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As a similar point, I read that women were occasionally druids as well. While I can't remember the book's title, it seemed academically legitimate enough to cite. For those who are more familiar with druidism, I would appreciate your thoughts.3 points
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Why not. This illustration is based on the weapons from a tomb with both etruscan and celtic items. The author choose to use the Mars of Todi since it represents an etruscan cuirass. These cuirasses are probably what could have motivated the Celts to use them. The warrior is therefore a cisalpine warrior. Yes you can. https://medias.monuments-nationaux.fr/var/cmn_inter/storage/images/mediatheque/mediatheque-commune/images/087glanum/602353-1-fre-FR/087GLANUM.jpg Why a bronze cuirass? It is kinda uncommon in the Italic peninsula after the fifth century. I don't think any Celts of the La Tène period could have use it Europe. Maybe some Galatian bodyguards. But thats all.3 points
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Not entirely correct. Yes, pitched battles were rare; if you had written "sieges were twenty times as common as pitched battles" I wouldn't have objected. However, your hyperbole is misleading: warfare actually consisted mostly of skirmishes, raids, plundering the countryside, that kind of things.2 points
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Hi everyone, i give you some update on the job done so far: I created successfully money resources and i created a mechanism to increment this value proportionally to the GDP of the civ, the GDP is calculated as a sum of each resource amount times the resource price, i calculated the price of each resource using the Actual Population as a criteria, the concept behind is the market law of demand and offer, so if the metal (for example) collected exceed by far the actual population its price go down, if instead the metal is minor , its price go higher these are the Spec for who is interested: I don t post how create money resource cause there are already a tutorial for it. i achieved the mechanism of economic gain doing this: Session.js --> add this code to onTick() .... var framCounter = 0 function onTick() { framCounter += 1; if (framCounter % 32 == 0) { // We start the money Supply calling a method of GuiInterface Engine.GuiInterfaceCall("GetStartedMoneySupply"); } ....} GuiInterface.js --> add this method GuiInterface.prototype.GetStartedMoneySupply = function() { //let cmpMoneySupplyer = Engine.QueryInterface(SYSTEM_ENTITY, IID_MoneySupply); //cmpMoneySupplyer.AddResources(); let numPlayers = Engine.QueryInterface( SYSTEM_ENTITY, IID_PlayerManager ).GetNumPlayers(); for (let i = 0; i < numPlayers; ++i) { let cmpPlayer = QueryPlayerIDInterface(i); let totres = cmpPlayer.GetResourceCounts(); let totMetal = totres["metal"]; totMetal == 0 ? (totMetal = 0.01) : totMetal; let totStone = totres["stone"]; totStone == 0 ? (totStone = 0.01) : totStone; let totWood = totres["wood"]; totWood == 0 ? (totWood = 0.01) : totWood; let totFood = totres["food"]; totFood == 0 ? (totFood = 0.01) : totFood; // --> IMPLEMENTATION // Next Step is add also all Services and products produced // Calculte Resources Prices divinding population for tot resources let totPop = cmpPlayer.GetPopulationCount(); let metalPrice = totPop / totMetal; let stonePrice = totPop / totStone; let woodPrice = totPop / totWood; let foodPrice = totPop / totFood; // --> IMPLEMENTATION // Next Step is to trade every resources with money and calculate the offer and the request to more accuratly calculate resources prices // Calculate GDP let gdp = totMetal * metalPrice + totStone * stonePrice + totWood * woodPrice + totFood * foodPrice; // Adding Money to all players if (cmpPlayer) cmpPlayer.AddMoneyResource(0.01 * gdp); } }; and finally in Player.js adding this method Player.prototype.AddMoneyResource = function(amount) { this.resourceCount["money"] += +amount; }; Done, is simple but work quite well, but now i am planning to create something more advanced, the plan is to create a UnitFinance Component, and record for each entity the money earned and spent , if this is achieved i can divide the entity is simple worker, owner of shop, trader and Goverment, each with different degree of collect, spend and earn money, from that i can also calculate the GDP of the civ in a more specific way and associate the money supply i did before as a percent of GDP or as a Tax collection, with money the Player could buy weapons, Units, Building Infrustracture etc... quite . a lot i know but i will give a try, very appreciated people want to give a help in this or want to implement the idea. Ciaooo2 points
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I personally prefer something more remote from Asterix and XIXth century romanticism representations. If we have the possibility to give a different vision of these cultures, it is something good to do.2 points
