Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-12-31 in all areas

  1. 5 points
  2. "A Truce Between Two Celtic Chieftains"
    5 points
  3. 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 @Alexandermb
    4 points
  4. 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
  5. 3 points
  6. 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 fixed
    2 points
  7. 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_silence
    2 points
  8. Update heroes props (helmets). try done mostly of animal animations. more eyecandy stuff. special building those add fun to the maps.(functional special buildings) --------- I wish Sundiata makes all symbols(rare forms like zooforms) that I request for the game.
    2 points
  9. 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 away
    2 points
  10. 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
  11. 2 points
  12. If it is more distinctive, a more circular structure for a Celtiberian hillfort with Las Eretas. A circular structure and enclose/enfold with a continuum of houses:
    2 points
  13. 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
  14. 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 coherence
    2 points
  15. well done, our fans guessed which unit it was.
    2 points
  16. 2 points
  17. 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
  18. Wildfire Games, an international group of volunteer game developers, is happy to announce the re-release of 0 A.D. Alpha 23 “Ken Wood”, the twenty-third alpha version of 0 A.D., a free, open-source real-time strategy game of ancient warfare. This version is a maintenance release. Blocking bugs were fixed and security and legal issues were addressed. The gameplay remained untouched, and both versions of Alpha 23 are multiplayer-compatible; however we advise you to upgrade to benefit from the following fixes. The team wishes to apologize for the delay in re-releasing. We have addressed other issues whenever we couldn't make more progresses on the game itself, so the re-release has not been a completely negative procedure. Easy Download and Install Download and installation instructions are available for Windows, Linux, and Mac OS X. 0 A.D. is free software. This means you are free to download, redistribute, modify and contribute to the application under the same licenses (GPL v2 or a later version for code and Creative Commons Attribution Share-Alike 3.0 for artwork, see license). Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. No “freemium” model, no in-game advertising, no catch. Improvements Multiplayer lobby Major fixes: Hosting and joining games on the lobby now works reliably on macOS. Lobby lag and freezes have been fixed. Measures have been taken to prevent lobby denial-of-service attacks. STUN cannot be abused to make clients crash anymore. Game start times have been improved (by up to 10s) when no AI players are present. This prevents disconnects on game starts. Quality of life: Lagging players can be reported at game start. Disconnects and quits are better handled during game loading. The "I'm Ready!" status can now be reverted by right-clicking the button. Hosts can no longer start games if some player is not ready. Auto-completion of chat messages in the game setup has been improved. Network synchronization Out-of-sync (OOS) issues arise when the clients of different players compute the simulation differently. Our OOS debunking work flow has been improved. Specific OOS issues on game rejoin have been resolved for the Danubius map and for square maps, as well as after double-clicking on the "Start game!" button. Kushites in-game text During the Alpha 23 release, Transifex (our translation platform) had not updated a few resources, resulting in some localized in-game text relating to the Kushites not appearing in the game, despite the hard work of our translators. The missing strings now appear in the game. GDPR compliance The European General Data Protection Regulation (GDPR) came into effect on May 25th, 2018, just as we were releasing Alpha 23. We decided to take the bull by the horns and to continue working on the re-release by making 0 A.D. compliant and more secure. All the sub-services that collect personal data from you now feature a Privacy Policy and updated Terms of Service and of Use. To continue playing the game, you will have to accept all future modifications of those policies. In a few days, we will release the Privacy Policies of our websites to make them GDPR-compliant as well. New privacy policies For more information, now and in the future, please see the related wiki page: https://trac.wildfiregames.com/wiki/UserDataProtection Security The lobby server was upgraded to the latest versions of its distribution and software. The lobby client now supports the TLS cryptographic protocol. Lobby authentication is now required (new feature of A23). Secure HTTPS links are now used wherever possible in the game. Miscellaneous Lobby buddies are no longer printed in the main application log. A build issue