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Showing content with the highest reputation on 2018-08-12 in all areas

  1. Some things I'd maybe like to get done for alpha 24's release: Come up with some new socio-economic paradigms for some of the civs. Not all civs should have the Slavery paradigm. Mauryas: Caste-based system Celts, Iberians, Persians: Some kind of peasantry-based system Balance Elephant Archers some more Probably make their ranks increase their attack since I can't add arrows Convince some talented people to make more Cult Statues for the cultures that are reusing the Athenian cult statue Celts: Wooden Epona? Wodan? Draped in flowers and burnt offerings? Persians: Colorful Lamassu Nomads: Wooden Horse statue? Spartans: Bronze Leonidas statue Seleucids: Apollo statue, or maybe Alexander statue Macedonians: Herakles statue or different Apollo statue from Seleucids Thebans: Theban Sphinx Republican Romans: Mars or Jupiter Principate Romans: Colossus Convince some talented people to make Archery Range/Stable/Workshop for the Han Chinese With permission, add Terra Magna's Xiongnu so I can experiment with "nomadic" gameplay style Add the Scythians, based on the above Xiongnu Perhaps attempt 2 different possible "nomadic" gameplay styles, one each for the Xiongs and Scyths Can keep both styles or determine if one style is much preferable over the other Maybe a couple more mercenaries for the civs who currently only have 1. Unit actors More ethnically correct slave actors/textures Fix the Han scout actor (currently using the Greek scout actor) Fix all remaining portraits for everything Experiment with making gaia horses capturable Will add more to this list as I go along
    3 points
  2. The balancing-mod is now signed and ready to be installed in game through Options/Mod Selection. You can read what did change on https://0ad.mod.io/balancing-mod
    2 points
  3. Release 02 is now uploaded to mod.io. Thanks to @stanislas69 for archiving it via Linux for me. https://0ad.mod.io/delenda-est Just waiting for acceptance. @Itms BTW - I tried to make the upload the "primary" release, but since it hadn't been accepted yet it broke mod.io download in-game. I since changed it back.
    2 points
  4. JOFURSLOFT! @Jofursloft JOFURSLOFT! @Jofursloft
    2 points
  5. The Council is both happy and proud to announce a new release!!! What is it? Terra Magna is a total conversion mod for 0 A.D. focusing on Asian, American and African civilizations. This mod used to be called Rise of the East (RotE). The name of this release is simply Terra Magna in recognition of the recent change. It is based on Alpha 23 release so do not forget to install it first(https://play0ad.com/new-release-0-a-d-alpha-23-ken-wood/).;) What is new? Thanks to Alexandermb talented new modder that is responsible for a lot of the new models especially Xiongnu faction, Wackyserious our new texture artist, Stanislas69 our artist doing Han Chinese buildings and Zapotec units and templates Lion.Kanzen icon and texture artist doing new logos, localized words plus a lot of historical research, Niektb (icon, texture, building artist and mapmaker) responsible for maintaining work plus work on Zapotecs and Han Chinese and thanks to Lordgood 0 A.D.’s lead artist, who helped us immensely to introduce you to Zapotec civilization as a whole. This release we are happy to introduce you to two new civilizations Zapotecs and Xiongnu, Han Chinese faction are updated this release as well. Zapotecs The Zapotec civilization that flourished in the lands of America to the far West. This release Zapotecs are introduced and they have an almost full roster of amazing buildings such as new market, a variation of houses, corral, blacksmith, civic centre and special types of pyramids with red carvings or paint. Xiongnu The Xiongnu nomadic tribes have come and they have some new tricks to show you. This release we are happy to introduce you to first nomadic civilization that has some interesting playstyle. Han Chinese From Rise of the East we are reintroducing you to Han Chinese that this release got new wonder, blacksmith, animations, cavalry crossbowmen and textures. New skirmish map Tarim Basin created by wowgetoffyourcellphone. Many smaller changes were made in this release too, but it would be too elaborate to list them all. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: https://0ad.mod.io/terra-magna ModIO installation: Main menu -> Configuration -> Mods -> Download -> double-click In the last few years, some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: https://wildfiregames.com/forum/index.php?/forum/423-rise-of-the-east/ Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips/suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Lordgood. You can find him here: https://www.deviantart.com/lordgood The soundtracks are created by Omri Lahav. You can find more of his work here: https://www.omrilahav.com/ and some in-game civilization soundtracks created by Lordgood and Niektb. You can find more of his work here: https://www.deviantart.com/lordgood Terra Magna 0.23 changelog.rtf
    1 point
  6. i recently downloaded this game and now i got some very basic feedback. let's start with the positive site: - i really like the way you went with traders - it is a good way to fill a ressource shortage of the map and to avoid being forced to basic units after long exhaustive battles - this game continues when the player dies - i miss that in so many games, big THANKS that you allow that! - standard military units being normal workers is a great thing, in so many games military will just stand around useless until the fight, here it can do something and also has a specific purpose being the military buildings however there is stuff that i dislike: - rams are too strong, they can be used against melee units too much, uncovered rams should be a big loss but currently they still get their cost worth if they just fight back, also an uncovered ram can still take down the base because it takes so long to kill it -> melee attacks should deal more damage to rams and rams should deal less damage to units or get a (high) chance to miss them as you wouldn't just stand still in front of a ram to get hit by it. - pathfinding is bad and very