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So, I have this idea about incorporating the Celtiberians in the current Iberian faction. The Kushites have this Nuba Villages right? And the Carthaginians have access to Celtic Embassies. Most of the current game factions have some sort of mercenary camp which they could build. The Athenians, Spartans and Macedonians have access to the Royal Stoa. The Diadochi factions have the military colonies. What if we create a Celtic Village structure for the Iberians, where they could recruit Celtic unit rosters. This building will fuction like a military colony where resources could be dropped and could be garrisoned. This is also a great way of showcasing the Celtiberian architecture in a single structure in the game. @Genava55 @feneur @Itms @LordGood @stanislas69 @Alexandermb4 points
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I am not against this idea. Even with this, if we do a separate faction later for the Celtiberians and the others celtic and indo-european cultures of the peninsula having a celtiberian structure for the Iberian is not a problem. The Celtiberians could be the cement between two factions. You can check on the webpage of Numentia for a good overview of Celtiberian architecture (in the first page of this thread). By the way, the Celtiberians are not the only ones that could be included in the roster. Vascones and Aquitanians are good candidates as well and they share a similar language. For example the famous Solduros of the Sotiates (Gauls) are commonly accepted as being a Gallic tradition since there are roman accounts relating this word to the Gauls. But there are also good hints suggesting an aquitanian loanwords => Zordu- in Basque is pronounced Sordu- and Soldu- in other regional dialects and this word means "indebted". Or it could be Salduria from Saldi "the horse", meaning a horsemen class.3 points
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I'm creating this thread as something I've been wanting to do for quite some time now. The goal is to receive community feedback on things they'd like us (The Art department) to give attention to for the year 2019. Disclaimer: Voicing your opinion here doesn't mean things will get done, but I hope it will allow me to see what the community wants. Do not hesitate to voice other people ideas that could be expressed on the lobby for instance IMPORTANT. I will not answer any comments related to adding new civs. Any such comment will be removed/edited. I know that's something you really want, but I can't give you satisfaction on it. If this topic becomes a bloodbath, It will be locked. IMPORTANT2: Do not post references here. Only text, if you need to ask for something specific make a thread and link it here. I will likely spend a lot of my time this year doing administrative stuff, like checking commits and answering the forums, but I still have some stuff I'd like to do on the eye candy for the game and the mapmakers, as well as some code too, to allow a deeper sound ambiance, working together with @Samulis I might also finish recording voices for the Kushites I also have the mods to attend to, and my personal one (Dwarves, go check the pictures on moddb) that I hope to finish this coming year. Tagging the art department @Alexandermb @wackyserious @LordGood @Enrique Ah, and finally, please do not make me regret this. Here is my current task list. ■ Finished ■ In progress ■ Canceled ■ Not started Commit Resource Supply cleanup Get Lordgood to release his sharpshooter hack Commit the gaul theatron and Make trompetin17 review the bundle fix that fixes TLS for everyone Create and record a tutorial to explain prop points on blender. Find why exporting the rein model in blender doesn’t work for the boar. Fixed Needed some tweaks in the export plugin thanks Alexandermb Rotate pikemen shield from 80 degrees or so. Commit the warning fixes for atlas and tests. Get someone to review the changes on Kushites background patch Make a presentation for the Afgral Seed random sounds so that units always play the same tone individually Figure out how Enrique made the parallax map for the Chinese. Make a presentation for Avanade Get reviews and commit Counter tech bonuses (D1782) Get reviews and commit Mikktspace Cleanup (D1872) Get reviews and commit Rally point Cleanup. (D1682) Learn about Jenkins and CI Allow male and female to share the same template but use different sounds. Create a blender script to import a specific model, with all props, with copy transform constraints, with all textures. Give an interview with Picasoft Start the socket patch to allow mines on resources and many more (D2382) Review and commit non problematic Nescio's patches Either finish #2577 or convince @bb_ to do it. Convinced @Freagarach (D1958) Get reviews and commit the resource decay growth patch (D1718) Create all missing foundations variants Update the art design document (Images are still missing) WW2 mod Germanic Buildings New UI Icons Finish the bear with @Alexandermb (Needs template adjustements) Finish the partridge with @Alexandermb Release Hyrule on mod.io Make all the placeholders for stella artis (https://github.com/0ADMods/stella_artis) Elves mod (Import @Andrettin's models) Record Kushites voices using IPA Find a way to remove unused false positives from checkrefs.pl Get optimization patches committed. Commit BigTiger's flora when it’s done Release a first version of the dwarfs mod Pirate mod Make some of the features wanted by Hyrule Conquest. (Lasers, Aqueducts, Glow...) Commit art from the eyecandy mod Get reviews and commit Fcollada patches Get reviews and commit Timer Cleanup (D1776) Get reviews and commit the RC file for Pyrogenesis (D1338) Get reviews and commit WayPoints for units (D557) Get balancing changes committed. Model a new roman civic center. (Asked @Vido) Find how to prevent more than 3-4 identical sounds to be played at the same time to avoid distortion with walking sounds. So they could be reenabled Allow offsetting footprint and obstruction in cpp to replace walls with fortress Add ambient sounds support to the game such as wind birds etc. Need to find a way to play a looping sound with the Idle variant Complete the task to not be forced to use hacks to do sharpshooters retire the gaul tavern Extract all props from the civs to allow more variations and instancing (Stalled until performance hit is fixed) Create a patch to generate objects with random resource amounts (needs D1718) Allow multiple templates in wallsets for towers (To support tower upgrading) Model a hare. Use the rabbit armature Add an option to check for required prop points in dae files with checkrefs.pl Move unused files out of the public mod to save space Motivate people to write an article about programming for Programmez! a French magazine then translate and correct it Get reviews and commit the scroll through tip patch (D1730) (Stalled) Commit the screen ratio patch Finish the FreeType/Cairo/ prototype on GitHub. Update eyecandy mod's cliffs and commit them, (sculpting) Try compiling the game with the windows version of clang to see if warnings can be fixed2 points
