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Showing content with the highest reputation on 2018-12-09 in all areas

  1. Right, I imagine the Scythians could look a lot like this: But with more Scythian decor/aesthetic: https://www.google.com/search?q=scythian+textiles
    4 points
  2. Hey guys, thanks for the feedback I tried to change the background a bit to separate it from the character. @Sundiata I've detailed the earring using the reference you posted, but I kept the purple gem for composition and color reasons. This necklace was the second attempt (I gave up on the first one, that's why I didn't show it), but I think it looks ok now
    3 points
  3. Make sure all those XMLs are properly indented, else I'll be on your back
    3 points
  4. I agree. I don't understand why everyone wants everything oversaturated and cartoony. Player color, I understand, but the base diffuse colors should be rather realistic.
    3 points
  5. I like your analysis, but this paragraph is key: This is the "real world" difference that's not accounted for in your analysis (to give you credit, you admit this). The different movement speeds for shuttling compound the economic impact shown in your data. Now, previously, some folks said, "Let's just give every soldier the same walking speed. That should solve it!" which I think is not a comprehensive solution, and the "combat balance" of the game, so much as it is, takes into account these walking speeds, so if you did that then the balance would be off again. No, I think the best, comprehensive solution is to have a ShuttleSpeed element for the unit templates. We can set all gatherers to the same ShuttleSpeed, something like 6.5 for the base game. Doing this then removes this problem. That's because Skiritai are basically Elite Citizen-Soldiers from the get go. They also have a high Walk Speed. Yeah, we shouldn't want that. So, let's all get on board with ShuttleSpeed! One of the byproducts of throwing out hard counters is now you have 3 ranged infantry units with no clearly defined roles (their stats are just slightly different and players just figure out which one has the best stats and spams those), so that now you have side issues like this economic question. Let's have ShuttleSpeed so the economic consideration is removed and players can choose units based on their combat prowess and strategy, and not be disincentivized by shuttling speed.
    3 points
  6. Assuming the information in the in-game civ structure trees is accurate, the only soldier that does not have 0.6 Food 0.8 Wood 0.5 Stone 0.5 Metal gathering rates are the Skritiai Commandos which I personally am okay with because their combat ability makes up for it. And then also each soldier type has slower rates as they rank up. I did an experiment hoping to show how much the movement speeds affects wood gathering. The results were less drastic than I expected. I created a scenario where you start with a CC, a storehouse next to an oak woodline (28 trees - total 5,600 wood), some houses, 2 soldiers, and enough resources to build 20 additional soldiers. To make it somewhat realistic I created soldiers in batches of 5. I set the gathering point for all to the same initial tree and did not micromanage which trees they cut. I then recorded how long it took for the last soldier to drop the final piece of wood for each unit type (except Skiritai Commandos and Clubmen). I repeated each unit type twice and got the same results. Here they are: Skirmishers (12.6 Walk) - 09:39 Slingers (10.8 Walk) - 09:51 Archers (9.9 Walk) - 10:01 Swordsmen (9.4 Walk) - 10:19 Spearmen (8.5 Walk) - 10:20 Pikeman (7.2 Walk) - 10:53 Women (9 Walk, 0.7 gather rate) - 10:13* I got 10:13 the first time, the next two times were 10:23-ish but the final woman kept walking back and forth and wouldn't go around the women in front of the storehouse. Here is a minute by minute breakdown of how much they gathered. The last number in parentheses for each unit type is the time at which they had deposited all 5,600 wood. Minutes 1min 2min 3min 4min 5min 6min 7min 8min 9min 10min 11min Skirmishers 80 410 1,030 1,800 2,550 3,280 3,970 4,650 5,270 (9:39) ~ Slingers 60 390 980 1,720 2,470 3,190 3,850 4,520 5,140 (9:51) ~ Archers 70 370 970 1,710 2,480 3,180 3,820 4,450 5,060 5,593 (10:01) Swordsmen 60 390 1,000 1,720 2,420 3,100 3,750 4,380 4,970 5,478 (10:19) Spearmen 