CPU-heavy from my experience. i had a game with isthmuses barely wide enough for a small building. there was ore on it, so i built a storehouse there. although my units could pass the storehouse even two at once from now on every time i wouldn't microguide them around they would take a very long path through rival teritory to the other side. later both remaining AI did the mistake of buiding a building on an isthmus on their trade route and although the traders could move around they stopped at the building creating a massive traffic jam for the rest of the game where nobody could get past and that made the game go down to unplayable 2 fps, obviously due to heavy pathfinding load because those weren't that many units. - one big problem i have about this game (and about any other strategy game i met so far) is that the AI cheats. i'm not talking about income bonuses, that is totally acceptabe balancing. i'm talking about the AI knowing everything about the map without exploring it. this makes the whole concept of an undiscovered map in singleplayer ridiculous as it only ever affects the player. a good ai can only do the same the player can do in that same situation and it can only know the same the player knows in that same situation. a good ai gets its strength through the huge speed and remembrance bonus it has over a human -> it commands units faster towards a threat, never forgets a unit it sent somewhere, knows immediately what counter to build, knows every damaged building, never misses that apple tree inside a forest et cetera. an AI has no need to cheat and it shouldn't do so. - last point is game setup. i recently found out about the map danuvius. that map is parted in half by a river, so i wante to play a good old team game 4v4 on that map. instead of putting one team on either side the setup split both teams in half and scattered them in random order 2-2 on each side. i first thought it might be starting positions, so i switched my teammates that landed on the wrong side with the opponents on my side, but on the nest start it was exactly the same, 2-2 on each side. whoever thought that this was a good idea, please tell me, what is the purpose of a parted map if i can't use it for a team game??
    1 point
  7. I have this working in the mod I am developing, I think it's a very interesting mechanic!
    1 point
  8. I'm surprised that the Greco-Bactrian Kingdom isn't suggested more often. Their contact with the Maurya Empire and the Seleucids go without saying, but there's also interplay with the Scythians, wars with the Yuezhi and most exciting of all, they bordered the Chinese (on the doorstep of the Xiongnu), possibly even fighting them in Xinjiang in 220BC. Unlike the mythical Roman-Chinese contact, the Greek-Chinese contact was totally real! They're probably also the least "Greek" of the Hellenistic civilizations, partly converting to Buddhism, as well as having resident Hindu and Zoroastrian populations. [updated] Sorry @stanislas69, I did it again, didn't I? If there's interest I might start a separate topic for them...
    1 point
  9. I cannot imagine who did that
    1 point
  10. It looks awesome. Good Jobs. I will test it as soon as I can
    1 point
  11. The origin of Aztecs. https://www.thoughtco.com/aztec-origins-the-founding-of-tenochtitlan-
    1 point
  12. Very nice, Zapotecs and their battle priests just as fun to roll around with as I remembered. The Han need a sentry tower eh?
    1 point
  13. I'll reiterate my 0 A.D. Epoch idea (rhymes with "epic"). Eventually, many of these mods can be folded into the "main" game and then the host of a match can determine which "epochs" of civs the players can choose from. The same way the host can choose different victory conditions. So, there can be these epochs (the exact names can be up for debate in another thread, don't debate them here): Bronze Age Assyrians, Babylonians, Egyptians, Hittites, Trojans, Mycenaeans, Minoans, Israelites, et al. Classical Antiquity Essentially the current Empires Ascendent roster plus a few more. Zapotecs, Western Han, Xiongnu from Terra Magna, plus some of the others we've talked about, like the Thracians, Scythians, Parthians, etc. Late Antiquity Principate Rome, Sassanids, Guptas, Germans, Huns, Aksumites, Nabataeans, et al., the Empires Besieged era. Middle Ages Millennium AD potential roster. Mayans, Arab Caliphates, Carolingians, Norse, Mongols, et al. Renaissance Early gunpowder (you still have pikes and heavy cavalry at this time). Aztecs, French, English, Ming, Songhai, Incans, The host can choose any one or multiple epochs and the available civs list populates accordingly. Some civs that don't change much (please don't argue this point here), like the Scythians could populate more than one epoch (Bronze Age and Classical Antiquity for example), while some that we do have a lot of reference material for changes can also populate multiple epochs, but essentially be very different civs in each epoch (Romans: Classical Antiquity, Late Antiquity, and Middle Ages; Chinese: Classical Antiquity, Late Antiquity, Middle Ages, Renaissance; essentially differently playing and looking civs, but still called "Romans" or "Chinese" in each, just with an epithet like Republican/Principate/Byzantine or Western Han/Eastern Han/Tang/Ming). Of course, this would be a long term plan. Perhaps a plan to implement later after Empires Ascendant is released, instead of the old "Part II" idea. By then there will be a lot more mods and the current mods will be a lot more mature too (in a state that can be merged with the main game). ----------------------------- Some additional examples: Romans (as an example of a long-running civ) can populate multiple epochs like so: Bronze Age Rome (Monarchy) Classical Antiquity Rome (Republic) Late Antiquity Rome (Principate) Middle Ages Rome (Byzantine) In each one, the armies are much different and the architecture is much different. Not to mention the technologies. The host could choose the Late Antiquity and Middle Ages epochs and the Rome (Principate) and Rome (Byzantine) civs would be available along with all the other civs of those 2 epochs. Or the host could choose to narrow the historical epoch to just one, repopulating the available civs to that one epoch.
