generals in Sicily were conducting the war in a spiritless manner and decided to send out new ones, together with heavy reinforcements.Straightway they made a levy for the campaign from among their noblest citizens and made suitable drafts among the Libyans. Furthermore, appropriating a large sum of money, they enlisted mercenaries from among the Iberians, Celts, and Ligurians.They were occupied also with the construction of battleships. They assembled many freighters and manufactured other supplies in enormous quantities. Diodorus Siculus Library of History, Book 20, 11: 1 After Agathocles had viewed the array of the barbarians, he entrusted the right wing to his son Archagathus, giving him twenty-five hundred foot-soldiers; and he drew up the Syracusans, who were thirty-five hundred in number, then three thousand Greek mercenaries, and finally three thousand Samnites, Etruscans, and Celts. The problem with this is the different treatment we made for barbarians factions and greco-romans factions. We accept the use of "hastati", "triari", "hoplite", but not the others, only because we are unfamiliar and because it is difficult.
    3 points
  5. My highlights of the text: - Little evidence of bows and slings: found arrows are for aristocratic hunting. But probably used by low class infantry. - Scuta used only in north-east of Hispania ·Warfare model - The first were one made of individual heroic aristocratic soldiers, followed by companions and low classes. (Spears and some armour). - Later was displaced by a standardization of the equipment suggesting a close line formations, but not in a Roman or Greek degree. - The warfare changes when Hispania became a Roman-Carthaginian war field and the use of the natives by both armies: introduction of bronze helmets (Monterfortino), Oval shields by Punic influence (not by gaul), lighter spears, more javelins and the development of the Iberian cavalry (before he riders dismounted to fight at land). Iberians never used spear cavalry and boecian helmets (although they were depicted like this on coins). They used military standards (flags). The author also say that Iberians used mostly a warfare of heavy infantry, light infantry as support and cavalry, saying that it was more similar to the Roman that the traditional stereotype of hit and run and guerrilla warfare: for example Carthaginians allowed native troops to fight in their native way with their original equipment, and there are accounts of Iberians holding the line as heavy infantry., against heavy Roman infantry. The author says that the Iberian revolts against Romans failed because the leadership and organization, not because lack or inferior equipment or tactics. - Finally, the Iberians were absorbed by Romans, and the native equipment disappears, including the falcata. Caetrati (javelins and round shield) would made by a Roman demand, because their army already have heavy infantry. ·Warfare aim - Never was the destruction or the enslavement of the population, but sacking and later the subjugation of other cities. Honour was individual, and not for the state. There was the devotio, soldier bounding to other noble, to the death. · Defensive structures: Were more deterrents than for defending from formal sieges, and outpost existed. About culture and language There are some cultural essentialism here. And in to some extension, there's some need it, because this is a game and there's a need of a generalization, for depicting the civilization but also for gameplay. But: But trying to establish a vague continuum between the differences in Hispania in the past and the present in a so long time (in part argued because climate) isn't very solid. I said that as a grandson of Andalusian and Galician people, with Catalonian fathers. Team have stated before that Euskera isn't correct. You may be right, as far as I know, that the current Euskera is a standardization with a lot of invention (what language isn't?): but using a Latin idiom like Catalan is worse: maybe it could be tried to replace the modern Euskera words for old ones, or use Celtic in absence of Iberian words or language. An option has to be chosen, and it's clear that both are wrong, but trying a non-latin language seems the best option. BTW, I'm a defender of the option of showing only the names of the structures and units in the user language, not in the native one, there's a patch somewhere. But there will be the problem of when the units get audio for orders. About gameplay As other said, the problem with the "barbarian" civs are that we have their depictions by their enemies, and weren't centralised states with a more homogeneous culture, social structure and warfare. But I support your idea that a better depiction could be made, relegating this Iberians for the east Mediterranean coast, and adding some more Hispanic civilization. The problem is that the team made an agreement of not add more civilizations (although broke by Kushites), and there're a some interesting civilizations that could be added before, because gameplay (Scythians), cultural diversity or geographical diversity (African and Asian civilizations). If we made a little concession to cultural essentialism, and knowing that every single tribe can't be added, we could make a division of: Iberians, celtiberians and lusitianians. If there are good enough materials and references, my suggestion would be make Lusitanians, for the "iberian" (better Hispanic) skirmisher civilization. Celtiberians could be campaign only.