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Just a reminder that very saturated coloured dyes and paints did not exist until the 18 century. Enjoy the Choice2 points
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As one recommendation, add a depiction for temples of Serapis. Serapis was an important symbol of Ptolemies themselves. There are a few visual references to how they looked such this coin for an Alexandrian part. While this doesn't need to be a standard replacement, I think that having it as a variant or even just and map editor prop would be good. .2 points
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I'm not really a fan of this outfit. Genava's suggestion might make it look better though. Maybe this variant of the druid could have pants instead of a dress, like the reference above ?2 points
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The quote from Plutarch: Maybe we can add some golden and silver object on the cuirass? https://ansionnachfionn.com/2017/09/20/did-leather-armour-really-exist-not-for-the-celts-romans-and-vikings/ And despite the frequent online references to the hide “battle-harness” of the legendary Irish hero, Cú Chulainn, the speculations and the early 20th century translations they are based upon are probably wrong. Almost certainly what is being referred to is layers of textiles and flexible soft leather braced with a wide cowhide belt. (Linen? Felt? Linothorax?) “Then the champion and warrior, the marshalled fence of battle of all the men of earth who was Cú Chulainn, put on his battle-array of fighting and contest and strife. Of that battle-array which he put on were the twenty-seven shirts, waxed, board-like, compact, which used to be bound with strings and ropes and thongs next to his fair body that his mind and understanding might not be deranged whenever his rage should come upon him. Outside these he put on his hero’s battle-girdle of hard leather, tough and tanned, made from the choicest part of seven yearling ox-hides which covered him from the thin part of his side to the thick part of his armpit. He wore it to repel spears and points and darts and lances and arrows, for they used to glance from it as if they had struck on stone or rock or horn. Then he put on his apron of filmy silk with its border of variegated white gold against the soft lower part of his body. Outside his apron of filmy silk he put on his dark apron of pliable brown leather made from the choicest part of four yearling ox-hides with his battle-girdle of cows’ hides about it.”2 points
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I think there was a lot of discussion about this in the day. I like the Temple of Edfu as their wonder. That way you don't have players building a "lighthouse" in the middle of desert or something.2 points
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Some people complain that this game favors army compositions featuring a majority of ranged units and minority of melee units. Well guess what? Ranged units are also better for your eco, so all the more reason to spam them nearly nonstop! Is the fact that Skirmishers have a significant eco bonus factored into the balancing of this game? They dash from the CC to the woodline like it's an olympic race! Whether its moving from an exhausted woodline to the next one or returning from a battle to gather resources again, their speed is a significant economic bonus. As they gather they continue to have an advantage economically because they go back and forth to the drop point faster. Slingers are slower than skirmishers, but at least in early P1 it helps that they don't require as much wood. But archers... Archers lose fights 1v1 to every citizen-soldier in the game. An all-archer army loses to all-skirmisher and all-slinger armies. If it's not bad enough that they're the worst ranged unit in combat, they are also worst ranged unit economically. I understand that if they are faster than the other units they could just kite the enemy all day since they also have more range, and that's undesirable. I've thought of some ideas that might help to mitigate this effect Units carrying resources all move at the same speed. Not a complete fix since it only works for half of the journey between the resource and the drop point. Archer combat buffed ((increased damage or accuracy) or skirmishers/slingers nerfed)) so that even if archers are weaker for eco their superior combat ability makes up for it. Increase gather rates or carrying capacity of slower units. Less wood cost for archers (50 Food + 48 wood) and maybe also some other slower units. Maybe not all but some combination of these things could even the playing field for archer civs.1 point