    1 point
  14. Video by Jofursloft Champions Cup Game #7 (Match 1) @Jofursloft (1695) vs @kizitom (1672)
    1 point
  15. JOFURSLOFT! @Jofursloft - Longer Videos!
    1 point
  16. MORE JOFURSLOFT! @Jofursloft
    1 point
  17. JOFURSLOFT! @Jofursloft - Strategy Videos JOFURSLOFT! @Jofursloft - Strategy Videos
    1 point
  18. Champions cup continues, Ágora 0AD (@Agora_0AD) has a new video online of this series.
    1 point
  19. The lobby is now up and running on a brand new server. Registrations are open. It is now more robust against security issues, and it will be a good basis to improve it further. Those improvements will be carried out by our new Lobby Administrator, @user1! He assisted me in the upgrade today, and it worked way better, so this is a very good news Happy playing, and don't hesitate to report issues here!
    1 point
  20. We are ready to perform the upgrade of the lobby - may it be successful this time! A few things you should know: We are going to stop the lobbies for all versions of 0 A.D. prior to A23. This is the thing that failed last time: A22 was no longer compatible with the upgraded version of the lobby server. People connecting with older versions of 0 A.D. will see the room message telling them that they should upgrade, but there will be no bots allowing them to host and rate games. This time there will be minimal downtime. Instead of shutting everything down during the user database migration, which takes a huge lot of time, we will keep the old lobby running. When we fire the new one up, all user accounts from after the start of the migration will have disappeared - so in order to minimize the inconvenience, registration of new user accounts is going to be disabled this evening (UTC / Europe times). I will post here when the registration is enabled again. There will be a short downtime at the beginning (a few minutes) while we deactivate the registration; and a slightly longer one when we are ready to launch the new server. TL;DR The lobby will keep working as usual except for registrations, and versions of 0 A.D. older than A23 will be unsupported after the upgrade. We will also have a surprise announcement when the upgrade is complete Happy playing.
    1 point
  21. Thanks for noticing already corrected Thank you for your kind words. Hope you will like it.
    1 point
  22. Jofursloft vs temple Mainland: temple won African plains: Jofursloft won Oasis: Jofursloft won Jofursloft vs temple.zip
    1 point
  23. If you are still experiencing packaging issues, tell me were to get the latest source (I guess it could be github, but you might have a different branch or whatever) and I'll try to package it for you. Then I can send that file using the forums, or another method, or directly upload it to modio
    1 point
  24. One important thing to keep in mind is that most of what we know of the Thracians is based on Greek sources from the late 5th C BC and most of what we know of the Dacians is based on Roman sources from the early 2nd C AD; a lot can change in 500 years and this could easily explain the "Greek vs Roman"-influence. E.g. Thrace had Roman-style swordsmen when it was a protectorate of Rome during the 1st C BC and AD, until it was reduced to a Roman province by Claudius, after which Thracians formed one of the largest ethnicities in the Roman armies. It is unknown how exactly Thracian(s) and Dacian(s) are related, but it is clear they formed a continuum. Yes, there were differences, but the most important one is that Thracians lived south of the Danube (and hence most of their archaeology is done by Bulgarians) and Dacians north of the Danube (and thus mostly Romanian archaeologists do the work on them). Thrace was closer to Greece, so yes, one would expect they were more influenced by them than were the Dacians. After the Celts invaded the Balkans, some of them settled beyond the Danube - a lot of Celtic warrior graves have been found in Dacian area - so Dacians had a stronger Celtic influence than had the Thracians. (I'm not too sure about the Germanic element and would be interested in more information on this.) Furthermore, the closer to the north-east, the higher the Scythian influence on both Dacians and Thracians, up to the point it can become virtually impossible to distinguish them.
    1 point
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