    3 points
  6. Hi again ! New map. Was quite easy to make but nonetheless fun. Tha map is supposed to be the Sahara desert so there is not much to it apart from the sand and dunes. Players will have to trade and fight to defend their trades lines while using the strategically height of the dunes to defend and attack. Best setting are gameplay with teams, very high starting resources and map size large, very large or even for better experience: gigant . The procedural generation of the dunes is taken partly from the pdf "Dunes and Sandwaves with Terragen 2 A tutorial by Laurent Avenel (Wiwine)". Feel free to point out some possible flaws or improvements that could be made and try it out ! Thx @(-_-) for the perlin code. DOWNLOAD MAP: nani_maps_v0.10.0.pyromod
    2 points
  7. Waiting for @vladislavbelov and A24.
    2 points
  8. I don't understand how it could be more rigoreous. It is like using old French for gallic populations and Italian for the Romans. There is no reason to think there is a continuity between the Iberian language and the Catalan. Using the Basque language is not perfect but it is still a valid hypothesis contrary to the use of Catalan.
    2 points
  9. There are usually some heights of plagiarism but I guess someone just crossed it lol!! Clickbaits these days I tell you.
    2 points
  10. While I think this is too in-depth for it all to be done for the game, there are a lot of things there that can be done and should be done. I like these kinds of thought-out in-depth proposals though, especially from someone with some real knowledge to share. I think berry bushes are a standard model as to be easily identifiable from other (wood or cosmetic) bushes. Perhaps pare the berry bush proposal down to one type of berry bush per biome? Or perhaps just 3 types that can be used biome-specifically, so they can be visually learned quickly. They should be modeled to be somewhat similar in shape. It would be neat to actually have these slightly different fields for each civ. We have wheat and barley textures. Now we need millet and spelt. Your ideas for techs and tech names are pretty good. I too have been annoyed by the oddly generic techs in the game. You're also right that the game needs more/better tree models and species.
    2 points
  11. I thought this was a bit too in-depth at first glance, but you do make a good point, the maps will come much more alive if they have a greater relationship with the player economy (and military) It will make land grabbing feel more substantial than just securing a few resources and territory for forward bases.
    2 points
  12. This is my first attempt at making a map for 0 A.D. To start simple I tried to replicate a simple but classic mod map in Age of Empires II, Forest Nothing: Here is a screenshot: Files: forest_nothing.json forest_nothing.js This is a work in progress, there's still some problems with the map: Only works for Tiny, Small and Medium maps, more than that map generation crashes (out of memory); Even Tiny takes ages to generate the map, I guess there is some better way of saying "just put trees everywhere" which I don't know about; There is a little space on the edges of the map where people can walk, you were not supposed to be able to reach your enemies without cutting lots of wood; Beginning of game is extremely slow: the AI sends units to cut trees, but the massive number of them makes pathfinding extremely slow (I guess); AI does surprisingly well, but will need some tweaks. Since it doesn't "know" that it needs to make some space their choices are not optimal. They start to have space to build after more than 1 hour. Also, their units often get stuck among the trees; Market prices lower limit should be raised a bit, because this map is all about buying stuff. You only have wood; If players send many units to cut wood at once it lags the game a lot because they will all do a lot of pathfinding to find the nearest tree (since you cannot put 20 units cutting in the same tree). Still, the map is playable. It took me around 2 hours to reach the AI in the tiny map, haha. Will be fun with other human players. There's something cosy about being in a village completely surrounded by trees and protected from your enemies.