50 370 940 1,680 2,400 3,070 3,690 4,310 4,900 5,440 (10:20) Pikemen 30 350 910 1,570 2,240 2,900 3,530 4,110 4,680 5,220 (10:53) Women1 110 520 1,210 1,900 2,610 3,280 3,890 4,530 5,100 5,532 (10:13) Women2 110 520 1,210 1,880 2,620 3,260 3,900 4,510 5,080 5,541 (10:23) As expected, it is the case that the faster the walk speed the faster the wood collection. (The women are an exception because they are created faster.) However, much of the difference occurs towards the end of the woodline when more walking is required. So for the first 5 minutes the difference is at most 80w among the ranged units. Pikemen, though, even in the first 5 minutes pikemen are at least 160w behind other melee units. As the game goes on though the effect does become more pronounced. The end times in the data are important as they show how long it takes to catch up. It takes longer to catch up as the game goes on. For example, at minute 1, skirmishers are ahead of slingers by 20, but the slingers actually make up the 20 within 1-2 seconds. Real game factors - Due to path-finding, the workers move in unpredictable ways that can be inefficient. So faster units can randomly under-perform (as can slower units). - These results do not take into consideration soldiers moving from gathering to defend from a rush or to go on a rush and go back to gathering. On the one hand, if defending with archers instead of skirmishers the archers have longer range and would not have to walk as far from the resource to attack the invader. So theoretically they can get back to gathering faster. On the other hand they deal damage slower and may have to fight longer, especially against spear cav. In fact, the enemy rush could force the weak archers to garrison in the CC. It is not obvious to me if archers or skirmishers would get back to wood gathering sooner. Seems like it would depend on the enemy unit composition. I bet defending with slingers would turn out the best. Obviously melee units that have to chase the enemy down while walking slower would lose the most gathering time. If you go on a rush units with faster walk speeds will get back to gather faster. - Also, it is important to keep in mind that the faster you have resources, the faster you can produce more units, the faster you can gather more resources, and so on. This means that in a real game where you are continually producing units the advantage will increase non-linearly if you have faster workers. So you get more workers sooner, and the new workers you get are again faster moving than the opponent's new workers when he gets them. So how big of a deal is it? Does it matter if archers cutting wood for 10 minutes are 22 seconds behind skirmishers cutting wood for 10 minutes? It doesn't seem that bad looking at the data on the chart but it would feel bad if you were trying to build a ram and had to wait 22 seconds for the wood. Entering a battle with a hero or a siege unit can have a big impact on the outcome. And again, because of what's discussed above in real game factors, the advantage/handicap will be more than just 22 seconds worth of gathering. And if for some crazy reason instead of archers you made mostly melee units you'd be worse off yet economically. At the end of all of this I ask: Do we really want a game where you are both economically and militarily incentivized to produce mostly ranged units instead of melee? If archers must be worst of the ranged units economically, shouldn't archers have some other advantage to make them viable?
    3 points
  7. It works well ! Mac OS Sierra, version 10.14.1 ! thanks
    2 points
  8. @ClemHD, Welcome to the forums! There is a bug that causes the Mac OS version of alpha 23 to crash when joining a MP game. There is a new release candidate for a re-release of alpha 23 which fixes that problem and other bugs. You could actually be of help by testing it and letting us know if there were any problems (but it I think it should work fine). Check out:
    2 points
  9. The color palette of the yurts seems natural, in fact it should be dirtier or more animal-pelt like, we already discussed that scythians (or parthians don't remember wich one was) was the one who will have yurts with more colors.
    2 points
  10. Am I the only one who likes the Xiongnu textures? I mean, those yurts are covered in animal skins... How bright and colorful does it need to be??