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From personal experience with A23 and reading all the forum posts I can, I'd like to summarize my own suggestions/features that could be of interest for the next release. I'd try to be as synthetic as possible, but of course we can develop this ideas further if there is interest/discussion. Siege engines Battering rams. Actually I find even sword cavs to have problems while chasing a retreating rams, lets not even talk about walking soldiers Should have a lower base speed. Garrison units inside rams should increase the speed and even damage a bit Pykes and spear soldiers should be able to damage them, to simulate the fact a ram is driven by other soldiers which will take damage from the enemy (but I think this would need to differentiate between archers and pykes/spears damage) Bolts. By far the most efficient tool to kill enemies I have seen on A23 They need to be more vulnerable, specially when chased on retreat with again another base movement speed reduction It could be nice to "garrison" units inside which could increase rate of fire and it's defenses. If this can be packed with additional animations showing the soldiers of that units, could be awesome Catapults Packing and unpacking speed should be raised, this would emphasize on the decision making when using them. Actually players can pack and unpack them soon enough to deny their opponents the possibility to retaliate when attack goes wrong Should be easier to take down, with incremental resistance with garrisoned units Siege towers. Actually have little to no use Same as battering rams, should get lower base speed and increase it with garrisoned units but walking units should be still able to catch it They should be able to capture at least certain targets (castles, cc, military colonies and towers, to not make them OP) to better define their role into the battlefield while being able to keep attacking - maybe at a slower rate when capturing War elephants They could have some extra armors in general but most important they must deal some damage around them, if possible only while walking to better simulate their use Ranged infantry units You may already know my opinion from other posts, IMO it's not about "ranged/slingers win games" but about choice. Actually there's dominant choice when composing an army: few frontline units (if any) and about 10 times those units as ranged. From this dominant choice, Bretons arise as the first choice civ: "one-size-fits-all" slingers from the beginning, faster eco, the security of being hard to be rushed and a fair possibility to be the first one to attack the enemy. Archers New feature: suppression. I will explain this later Minimal range, same idea of towers. If a unit enters this minimal range, it cannot be shot and the archer need to fall back Javelins New feature: suppression. I will explain this later Slingers New feature: suppression. I will explain this later Same health than other units maybe but definitely much less armor Lower base damage, movement speed (they carry rocks), attack speed and remove blast damage but let them be improved by techs: Clay ammunition: extends range and attack speed Casted lead ammunition: improves damage Also note Carthagians merc slingers should have a bit better stats than others, as Balearic Slingers were widely known in the ancient era for their capability. I guess this should also includes Iberians slingers, but I am not sure if that's historically accurate. Features Melee infantry block probability. Positional damage is still on developement, wouldn't be easier to add a block probability to incoming attacks meanwhile? I am probably wrong, but a similar process used from the game when deciding if an arrow hits or not, could be used to determine if a shielded unit blocks incoming damage or not Suppresion. Archers and slingers should slow enemy units to better reflect their support role in the battlefield. Spears, but specially pykes, should also slow enemy cavs to increase their utility on the battlefield. Terrain as strategic factor River crossing All units should move much slower when walking on water Siege engines should not be able to cross rivers, but need to be transported instead Trees Slows cavs, as it's harder to maneuver Protect from ranged attacks (maybe block feature related?) Elevated places. I am not sure about this, but I am pretty sure the game already takes into account if a unit is on a higher place to extend their attack range. However, it should also be taken into account to extend their vision range A LOT more. This is specially true for towers and vision towers. I am sure I left something behind, but probably it's enough to discuss for now. I hope you all enjoy the post and join a productive discussion.1 point