    1 point
  13. The purpose of this topic is to show in a simple and basic way how to improve your skills in 0a.d with 20 simple tips. 1- SHIFT button. Extremely important, mainly for order of buildings and micro. for example when picking up some wood collectors to build a house, hold the SHIFT button and right click on the house and then again on the wood, so immediately after finishing the house, they will automatically collect wood again. Your enemy is dancing in front of you, and your units missing shots, then select your units, hold SHIFT button, and select the stopped units you want to hit, so after killing the first selected enemy unit, they will fire in the next, avoiding that you shoot the dancer. You have selected 40 units, and you need to select more, keep SHIFT Button press, and select the 15 units, so you have 55 units selected. If you have enough wood and want to build 10 houses, keep SHIFT pressed, select the house and click 10 times in map. SHIFT greatly facilitates the construction of walls (make a test). 2- CTRL button: mainly required to select units. Let's imagine that you have 10 archers, 10 lancers and 10 women, you select them all, then in their interface show 3 small squares in the center with 10 archers, 10 lancers and 10 women. If you hold CTRL Buttom and click on the square of the 10 women, then you take the 10 women out of the selection, stay only 10 archers and 10 lancers, its is very important especially when suffering from harassment. CTRL button is also a shortcut key for storing units in buildings. Select the units, keep CTRL button press, and right click on the building. 3- U buttom. Shortcut button so that the units exit from within the buildings. 4- Two left mouse click. Press two left-clicks on mouse on archers for example, then all archers in your sight will be selected. 5- H button. Your units attacked the nearest unit. 6- Dance: the units automatically attack the nearest units, then select a unit and send it to the front, then click with it from side to side, you can use the SHIFT for this. 7- Storage. Must be made as close just to wood, fruit and hunting as possible. Metal and stone must have a distance that fits the units between the metal/stone to the storage. Doing too close will make your units have to walk a unnecessary distance. If necessary, make two or three. As your wood is cut make new Storages. When there is enough space for a new storage. 8- Outpost: Vision wins game, simple as that. Have vision so you will not have any more surprises. 9- keep some women close to the men, so that the collect gain 10%. 10- Tips for using with CTRL and U. I'll use an example that I only use at the moment (I did not see anyone else use until then). you are playing with iberians, and you are collecting outside the walls, so your enemy attacks you with some horses, you have no way to defend, and the gates are too far for you to run, what do you do? Select your units, press CTRL and click for units to enter the tower of the walls, then quickly click the U button several times so that the units exit quickly (Do not forget to select for the tower to unload the units inside the city). The same can be done with several types of constructions, in several occasions, use your imagination. 11- manipulation of animals: some animals can be manipulated in your favor. If the animal is too far from its storage or CC, hit him, and continues to walk behind it (no more hits), this will take the animal to the desired location. Walruses are aggressive animals, so if you hit a shot at him, they will go after you. then it is important that you select a unit and walk on the map giving a one hit on each,(preference ranges unit) and then send your unit back to your city, all walruses will follow. 12- Buildings within the radius of attack of the CC. An important tip especially for the beginning of the game, keep your houses and other possible constructions within reach of your CC, if your enemy rush you, he probably could not convert his constructions (If this happens, you probably lost the game). 13- Avoid fighting within range of towers and castles. Just fight if it's in your favor, if that does not happen, fight in another region, or make small attacks in multiple places at once. This is a regular mistake among beginners. 14- Whenever possible, make economic upgrades. Serious error between beginners and good players too, and plsssss, baskets upgrade are very, very important, basically you reduce 50% of walking time (first upgrade). 15- In fights whenever possible have melee/tank units on the front. Has already been proven in several tests that melee + ranged can win fights vs only ranged (Of course this depends on several factors). 16- Use constructs like houses/barracks to reach some resources beyond the edge. 17- keep in mind some basic things about factions / units. You are playing on Mauryans and your enemy is Romans, you do not know what strategy he used, but you should avoid some. Example, If he is a smart player it is likely that he will use spear horses against you for the simple fact that archers can not stop them, so what should you do? Make some lancers instead of archers, this will block it. 18- Preferably to armor upgrades rather than attack. Armor upgrades are cheaper, and reach more soldiers than attack upgrades. 1350 for +1 armor for melee and ranges units or 1500 for 20% attack only ranges units? 19- Balance eco. This is the most mistake among all players. Try to keep your economy always balanced and in progress. If you are collecting fruits, and they are running out, do not expect them to end up for making some farms, make before. If you are going to attack/defense, do not use all your units of a particular resource, only in special harassment and specific strategies. This will cause your economy to stop, you will have to switch resources, and this will see a snowball. 20 -keep an eye on the time. Minutes are important so you knew how well or how bad it is going. For me, for example, I know that if I'm in the minute 14 and I'm still in phase 2 in a game without major problems, I'm late, If I am playing against a good player, I can be in serious trouble. Maybe I even have a larger population, but if it has some rams or elephants, this can complicate me. I memorized some schedules, this facilitates my games, I know when to attack, pass phase, and i also know when the enemy probably attacked me in a probable rush. Well there are several other tips, but I hope that in a simple way I can help raise the level of the gameplay. Tips from other players are very welcome.
