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Showing content with the highest reputation on 2019-01-24 in all areas

  1. With the boar and the food props.
    3 points
  2. Backside is a bit empty could add wicker (like on the left), but not sure it's gonna look better, so I think it fine as it is. Not sure I get your meaning.
    3 points
  3. I want the Thalamegos!!! Joke aside, if it can help you : THE LOST PALACE: Hellenistic Palace of Alexandria https://www.academia.edu/6703691/THE_LOST_PALACE_Hellenistic_Palace_of_Alexandria_Julia_Gruhot_ARTH_302 reconstruction of the palace area in Alexandria https://www.academia.edu/4662183/reconstruction_of_the_palace_area_in_Alexandria
    2 points
  4. Quick update: The god selection system and the glory system are done. first two factions unit list and bonuses are more less decided. Will keep you updated on further developments. For latest information, check the discord.
    2 points
  5. I'm just dropping by to say how much I love this! Excellent work! Celts are indeed the civ par excellence to showcase wooden barrels as they are widely believed to have invented it, as you say. At first I would have advocated for draping cloth as the "roof", but I think the thatch turned out really nice, and that wooden frame is definitely strong enough to hold it. Even in wattle and daub buildings, the walls aren't normally load baring. The load is normally carried by wooden posts, so the load bearing capacity of the posts in your design is very similar to any other non-stone structure in their roster. I think this building really helps to illustrate to more "civilized"/complex/social organizational aspects of the Gauls.
    2 points
  6. I believe gauls actually invented them https://www.tonnellerie-cavin.com/barrel-history/?lang=en As I said in the other gaul thread, it's too fit better the rest of the set, we don't have any clothes hanging anywhere and I was afraid the building would look out of place.
    2 points
  7. Is there an option to set the population cap via team and not via player? Is this planned for a future release? Thanks in advance and thanks for this great game :)
    1 point
  8. A Few animation have been done since reusing horse and unit animations make everything easier:
    1 point
  9. I forgot.. The temple looks really great! Except it's not really a temple but a kiosk (and was part of a larger whole)... Also, I'm pretty sure it's modeled after Trajan's Kiosk at Philae. Roman... I'm not opposed to the structure though, because it's in-line with the Ptolemaic Egyptian style architecture (like Kom Ombo). I don't understand this line of reasoning. We already established that (smaller) obelisks were still produced in the Ptolemaic period and that older obelisks were being repurposed. So how could there be anything inappropriate or unrealistic about a pair of obelisks adorning a Ptolemaic civic center?
    1 point
  10. With Ptolemaic settlement I meant any settlement controlled by the Ptolemies, which means hundreds of cities and thousands of villages. Ideally the Ptolemies could use a new architecture set that blends Greek and Egyptian influences (I'm quite fond of the Seleucid structures), but I realize that's a lot of work. Removing the obelisks from the civic centre and military colony can be done in minutes, which would improve historical accuracy. I'm not opposed to the obelisk per se, but I think it's inappropiate and unrealistic to have it included in these central structures. If map makers want an obelisk, they can use the existing other/obelisk.xml template.
    1 point
  11. I thought the temple was pretty good too.
    1 point
  12. To clarify myself as well, I'm also not saying that the Ptolemies were spamming obelisks all over the place. They might have been relatively rare, but so were Ptolemaic settlements themselves... The account by Piny is only one account from 2000 years ago. The fact that we still have Ptolemaic era obelisks today also suggests there were more than 3 of them... The thing is that the Ptolemies in 0AD need to be Hellenized, yes. But they shouldn't look like a generic Hellenic civ either. They should have a (historically accurate) Egyptian veneer, and what screams Egyptian more than a pair of (slightly downscaled) obelisks, sphinxes, and other Ancient Egyptian statues that were in fact used by the Ptolemies in their Greek settlements as decoration (and legitimization)?
    1 point
  13. The set is really not good from a historic perspective. The temple of Edfu is perfect, and the Light House, Library and mercenary camp are heading in the right direction, but the rest is really not good. I would suggest to use the models for an Egyptian faction in the new Mythology mod @Rolf Dew is working on. Because more than anything, those structures are based on Age of Mythology, not history. Inward slanting walls really weren't a thing. Only pyramids, mastabas and temple pylons had those...
    1 point
  14. The obelisks aren't the problem, it's the civic center itself. It looks like a serious misinterpretation of a temple's pylon. In the Ptolemaic Dynasty, obelisks continued to be made, and old ones re-used, both large and small. https://www.metmuseum.org/art/collection/search/565085 https://en.wikipedia.org/wiki/Philae_obelisk Pliny apparently even describes Ptolemy II erecting an obelisk... So in short, the obelisks are fine.