    2 points
  11. Update: Few changes on deck texture contrast. Added a bridge on rome bireme deck. added stairs to lower deck in cart trireme. Pers Bireme, Rome Bireme, Cart Trireme Main-Sail added. Sail animations (Idle - Move) More width compared to norse sails.
    2 points
  12. Jesus speaking Zapotec language (Don't know why I think it's so funny. It's not like English makes any more sense or anything...) It reminds me lot of that time those 2 American Mormon missionaries showed up at my door here in Ghana. They had pamphlets depicting Jesus Christ in the Americas. They claimed that after his resurrection, Jesus visited the Americas. Some of the Native Americans were supposedly beautiful white people, but because of their wickedness, God cursed them with a dark skin instead... They also claim that the Garden of Eden was somewhere in North America... I said I wasn't interested in pamphlets, only original material. So they actually gave me the Book of Mormon. I tried reading it, but it's honestly just an unreadable piece of fraudulent garbage. At least they were friendly fellows. I mean, what the fudge...?!
    1 point
  13. I confirm that my local SVN version of the mod does indeed enter the lobby correctly.
    1 point
  14. Gospel of Mark 14:12-26 In Zapotec or Dizdea. Jesus film in Zapotec Loxicha (different from first)
    1 point
  15. Try using the arrows at the side to move 0ad above Hyrule Conquest. (Mods are loaded in the order shown, top-to-bottom. You appear to be loading them out-of-order.)
    1 point
  16. This important take a look to understand this Indo-European relationship. Their try to take many aspect to their convenience. The propaganda was a fruit of several generation, several ages, wars, to give form of Nat-So Neo-Nat. --------- ==Off topic sub theme about origin of myth of Aryans==
    1 point
  17. I found the article. And were I read this was the first time was in a blog about late colonialism in Africa. Now returning to topic is necessary differentiate between aspects of this regional faction. https://en.wikipedia.org/wiki/Indo-Aryan_migration Then the origin of Bactria as place Bronze age.(late)
    1 point
  18. In the same register: The past as propaganda: totalitarian archaeology in Nazi Germany http://karant.pilsnerpubs.net/files/Propaganda.pdf
    1 point
  19. This could mean it's already fixed in the SVN version, if you don't want to wait. Can you please confirm, @wowgetoffyourcellphone?
    1 point
  20. Here's a preview of the portrait There's a lot of little adjustments to be made. The rim light on the right side is just a test, so that's why those lines are all sketchy. What do you guys think? Any suggestions?
    1 point
  21. There are 25 pages in this thread, so that would be a good place to start reading up on the references used in the development of this civ. There are other threads discussing Xiongnu as well, I believe. Animal skins or felt are the standard material for yurts/gers. Fabrics, sometimes colorful are also used today, but weren't the norm +2000 years ago, and many of the modern colors (like the use of bright yellow) are later Buddhist influences. I'm not saying there isn't room for improvement, there always is, and I don't oppose them. Perhaps a a brightness/contrast adjustment and a few colorful highlights for the main ger, or future shaman's ger wouldn't be too bad. I personally just don't see the issue with how they are now.
    1 point
  22. But 0AD isn't a fantasy game. It's a historical game. Of course there are artistic licenses taken, but only where it's merited. If the people want eye catchy, there are quite a number of eye-catching civs to choose from already (although I personally consider the Xiongnu quite eye-catching already). I think the more mute colors of the Xiongnu goes well with their more natural, nomadic feel. Shamanic, in closer proximity to nature than any other civ. I think the Scythians offer a much better opportunity for a bright and colorful, eye-caching nomadic civ. Just my opinions though.
    1 point
  23. @Alexandermb I think you can look at this if you want after your ship project since you done the original Xiongnu.
    1 point
  24. @Lion.Kanzen can we use this for the Zapotecs? I'm currently creating textures for @Trinketos 's Aztec faction and thought if this textures also fit the timeframe of the Zapotecs.
    1 point
  25. I tried, but the game closes and reopens back at the mod menu, and stays like that until I readd 0ad
    0 points
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