    1 point
  14. Not to be contrarian, I think it would more interesting for the Republican Romans to get a building overhaul to more accurately depict them in their middle Republican form. A less impressive civic center would go a long way there. Keep the more impressive stuff like the current CC and Colosseum and Triumphal Arches and Circuses for the Imperial Romans, a separate faction. I really can't see a reform system working very well in the game (not without a ton of work on the conceptual and programming sides). I am envisioning Trajanic legions fighting alongside triarii and I'm wincing. lol
    1 point
  15. It would be cool to have some random sandstorms
    1 point
  16. The TerrainPainter choses a random array element each tile, so you can change the ratio of trees to free space by adding or removing items. The nomad call should be prior to the createArea call, so players dont end up in trees. (The grass and dirt patches calls are ineffective because the terrain call overwrites it.)
    1 point
  17. Indeed, those mechanics would be well suited for the "Barbarian" factions. I'm in favor of a 4th phase, the Imperial Phase, but only for imperial civilizations. Gauls, Britons, Iberians and Thracians could have a regional/tribal specialization instead of the Imperial Phase. I'm also in favor of more substantial differences between civs based on their cultural specifics. There is sooo much to work with. People are just scared of what it would do to the balance of the game, which would be challenging indeed, but well worth it in my opinion. Scythians are also pretty high up on my list They provide a Western counterpart to the Xiongnu and the nomadic element would be a really refreshing feature in a classic RTS-game like 0AD. True, but it's still a lot easier than pretty much any other faction, except for the Athenians, perhaps. With a 4th Imperial phase, we could "legitimize" the imperial era buildings, and open the door for the most iconic Roman monuments like the Colosseum or the later stone-built Circus Maximus. Romans could actually use an update, as @Lion.Kanzen indicated.
    1 point
  18. I agree at 100%. The Kushites were a good exception because they could take the role of an Egyptian inheritors factions and letting the Ptolemaic to be more hellenized. The only other candidate I see as really credible is the Odrysian kingdom. Well, it is not that easy either. For example, the current Roman Republic faciton is depicted with Polybian legions and with imperial era building. There isn't a lot of remaining buildings from the Republic era. It is why it is really difficult (and maybe too much difficult to change it).
    1 point
  19. I can hardly imagine the problem being restricted to one civ, but it's possible. You mean the wallbuilding preview mode I guess. That's certainly slow and it becomes slower with the length of the wall to be built and number of mouse movements I believe.
    1 point
  20. 1 point
  21. There are two use cases, in one situation one thing is good, in the other situation another thing is good (berserk vs ambush). It's not mutually exclusive, it's not an either-or. Settling on one of the two given choices means replacing a situational disadvantage with a differently situational disadvantage. Supporting both would remove any restriction. There could be multiple implementations serving both use cases. But the most nearby implementation that satisfies the definition of unit stances seems like: Use aggressive stance if you want to attack any visible foe (berserk) and click on passive if you plan an ambush and don't want your units to follow visible targets (such as bears, scouts, traders, females)
    1 point
  22. Let me know if said students do anything or if they need any help. Remember a few consideration though. Can't be done on the students version of 3Dsmax else their models belong to Autodesk and we can't use them. Blender would be nice. Or anything that uses Collada (DAE) without dumb restrictions. Textures should be power of two Pngs use the in-game files for reference. They'll have to get the source or look for files there https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins Or on GitHub. They'll have to sign the legal waiver here. As much as possible it'd be nice to have source files ( blend, psd, xcf) Also they can't use proprietary textures only CC bY SA or CcO or public domain. Wikipedia is a good source for those. If they use ccbysa I'll need the name of the person who made the photograph or texture. (We have to give credit) If they haven't ran off after that it'll be okay Sorry I couldn't answer your first post but it's a pain to quote on a phone. One thing troubles me can you take a screenshot of the rhino using the bear texture ?