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Of course I can and I understand your position. Especially because we discuss this in another thread, drawn with different debates. To start I will say that this unit is clearly coming from the first Europa Barbarorum mod. This mod had a huge impact at this time and sadly there was an issue with the guy doing the design of the celtic factions. When the second mod was started, Europa Barbarorum 2, the guy already left the team. But its successor, using the pseudonym Commios on the forum twcenter, has started to check the design of these factions. I talked with him, he is a very nice guy and he is a British archeologist specializing in the iron age. He realized that the previous supervisor relied mostly on Gaelic mythology and medieval folklore to build the celtic factions. Added with over-interpretation to put the maximum of diversity in the game, for example giant hammer bearer because there are Gallo-Roman statues of Sucellus with giant hammers... As you can see now, there is no two-handed swordsman and no giant hammer bearer in the new version of the mod. Some peoples complaint about this, asking why and the team always answered that they were fantasy units removed for good reasons. Recently we talked about this: http://www.twcenter.net/forums/showthread.php?247598-EB-Twitter-updates-Discussion&p=15612194&viewfull=1#post15612194 But I am not only relying on the words of Commios from EB2. This issue with the two-handed swordsman is old and I already debunked the problem in the past on french forum. I read two academic books on the subject, "Guerre et armement chez les Gaulois" by Brunaux and "The Celtic sword" by Pleiner, there is no mention of any two-handed swords in these books. Moreover, Tacitus talk two times of the swords of the Britons and of the Caledonians, saying they are very long. But he never says that they use them with two-hands, in the contrary he says that they are impractical for close-combat and thinks very badly about them (it is a common opinion among the Romans about the Celtic sword, a cliché). Nothing unusual then. I will find it incredible surprising that Tacitus would not precise it if they were used with two-hands. Especially from him, a person that described the uncommon weapons of the Germanic tribes like the round shields being a characteristic of the Rugians and of the Lemovians. If you think about the Thraco-Dacian rhomphaia, the Romans were surprised by this weapon and they described its shape, its use and they even represented it in their Tropaeum Traiani. Therefore I find very unlikely that no classical author never described a two-handed swords if they were in use. There is a relief about the Picts on the Antonine wall and nothing could represents a two-handed sword on it. There are plenty reliefs about the Gauls like the Arc of Orange and there is as well nothing that could suggest this weapon. The difficulty with this debate about the two-handed sword is the same I had with Sundiata in the beginning about the round shields: it is incredible hard to disprove something that doesn't exist. It is well-known ontological problem. Everything about the two-handed sword in the iron age is a matter of deductive logic with common sense premises. We argue about the length of the blade, about the hilt, about the weight and finally about why it is so obviously a good idea that they should have done it. And this kind of reasoning is exactly what differentiates amateurs from experts. Experts built their premises with historical evidences first, to build limits at their reasoning. The explanation is simple: this way to think has no end. You can easily apply this logic to throwing axes, long battle-axe, scale armor, bronze cuirasses, crossbows etc. It works very well with any culture but it is easier to use it on cultures with little information. You only fill the void of evidences with everything you can. In history, this is a common problem, especially for argument "a silentio". Even experts can fell to this. https://en.wikipedia.org/wiki/Argument_from_silence2 points
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I'd just like to say that I'm excited about all this. @Genava55 is basically doing what I was planning to do (eventually), only better... I haven't nitpicked every single one of his references, but those that I have all check out. In addition, almost everything he is bringing up seems to be in line with my own understanding of Celtic culture (not based on Asterix and Obelix, TW, or crappy Hollywood). I'm rather impressed (by his ability to convince me that La Tene period Gauls didn't, use round shields ), and I believe that, of all the active community members, Genava is the most "qualified" to lead the push for historically accurately updating the Celtic civs. I don't know anything about Celtic languages so I have no opinions on the naming used for units etc. I don't see any glaring issues with his proposals. Some of my personal issues with the Celtic civs, which I have brought up multiple times before, in order of offensiveness, are: Stonehenge, haphazard mixing of iconic Gallic and British equipment, those temples and lack of authentic special buildings etc. Most of it has been addressed in genava's suggestions as well. Of course, healthy debate is always good, so nit pick away2 points
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About the rosters I'd like to have the opinions of @Nescio @wowgetoffyourcellphone @temple @Prodigal Son and also @fatherbushido (who most of the time gives an interesting input) Maybe @Sundiata and @DarcReaver as well. Balancing is one thing, deciding the rosters is another. As long as we stay as historical as possible I'm fine. To keep this discussion constructive I'd like everyone to stay civil and use quotes of @Genava55's documents to voice their opinions. Thanks for any constructive feedback. The main topic being : What could the innacurate two handed swordsmen of the britons be replaced with, and what impact will it have on the gaul roster to make them still different.2 points
