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Showing content with the highest reputation on 2019-04-15 in all areas
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5 points
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Hi All, I would like to introduce to you weekly livestream pro game series. Our main purpose is to create something like a league that not depends on players. This is a weekly event contains only one game with commentary by feldfeld. The best players have priority to play. Teams will be organized by the host, unknown_player. There are some basic at the moment rules: -Mainland, 200 Pop, Normal Size -No players who lag -No Specs. Watch on feldfeld's twitch channel: feldfeld0ad -Sundays at 18:00 (UTC) This is currently a developing event organized by several players. We would like to invite you to play/watch/contribute to the event today at 18.00 (UTC). Twitch Link: https://www.twitch.tv/feldfeld0ad Have fun,3 points
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i've been playing albion online and they low poly stuff is really great, i would like to try change the rein as a it is now (separated mesh with separated armature) as a mesh of the same horse armature (just like the blankets and armors works now) for reduce the amount of animation files and make the horse easier to do. TBH i have most of the mod done, only the rein is the annoying piece of the horse to do.3 points
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Dear user, your concern has been noted. However, we must inform you that our current policy does not allow for such an action. Arguably, players should have the right to change their own nickname. However, this would entail obfuscation of identity which could be harmful in several cases including: rated game challenges, recognition of users of dubious reputation, tracking of player statistics. It is for the above reason that we do not permit nickname modification, please be understanding. It may happen in the future that players will have an unmodifiable and unique account name with a modifiable alias (both visible to the public). Nevertheless this feature will not be added soon and till then we maintain our stance in the matter. Thank you for your patience and understanding.2 points
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Well you could generate 3D Models on the fly and load them but that sounds like a mess. Then the decals are actors so you can change the depth and width. You could then reload them on the fly. But all of that seems wasteful. (not as wasteful as doing them one by one but still)2 points
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The OP-ness is specific to naval maps and comes from the fact that once the enemy has an advantage on the sea, he can snowball that irreversibly by: seeing every new dock built by the opponent seeing every new ship trained by the opponent seeing every ship being garrisoned by the opponent, and the unit composition The team with the lighthouse can then focus the entire fleet onto the one point where the enemy operates on the shoreline, rather than having to distribute over the waters to gain the knowledge piece by piece, while having to pay with significant population cost to gain that little view otherwise. In a 4v4 on naval with ptol, a tactic to exploit that is to swing resources to the ptol teamplayer, build the lighthouse, a dock and a manned ship in the first 6min or so, and make sure the opponent team will never have way to even build a single dock. In particular if you have played against Hannibal on Corsica vs Sardinia, you will know that this exact thing is going to happen and you can't do anything about it. (Only anti-ship units can help, which are random imbalanced units not intended for that purpose usually)2 points
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we must follow this path creating more coherence (logical) and simplistic way. more realistic but logical: mining , farming , building , kill most of Aoe memes.2 points
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Many of you were probably already aware of this, but I only found out a little while ago. Notre Dame cathedral has suffered catastrophic damage due to fire. It is a very sad day for France, and everyone really.1 point
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Probably a really stupid question. Specially coming from someone who doesn't know about coding. It's just that everything looks so good in UE: Lighting, textures, tone mapping and other effects. Having all 0AD civilizations in such a realistic gameplay would be a dream come true. Is this task too big?1 point
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Place buildings with keyboard shortcuts. Shortcut mod is now included in the mod AutoCiv version >=0.5.01 point
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The quality of the art is obvious to be sure, but I would be skeptical regarding the use of shields; the peltast holding a shield weighing something to the figure of 15 lbs. Likewise, I am fairly sure that the aspis was not designed to be strapped onto the back. I've never seen or read any primary sources which attests to this practice. If anyone can provide evidence against either of these points, please do so, I am genuinely interested to know if I am wrong. I should probably stop since this might derail the topic too much.1 point
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Never really experienced any OP-ness, maybe cuz I usually play ptol on naval maps . Anyhow a suggestion: One could consider that building the lighthouse reveals the shore but retains the FoW and add a "tech" in the lighthouse to reveal all shores again for a little cost (similar to the bribing feature we have).1 point
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In ancient contexts Libya is the continent west of the Nile (roughly equivalent to the modern term North Africa), whereas Africa is a fertile coastal region (roughly equivalent to modern Tunisia). Libyans could be applied to any people living in Libya, or it could mean the non-Greek, non-Punic, non-Roman population (Garamantes, Massylii, Masaesyli, Mauri, and other Berber tribes). Libyo-Phoenician is a modern term to describe the culture that includes both Berber (Libyan) and Canaanite (Phoenician) elements. The Romans did not distinguish between Carthaginians, Phoenicians, or Libyo-Phoenicians, all were simply called Poeni (Punics). Anyway, your actual question was about clothing. Although some Greek authors imply ancient Libyans wore animal skins or leather garments (e.g. Herodotus Histories VII.71), in our timeframe they wore tunics, just like most people around the Mediterranean. Affluent Carthaginian citizens presumably wore long, heavily dyed tunics, the most famous product of Tyre and Carthage; hoplites probably wore shorter, more practical Greek-style tunics; Roman texts consider loose, unbelted tunics typically Libyan. These intrepretations you showed all have trousers; I highly doubt that's accurate; trousers were something typical of horse-riding Indo-European peoples (Persians, Scythians, Celts); I don't know of any evidence that Libyans or Phoenicians wore trousers in Antiquity. Not limited to any specific tribe(s); Carthage obtained mercenaries from basically throughout the entire Western Mediterranean and occassionally beyond (Cyrene, Sparta). The core of their army consisted of a few thousand elite citizen hoplites (whom Diodorus Siculus calls the “Sacred Band”), similar to Greek city states (Syracuse, Sparta, Corinth, Athens). This also meant that if an army was annihilated (e.g. at the Himera in 480 BC or at the Crimissus c. 340 BC), Carthage was crippled for a generation. During the 3rd C BC, Carthage increasingly used mercenary-only armies, with several mercenary revolts and wars as a consequence. Also, phalanx (ἡ φάλαγξ) simply means “line of battle” or “battle-array” and could refer to any heavy (melee) infantry formation. Source(s), please? It's a nice image indeed, however, I'm not sure solid metal shields were actually used in combat (metal rims and shield bosses, certainly, but shields entirely made out of metal tend to get very heavy and unwieldy).1 point