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Ranged units are currently designed in an ahistorical manner, encouraging players to field forces that are almost entirely ranged. In part, this is due to a number of issues. 1. Ranged units are accurate and typically faster than their melee counterparts, encouraging players to kite with them. This makes players micro their ranged units much like in starcraft. Since 0 A.D. does not wish to have this kind of gameplay, this should be addressed. 2. The proportion of ranged to melee units is historically inaccurate to my understanding. While I think that there should be the possibility of using skirmishing armies, these should have a proper place in the game based on historically informed unit compositions. Here is a general analysis of army compositions during 0 A.D.’s timeframe. An article from wikipedia argues that Alexander the Great used 31,000 heavy infantry, 9,000 light infantry (ranged), and 7,000 cavalry in the battle of Gaugamela . The opposing Persian side had only 1,500 archers in an army that numbered between 52,000 and 120,000. These statistics are not extremely unusual, but they would be in the case of 0 A.D. Here are a few suggestions to address these problems. 1. Ranged units should be much more inaccurate, having the ability to hit targets they did not aim for, making it also possible to have friendly fire. In most cases with at least firearms, it has been common for soldiers to not even aim at a specific target in battle situations. Assuming that this was also the case before gunpowder, the game should attempt to emulate this. Missile trajectories should arc more, and accuracy should dramatically fall off as the distance increases between them and their targets. Highly experienced and champion units could perhaps do better, but these things should at least affect them in part. 2. Most heavy units, especially those with shields, which do a fantastic job of deflecting things like arrows, should be much more resistant to ranged attacks than they currently are. If directional armour is introduced, I think that the idea of them taking more damage from flanking missile attacks would be a nice option, yet for the most part, shields should play a much larger role in calculating defence against ranged attacks. These are just a few options for addressing what I find to be a problem, and I'd be open to suggestions.1 point
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Don't worry too much about the tone. Lion isn't a native english speaker, and most of the time what can be understood as a harsh tone is just plain mistranslation from spanish (And he improved a lot :))1 point
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It is a very debated and unresolved issue, with no true consensus. But generally there are a concordance of hints from Irish mythology and Classical accounts for a priestess role in the Celtic religion. Guyonvarc'h in his book thinks they are not druids since they never carry any sacrifice or any instruction. They are more related to the divination and invocation, like the germanic Vates. The problem is that some classical authors call them druids, but these accounts are very late and enigmatic (like Septimius Severus meeting one female druid) and several authors have confuse the different categories and mixed them in only one: the druids.1 point
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I think the re-enactor and the warrior in the illustration wear it like this. It is a cape folded two or three times, put on the shoulder in half way and winded on the back and on the chest in direction of the belt to fix it. The two ends of the cape are on the same side. It is something re-enactors like to do because it is practical, comfy and it even protect the body.1 point
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You can find some interesting papers with different views on academia.edu about this subject. True Colours: Polychromy in Ancient Greek Art and its Dissemination in Museum Collections https://www.academia.edu/37712353/True_Colours_Polychromy_in_Ancient_Greek_Art_and_its_Dissemination_in_Museum_Collections Pigment vs. the Texture and Colour of Stone. To what Extent was Stone part of the polychrome Appearance of Hellenistic Sculpture? https://www.academia.edu/6090245/Pigment_vs._the_Texture_and_Colour_of_Stone._To_what_Extent_was_Stone_part_of_the_polychrome_Appearance_of_Hellenistic_Sculpture1 point
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I have an idea. You know this headdress from Glauberg: It is actually an inspiration from sacred plant from the Celts. The mistletoe: Re-enactors have proposed this headdress for a chieftain: BUT, it could be a religious symbol used by the Druids as well, the mistletoe is known to be used by the Druids.1 point
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That was my initial concept but it would make it hard to distinguish the healer for elite units if I switch to pants. What are your thoughts on this?1 point
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I like the cardiopylax, I have seen plenty of references that have that kind of armor.1 point