    1 point
  15. A few suggestions: enable workshops for all factions (D1761) enable cavalry stables for all factions enable elephant stables for all relevant factions disable “hellenic royal stoa” create a palace structure for mace, ptol, and sele (maur and pers already have one) make the fortress a purely defensive structure, unable to research or train anything give fortresses a territory root (D1762) move city walls to city phase
    1 point
  16. range of query range is recalculated whenever unit changes stance, so no problem with that i think it allready makes some different settings based on stance
    1 point
  17. the problem is with range of range query and actual attack range. unit looks for targets in these cases: entered idle state some unit has entered into its range query (here I think it responds just to the ones who entered) unit is attacking and cureent target is not more valid (out of range, dead) but unit will look for targets just once. If choosen target cannot be attacked, it will not try attack it later nor look for another possible one this is what happened here: target entere s d their range query but due standground state and shorter attack range could not attack you might tweak attack range and query range to be identical
    1 point
  18. Its not just this mod but all stand ground formation on any mod or probably version have this kind of behavior. The purpose doesn’t do the description. Btw things like this and the like are called a bug? Aren’t they be called something that wasn’t done correctly?
    1 point
  19. theres a bug im affraid: units (Here: upgraded athenian mercenary javelins in formation in standground mode but probably all units) dont hit targets in range regardless the fact they are in "Standground' mode and are supposed to do it: i didnt have it in vanilla 0ad @borg-
    1 point
  20. So the current barrel is still historically accurate ? Yeah, the idea would be to add nice props to make the building interesting. A sketch would really help though. a little paintover in mspaint for instance.
    1 point
  21. From the Gallo-Roman period (2nd century AD I think) But I agree for the potteries. There also decorated bucket from the Late La Tène period. Roman amphora are as well attested on the Corent hemicycle, it is suspected they drank wine and ritually "killed" the amphora to seal the deal. I don't have any problem with the idea of stuff like barrels, potteries and buckets. Maybe just avoid the cliché of putting it everywhere like a messy place (under the rows/tiers for example, it has no sense).
    1 point
  22. Could you replace the barrels with pottery or baskets? Stave-and-hoop barrels are well attested for the European Middle Ages, but I'm not sure they already existed in Antiquity. Also, why the roof? It looks a bit heavy for the skeletal structure, especially in case of snow. If the purpose is to provide shade, perhaps use cloth instead? At least that's what was used in Roman theatres.
    1 point
  23. When you try to join a game with mod, if you don't have the mod activated, then it fails and shows you in a new window, which mod or 0AD version is used.
    1 point
  24. Fair point. This assembly can have different purposes but most of the idea are already used in the game: heroes recruitment, territory extension, increasing capture resistance nearby and military upgrades research for examples. In my mind, it could have been the place to recruit clientship units of the late La Tène period (archers, ambactos etc.) or to research their upgrades enabling them. But as an innovative idea, I see the possibility to produce some standard-bearers or some carnyx players.
    1 point
  25. I vouch for @ffffffff so he can be the nubest fmod of 0ad's history.
    1 point
  26. Hmm, seems kind of, dunno, not very creative to just make it another barracks.
    1 point
  27. It is not that bad. Wicker is an interesting idea I think. It is very easy to embellish a wicker construction, with pattern, different woods or painting. The shape yes. The shield boss should be in iron to be more accurate. I wonder if the shield hanging around is not making the environment messy. The boar-standard is definitely proven: https://fr.wikipedia.org/wiki/Sanglier-enseigne_gaulois Spear-standard, horse-standard and bull-standard are also seriously suspected. http://reproductioncelte.centerblog.net/112-enseigne-lance-gauloise A building I suggest to call Remogantion, the assembly of the princes. Representing the assembly of the Gallic "senators" mentioned by Caesar. It could be the building for the recruitment of the champion cav unit and maybe some others late units.
    1 point
  28. Hey, No, we haven't! I managed to make the linking! I dug down into the game engine code and figured out what code was related to Engine.{FunctionName} in JavaScript files. I modified the code by adding 2 functions, AppendToBuffer and WriteToFile so we can send data the Python, I also added useful functions that cannot be accessed from the simulation folder. Right now we are trying to understand Petra's attack and defense in order to develop the machine learning and we really need an active Petra maintainer so we can ask him about stuff we don't fully understand.
    1 point
  29. For the Ptolemies we could use a mix of Egyptian and Hellenistic mythology. Serapis, Isis and ??? could be the Major Gods. The story line could be semi-historical. So, imagine the Greco-Persian Wars, Punic Wars, or Syrian Wars with god powers and myth monsters.
    1 point
  30. Maybe use the ones from the original AOM: Greeks, Egyptians, Norse for this demo, since the "design" is already there. Would we want to use all of the 0 A.D. factions, or make "generic" cultural factions like the original AOM? It would be fun to use the 0 A.D. specific factions (Athenians, Spartans, etc.) because the different cultural aspects can be explored in more detail.
    1 point
  31. I have quite a few loose ends to tie up before i get back into development, Ptolemies and vegetation were my go-to's on return.
    1 point
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