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You're very skilled, wow... The statue isn't exactly suitable for the vanilla game because it seems to depict a Norman warrior, which is quite anachronistic. @Genava55's references are the ones to use if you want make a Gallic statue. That having said, perhaps replacing the Kite shield with a more fitting Gallic shield, or removing the shield altogether might be all it takes... Not sure about the helmet. But again, lovely work man! These are my very low poly attempts for the new Gallic sanctuary:1 point
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I have been reading the materials that you guys sent. I found this particular comment to be interesting. Attached was an image of the Macedonian Iron corselet from the Royal Tombs of Vergina.1 point
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Absolutely. I also think it's unnecessary/strange that military units are in civilian clothing when gathering, but change back to military gear after dropping off the resource, even if they're still gathering. So they go from military to civilian and back every gather cycle.... As long as they're gathering, they should stay in civilian clothing... When they are not gathering they should be in military gear.1 point
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Depends largely on the map, but I'm afraid you're right. We played often enough with a "no-lighthouse" rule. Removing the reveal-shore feature entirely would be a bit sad, perhaps it can be fixed instead of deleted. What is @borg-s advice?1 point
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I have discussed many times the need for shuttle speed (the walk speed as units shuttle resources back and forth) so all infantry can be equally useful economically. However, DE bypasses this consideration completely by having classic Villager units instead.1 point
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I like the updater idea. It would mostly make this discussion moot. Lol. Back on topic, just commit already. Lol1 point
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Perhaps it could have some aura as well such as improved movement speed within a particular range. This might seem deceptively useless, but could help with fishing and trade longterm while also giving a better escape window for damaged units.1 point
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I was thinking for the Gauls that they could get something like this But with some items like these details (antlers):1 point
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I know bruh It was something I got in my mind for a few days (I have long train ride to go to my work place, which give me the time to think). I'm saying this because I know you didn't have balanced your mod. I'm worried about civilizations like the nomads because of their redundancy, they all have the same army and the same buildings more or less. Age of Empires II totally skipped the historical part to give them very different bonuses and specialties, creating very different strategies for these factions by a subjective trick. But AoEII have the (boring) advantageous to use always the same core of units which is not your case. For AoEII, it starts with a balanced baseline (and they have ended to make nomads OP but this is a different talk). But historically, it is not that much different. At the Battle of Carrhae, the Parthians were exclusively cavalrymen, at the Battle of Jaxartes the Scythians were exclusively cavalrymen and at the Battle of Mayi the Xiongnu were exclusively cavalrymen. The Huns are exclusively cavalrymen exception of their germanic vassals under Attila. The rare details about infantry in the Xiongnu ranks talk about dismounted horsemen (horses killed probably, a recurrent thing during the war both for the Han and the Xiongnu). It is not without reason that the Strategikon put the Huns, the Avars, the Scythians and the Turks in the same talk about how to deal with them. There are not real strategic problems with exclusively cavalry army with exception of rock-paper-scissor games... either it ends up to be to easy to counter, or they are overpowered. It is why I suggested a reunification of the factions, because it gives to the player all the small variations of each cultures with their respective strategies. Yeah, I'm myself skeptical about my own idea because of this. The only way I could see it possible is through unit conversion. For example, you start with a generic nomad civic center and generic nomads citizens with a limited building tree. At some point of the game (probably early), you can choose between three technologies icons in your civic center. If you choose for example the Scythians, all your generic nomad units are converted in Scythians citizens units, giving you the possibility to build new buildings from the Scythian tree. Maybe the same trick could be applied to the buildings to show the cultural transformation. I don't know if it is possible on a large scale like this and if it has an effect on the stability. My idea is simply to give more depth for the player to adapt its current game. If he wants to have a better defense, he could go for the Parthians. If he wants to boom he goes for the Xiongnu. If he wants to keep his option for latter he can goes for the Scythians and choosing a small reform in the late game, either the Sarmatians/Alans for a offensive strategy or the Crimean Greeks for a more balanced game with a couple of greeks units to counter anti-cav units. Like this each cultural factions brings depth and the player is not blocked in the same hardcore macro optimization and micro management to win. I understand. It was just an idea I wanted to share with you. It is probably a wrong idea but maybe it could help an intelligent idea to emerge from the talk like this1 point
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The fire started a few hours ago and it's currently still ablaze: https://www.lemonde.fr/societe/article/2019/04/15/incendie-en-cours-dans-la-cathedrale-notre-dame-de-paris_5450533_3224.html https://www.bbc.com/news/world-europe-47941794 It reminds me of the national museum of Brazil last September.0 points