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@Anaxandridas ho Skandiates Yes, I noticed that they glossed over the lacquer finishing, pun intended... But to say that they are useless and fake is a bit harsh, don't you think? They put an incredible amount of work into it, which I'm yet to see repeated, let alone improved by other teams of experts. I don't think they're too far off, perhaps not a mythical "100%", but nothing a little "varnish" can't fix... I mean, it's nothing like the Spanish Jesus fiasco: It's like making out Outlaw King to be Braveheart. They tried... The final result wasn't too shabby.1 point
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@itrelles Hi, I removed two your posts, they didn't look very useful as first posts...1 point
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If i am succesfull with my idea i will share with the community the code :))1 point
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There are evidences for this on the cauldron of Gundestrup and on several gallo-roman statues. The museum of Bibracte did a representation in this way for an "aide de camp": https://upload.wikimedia.org/wikipedia/commons/8/8a/Bibracte_Dumnorix.jpg1 point
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actually, slingers are perfectly mid-way between archers and skirmishers on : range, speed, and attack. That's theory. But in practice, while slingers can use their bigger range to escape quick enough inter-bumping skirmishers ; archers move just too slow to move away in time (at least on long distance) . Its seems that slingers occupy a really tiny piece of land and bump in each other very few. In my opinion, slingers should be the fastest unit moving but providing less damage than archers (which is reality quite obvious). So rather than making slingers simply a mix between archers and skirmishers ; rather make archers the best ranged ; the slingers the fastest and the skirmishers the most harmful. To summarize > Now its : (1 is the best , 2 middle, 3 the worst) skirm sling archer speed 1 2 3 range 3 2 1 attack 1 2 3 > it should be skirm sling archer speed 2 1 3 range 3 2 1 attack 1 3 21 point
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The current problem for siege towers in my opinion is that they are easily killed by rams, catas or sword units. This is what makes them not so useful in the battle. I personally thing that, if the speed has to be decreased, the damage should be increased or noone will even train them. For example, 2 rams from another player could easily kill 7 siege towers in a game I did, that is quite exagerated. You mean that they are slowed because they have to defend with shields from the shots? Ships can't pass a ford. In a low height water map it would be impossible to kill the enemy then... Anyway, I like really a lot your opinions, so thanks for the comment1 point
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I was just thinking about the issue of ranged units being OP (except infantry archers of course, lol) the other night. The problem, as in other RTS games, is that each ranged units is constantly hitting a target whereas melee units have to reach the target first. However, as noted, a mixed army with a strong majority of ranged units will typically defeat an all ranged army. The idea I had to make the game work more favorably for melee units was to decrease accuracy of ranged units based on obstructions. This would mean that other units or buildings in the line of fire (but which are not the target) would cause a big penalty to the firing unit's accuracy. This obstruction accuracy penalty would not happen or be less extreme based on the elevation the unit is firing from. The higher the elevation the lower the penalty. Of course, I'm not a programmer...I don't know how implementable this would be. If the above were implemented, I predict that: Majority Ranged Army defeats All ranged Army Majority Melee Army defeats Majority Ranged Army (unless the Majority Ranged Army has strategic positioning/maneuvers for direct lines of fire to the enemy) Majority Melee Army defeats All Melee Army (because the Majority Melee Army would do damage before the melee starts) All Ranged Army vs All Melee Army... If the All Ranged army gets a surround they eat the All Melee, but not as bad as they do currently. If shield directionality boosted defense vs ranged units and formations gave advantages specific to the formation, I would be happy with that solution. There's already a defense boost for any formation the Athenian hero is in.1 point
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How is it difficult? The changes suggested here are relatively simple and at least in my opinion make the gameplay more immersive. Granted, the above ideas probably are not perfect, yet they would seem to improve upon the current game-state.1 point
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This how, look like mixing Hellenistic art with Egyptian1 point
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I fond this nice pic about Mausoleum at Halircanassus.1 point