on Arch Linux has been resolved. Support of biomes in map previews has been fixed. mod.io status update Alpha 23 saw the launch of mod.io, a platform for hosting and sharing mods, which allowed us to build a mod downloader inside 0 A.D. A few months later, we can say that this launch was a massive success! We went over the 10k downloads milestone, and at the time of writing, we are steadily headed towards the 50k one. We warmly thank the modders for their incredible work of making their mods work with A23, and uploading them to mod.io. It is thanks to them and the players that 0 A.D. is #1 on the platform! Don't hesitate to subscribe there if you want to receive notifications about new mods and secure our place on the platform. Support us The work is still in progress and can use every helping hand. We are looking for programmers, especially those interested in improving our game engine (written in C++), and most notably its graphics pipeline. Javascript programmers are also welcome to help develop the game mechanisms. Artists are always needed: in particular good animators and environment artists who could give our terrain textures a boost, and create more eye-candy. You can also help with translating the game in your language at Transifex, by donating, or simply by spreading the word around you. If you experience a technical problem with the game, please report it at trac.wildfiregames.com. This is also the first address to visit when you wish to dedicate some of your time to help patching the code. Got any further questions or suggestions? Discuss them with other players and developers at the forum or talk with us directly in the IRC chat. Subscribe Contact info for press, bloggers, etc.: aviv@wildfireAETHIOPIAgames.com without the capitalized name Herodotus used to designate the Kingdom of Kush.
    1 point
  19. Thank you buddy! I appreciate your support I wish you a happy new year. And I wish a happy new year to everybody, to this marvelous game, to the volunteers of this great adventure and especially to the artists and programmers.
    1 point
  20. I wish you all the strength, time, motivation and patience to continue your marvelous contributions, whichever they may be
    1 point
  21. 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.7z
    1 point
  22. 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
  23. What should we replace the Briton two handed infantry champion unit with ? All other points sound fair.
    1 point
  24. So something like that but miniaturized to be used as a mercenary camp ?
    1 point
  25. 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
  26. 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
  27. No strong feelings for or against this idea. Waiting to see the art being done though.
    1 point
  28. 1 point
  29. now are vectorial art. muahahahahaha (evil laugh) ---- 12 Am I tend to be very hyperactive at this hour.
    1 point
  30. i said that before but nobody put such importance. even I suggesting an encyclopedia with some details.
    1 point
  31. This is where I believe the Greco-Bactrian Kingdom differs. Probably on account of the 2 century old presence of Greeks as subject populations deported by the Persians as early as Darius I, prior to the Macedonian conquest. Hellenistic influences in Bactria are all over the place, and remixed, with each other as well as Iranian (and even some indirect Mesopotamian influences, in architecture at least). The conversion of a decent number of Greeks to Buddhism, as well as Zoroastrianism, and the worship of gods like Zeus-Zoroaster. Some mixed marriages seem to have occurred. The architectural layout of sites like Ai Khanoum also demonstrate a departure from Greek norms, using Hellenistic elements as a decorative veneer, but using Achaemenid principles in layout and function, alongside purely Greek structures like the theatre. Being hopelessly outnumbered by a mixed "native" population of Persians, Bactrians, Sogdians, Scythians and Indians, at such a great distance from the Greek homelands, as well as being largely cut off from new Greek settlers necessitated a more delicate approach to ruling their subjects, causing a much stronger and more genuine mixing of cultures. They are easily one of the most divergent Hellenistic civs, which makes them especially interesting in my opinion. Alexanders dream seems to have come to fruition, to a degree at least, in the furthest reaches of his empire. Ironically, one of the most obscure Hellenistic states, the Indo Greek Kingdom was one of the last (if not the last) independent Hellenistic Kingdom.
    1 point
  32. 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 days
    1 point
  33. Mine is best https://wildfiregames.com/forum/index.php?/profile/16580-wowgetoffyourcellphone/
    1 point
  34. 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
  35. So its good to have them (blue and red) but just doesn't use it yet.
    1 point
  36. I want some gore in your mod. @wowgetoffyourcellphone
    1 point
×
×
  • Create New...