    1 point
  23. Another free-to-play using our graphics as advertising. So much coincidence.
    1 point
  24. By a reader from Rock Paper Shotgun article.
    1 point
  25. Finally I'll be in then, hopefully.
    1 point
  26. This actually looks really awesome. Makes me wish someone would make a 2D version of 0 A.D.
    1 point
  27. I had the idea for "Chicken Coop" tech at the corral that auto-spawned free chickens, X number maximum alive at a time.
    1 point
  28. I like how the art that they stole from 0 A.D. to make their promotional material looks way better than the actual game art. lol they should have stole 0 A.D.'s art for the game itself!
    1 point
  29. But is FB game. very boring... like this MMO
    1 point
  30. Isn't good way to say things here. Here the things works with sources, that's how we created the Kushites.
    1 point
  31. The Basque language is a lot older than the 19th century... so maybe the 19th century is when some form of standardization happened, which is not uncommon for European languages. So, that the modern language has been standardized is not a valid argument - so has Catalan, and this argument would equally disqualify it as a choice. https://en.wikipedia.org/wiki/Basque_language#History_and_classification Of course, the language to be used would have to be a historical version of Basque, rather than the modern one. The same would go for Catalan - which would then have to be something very close to Latin... prior to be taken over by the Romans, people would not have spoken a Latin dialect at all.
    1 point
  32. YouTube versions not the best quality, but one of the best fan movies ever... Battle: https://www.youtube.com/watch?v=wsnu43bjPLg Full movie: https://www.youtube.com/watch?v=_4bka9Y2gJ0
    1 point
  33. You should try 4K on Butanna Steppe or another nice looking map like that.
    1 point
  34. @psypherium Have you tried to set gui.scale=1.5 in the user.cfg file located in your Appdata folder if you are using Windows ?
    1 point
  35. Actually, it doesn't make any sense either. Catalan is mostly from latin origins (Occitan languages). Iberian language is for the moment unclassified and there is still debate to know if it is a indo-european language or not. There is a hypothesis relating the iberian language to the basque: https://es.wikipedia.org/wiki/Vascoiberismo But for the moment, nothing is conclusive.
    1 point
  36. Superb quality. Adding sheep outside with the farms would add a touch too.
    1 point
  37. It seems realistic that people would have connected nearby streams with their oppidum ditches if there wasn't a hill nearby. So it's not a representative oppidum, but a unique one. That's actually good (but for the next oppidum map, better no more water inside the oppidum). Step 16: Connect the two streams with the ditch. More space between bridges, more space between buildings, random building angles instead of alignment. Second row of oaks near the bridge path. Different grasslands textures.
    1 point
  38. Saying that Parthia is a Hellenistic state is misleading. They conquered a Hellenistic Empire where Greek language and culture was wide-spread (but not at all universal), yes, but the Parthians were Iranians and were responsible for the Iranian Revival, which is very significant. Sure the early rulers described themselves as philhellenes, but they were Iranian, very similar to Persians, and looked distinctly Middle Eastern in most respects. I'm very excited about Zapotecs, and other pre-Columbian civs ! They're just their own kind of thing, so they don't integrate well with the other vanilla-civs (geography, stone vs iron, no horses or powerful navy), so they should be a stand-alone expansion. I'd love to play it a lot though It's pretty obvious why Sparta and Athens are stand alone civs. No need to argue about that. I get a bit tired of Hellenocentrism, but I'm not totally opposed to other Greek civs, only if more non-Greek civs are added as well. But the focus should really be on the more important civs across Afro-Eurasia in my opinion. Who said we should go into the Bronze Age for part 1? I think everybody agrees to keep it purely Iron Age... The question is should we cut Iron-Age Antiquity in half and throw away the beginning and end of it, as if they are some sort of unwanted appendages? They obviously don't belong in the Bronze Age or the Medieval Age either. Those few Iron Age centuries before and after 0AD's current time-frame are just too silly to represent in their own 2 mods. From c. 8th century BC to 5th century AD is all Iron Age Antiquity (across the Old world) and forms a cultural, technological and to a degree even political continuum (in general terms of course)... Bronze Age is for the prequel, indeed. Yes! If you want a specific date like March 15, 44 BC, then yes, it would always be totally arbitrary. But defining a specific date like that for game with such diversity in civs is nonsensical