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Green light? I will commit it now, on your signal Standardization design could be planned and I will help in working it out.2 points
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nice Looking here I think helmet sheen and saturation needs a bit more standardization... not part of the body textures i know but it would still do a lot of justice for unit coherence2 points
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Hi guys, I should write my thesis and prepare my upcoming courses in GIS, but I realize that the important points were drowned in the discussion and debates in the "celtic reference" thread. For the moment, the Celtic roster of units is the same for both factions and there is a mixing of elements from both continental and insular cultures. Click on the spoiler to see the issues: Future problem to distinguish Britons and Gauls: As you have seen, there are a lot of various shields shapes and shield bosses found in the British islands. There is a very nice looking insular art as well to decorate everything. I can easily found insular swords and spearhead as well. BUT for the helmets there are almost nothing in the British islands. The only pieces are three bronze helmets and two of them could be related to the Roman auxiliaries but we will assume it is not. Therefore no iron helmet is known for the British Islands during the iron age. Another decorative helmet is on the Aylesford bucket but it seems impractical and still a bronze model with this shape. Same thing for the armor, excepted chain mail, there is no proof of cuirass in leather or in linen. It is something the Gauls have learned from the Greeks and the Etruscans but probably it is not something culturally interesting for the Britons who weren't in contact with these cultures. Thus I suggest the following guideline to distinguish the Britons from the Gauls: - Native shield shapes - Native british art - Woad tattoos - Reserving the cap-jockey helmets (like the Meyrick helmet) and the round coolus helmet (Cantebury) for the Britons. There is plenty of others types for the Gauls. See this thread: Edit: Ideas for Celtic rosters Edit: Outdated suggestions for Gauls and Britons, see there for complementary information:1 point
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The proper English term is steering oar which is a literal description of it's function,the rudder was not developed until the late 10 century if I remember right. Enjoy the Choice1 point
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Here the zip file for start a review process. Note: Still in progress since some ships still need some deck details and props. Things i've need to do: Cart Quinq: Sail, Oaring pole , rudder however its called in english. Cart Trireme Green line to player color, Maybe Better Eyes. Cart Bi: Oaring pole , rudder however its called in english. Rome Ships: Ram, improve bridge and some fixes. Rome Bi: improve turret and add back tent + banner Rome Tri: Improve turret and add back tent + banner Rome Quin: What can be added here? Bigger Sail? Two turrets? Two sails? Back tent of course and banner Pers Tri: Ram + Back Rudder/Oaring pole Helle Bi: Ram, bake again the deck texture. Update: Athen_trireme.7z1 point
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To help everybody, I put the Caesar accounts of his battles in my previous messages and I highlighted in blue some useful parts. Thank you in advance to help me.1 point
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They look gorgeous. You can remove the inccurate ones and commit the rest. Don't forget to add the PSD to the art source if any. Also if you add new XML or dae do not forget to set the EOL to native Good work !1 point
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The Numentia reconstructions are the basis for much of the current Iberian faction's thatched buildings, It's nice that a new building would fit in, but what new elements would be added?1 point
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Try uninstalling those apps. Mac repair and flash. To do so open your application folders and right click on the apps thzn move to trash.1 point
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No strong feelings for or against this idea. Waiting to see the art being done though.1 point
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i said that before but nobody put such importance. even I suggesting an encyclopedia with some details.1 point
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New laptop. Game starts at 140 fps and ends up at 60 fps about an hour later. lol1 point
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I'll have to rebuild the patch. A few fixes have been included since then. I'm AFK for the weekend new year Eve and stuff but I'm still available for little things. @wowgetoffyourcellphone Just bought a gigabyte aero 15X and got the same performance boost which is probably why I was so hyped in this patch ^^ while it was my new hardware. Anyway will release a new version in a few days1 point
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Dude! what laptop is that ? my games alwasy starts as 50-40 fps. i tested the pathfinder update the last week and crashed when reached 4gb rams, gonna be testing the updates if they are packed as @stanislas69 did before.1 point
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Mine is best https://wildfiregames.com/forum/index.php?/profile/16580-wowgetoffyourcellphone/1 point
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Celtic Noblemen Reworked the chainmail textures. Completed the Kirkburn Chain Mail. Added torque and other accessories. Together with @Alexandermbs new helmets. Should we commit this together with the updated Celtic woman textures? @Genava55@stanislas69@LordGood Also adding the cape textures for final review. (Middle row)1 point
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I would leave "player color" for textiles, crests, plumes, and feathers. Stay consistent.1 point
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