in my opinion to begin with. That's my whole point! That's why I advocate following actual historical periods, which are important across the Old World, and have varying specific dates depending on the geography you're discussing. Major historical periods are absolutely not arbitrary, and are not defined by the death of a single individual in a single civilization. Bronze Age Antiquity, Iron Age Antiquity and the Medieval Period are the three periods that make sense for a game like this. Don't define specific dates for the cut off points. Only use the general period. Anything else is going to be unnecessarily awkward. Create some leeway for yourself. It will help with the historicity of the game to be able to portray the rise and fall of the majority of civilizations, rather than cut most civs in half, because, reasons... Also, the arbitrary 500 year increments for the different parts of 0AD not only put considerable and awkward restraints on referencing, they could easily result in 6 different games (1500 BC - 1500 AD), meanwhile the development team is struggling with part 1. The 3 periods: Bronze Age Antiquity, Iron Age Antiquity and the Medieval Period are far more feasible and way easier in terms of referencing. Yes, yes, yes... Exactly... Those are "Barbarian" civs. There's an obvious difference. They never established empires... I don't think anybody wants that... Spartans and Athenians are super-duper iconic... And there's lots of research on them, so referencing is a breeze. Further differentiating Gallic factions seems like a referencing nightmare! Also, what's the point of developing 8 new factions, all of which are exceedingly similar to each-other while work on other world-powers like Scythians hasn't even begun yet?
    1 point
  39. The current game does not have separate action range and vision range; they are the same ranges. So, yeah, if an elephant has 100 meter vision range, then that is also his action range, so will walk over 100 meters to go attack something, including crocodiles and wolves. 100 meters is often over an entire screen width of distance. This is why I reduced all vision ranges in DE, for unit control. And, sure, units can be attacked by something outside their vision ranges and this is annoying, but that happens regardless if the average vision range is 50 meters or 100 meters. Decoupling "action range" from "vision range" is a must, IMHO, if you guys want such humongous vision ranges. Perhaps then you could have a separate action range when it comes to attacking dangerous animals? Just spitballing here. I understand that if you were to decouple these things then you'd have more range queries and potentially cause more lag*. *
    1 point
  40. Hello everyone, I didn't see any totorial to explain how to change the GUI. So, I will try to write one. I'm not English, so if they are mistakes, moderators could edit this. I will update this tutorial when I will found new things (I learn from analysing the source code). Customize your Gui 0.Create a mod 1. Add a new panel 2. Coming soon ... 0.Create a mod Go in the folder where you install 0ad : "0 A.D. alpha" then into "0 A.D. alpha\binaries\data\mods" Create a new folder with the name of you mod (replace space by _) Go in "0 A.D. alpha\binaries\data\mods\public" ; copy "mod.json" in your own mod directory Edit the file with Notepad++ : after "label :" delete "0 A.D. Empires Ascendant" and enter the name of your own mod ; you can also change the description Congratulations ! Now your mod appears in the mod selection of 0ad ! 1. Add a new panel In the directory of your mod, create these folders : "\gui\session" Go into the public mod folder (0 A.D. alpha\binaries\data\mods\public) open the zip file and then go in gui\session. Copy session.xml and sprites.xml in your own session folder. Edit session.xml with Notepad++ : line 103 add "<include file="gui/session/the_name_of_your_panel.xml"/>" Edit sprites.xml : after "<!-- Panel Backgrounds -->" (line 27) add : <sprite name="the_name_of_your_sprite"> <image texture="session/folder_of_my_pictures/name_of_my_background_picture.png" texture_size="0 0 100% 100%" size="0 0 100% 100%" /> </sprite> 5. Create in the folder session a file named the_name_of_your_panel.xml , then edit it : <?xml version="1.0" encoding="utf-8"?> <object name="the_name_of_your_panel" type="image" sprite="the_name_of_your_sprite" size="coordinateX1 coordinateY1 coordinateX2 coordinateY2" tooltip_style="sessionToolTip"> </object> You must define the placement of your panel with its coordinates. 6. Place the background picture of your panel in name_of_your_mod\art\textures\ui\session\folder_of_my_picture\name_of_my_background_picture.png Launch 0ad and activate your mod. Your panel is now present during your game !
    1 point
  41. Those outposts look to be quite formidable Now we can rest assured that the sheep are protected
    0 points
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