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Showing content with the highest reputation on 2019-08-22 in all areas
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5 points
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We still have noticeable amount of code supports square/circular mode. Yes, it's possible. And probably the patch can be not so big. Let me check.4 points
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@Obskiuras If the idea is to create a vanilla compatible civ (500BC-1BC), then I would strongly suggest to model this civ on the early Germanic peoples of the Cimbrian War, which was a major conflict that involved the Romans, Gaul and the Iberian Peninsula. Then I would focus specifically on the Cimbri, Teutons, Ambrones and even a splash of Helvetii (Celtic allied forces like the Tigurini). The buildings should then be modeled on the archaeology of the Northern German and Danish Iron Age. See Genava's earlier references, and the references in this thread on Cimbri, Ambrones & Teutons. If it's to be vanilla-compatible, Germanics should be all thatch imo, perhaps one or two plank-roofs, while Gauls can have more wooden shingled roofs to get that opulent Celtic feeling, but Germanics shouldn't feel more opulent than Gauls. Thatch for the Germans and shingles for the Gauls. Maybe the Germans could have a single structure with shingled roof: the "Helvetii Embassy", to train some La Tene Period heavy swordsmen. If it doesn't need to be vanilla compatible, then you could easily focus on the later Germanic peoples of the Migration Period. If you want Germanic stone architecture like the one's you referenced, I'd suggest checking out Millenium AD which already features the Carolingians (they also have the Norse). Perhaps they're interested in a Merovingian faction as well? Vandal Kingdom? Gothic Kingdoms? By the way, I really like you concept arts... Please continue.3 points
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I recently created some building for a future MOD which won't include any of the current civilizations. One of these buildings is a large Minoan palace which will act as a civic center. So I was wondering what would be the best way to start testing them. Is it possible to test them as a new civ or should I use one of the current civs as starting point and just replace its building meshes with mines? These are my first steps into the moding area. I'd appreciate any help.2 points
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Suebians = Early Germans representation (think: Teutoburg Forest era, 1st century BC-2nd century AD) All thatched roofs We can use these as a basis for a Vanilla-compatible version of the Germans (as Sundiata mentions, Cimbri War era, 2nd century BC), but Delenda Est's version will be Suebians and don't have to conform to Vanilla norms. Lighter Cavalry, lighter armor, emphasis on melee combat Goths = Late Germans (migration period, Western settlement, Hunnic Wars, 3rd to 6th century) representation Visigoths and Ostrogoths, either a split at the beginning (similar in style to Hyrule Conquest) or at City Phase (like AOM). More shingle roofs. More use of stone. Heavier Cavalry, More Armor, More Archery2 points
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2 points
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Don't understimate wicker and mud, actually it's a very good technique.2 points
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Fig 1. Excavation plan of a Migration period house at Lojsta (Gotland) and elevation of the reconstructed entrance wall and cross-sections at the second and fifth trestle from the entrance (after Boethius & Nihlén 1932) Fig 2. Sketched cross-sections of Danish house types, a: a two-aisled Neolithic/Early Bronze Age house; b: a three-aisled Early Iron Age house; c: a Viking Trelleborg house; d: a single-aisled Late Viking/Early medieval house with a lean-to added (after Näsman 1987) Fig 8 abcdef. Sketch plans of Danish houses: a; Neolithic - Early Bronze Age; b: Early Bronze Age; c: Late Bronze Age; d: Celtic Iron Age; e: Early Roman Iron Age; f: Late Roman - Early Germanic Iron Age. Tie beams, purlins and central ridges are drawn with unbroken lines. Hipped roofs are marked with an angle at the trestles at the end walls. Room divisions and stalls in byres are marked with broken lines where probable. Probable or certain fireplaces are marked by hatched spots (after Näsman 1987)2 points
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Why not but it is exactly what is done for the Celts. But anyway, even a full set of thatched roofs could be different from the Gauls. The color and the texture can vary Illustrations, models and pictures from the Alamannen-Museum (4 and 5th century AD): Feddersen Wierde https://de.wikipedia.org/wiki/Feddersen_Wierde https://www.burg-bederkesa.de/archaeologie-im-museum/feddersen-wierde/ Franks - Wohn-Stall-Haus aus Bielefeld, Archäologie-Museum Münster http://www.ingelheimer-geschichte.de/index.php?id=148 Reconstruction of a gothic long farm house near Masłomęcz am Hrubieszów (2nd / 3rd century) http://www.wioska-gotow.pl/ Vandalen settlement (4th C. AD) Thuringia2 points
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Ideally we'd have the wiki page with a training scenario tutorial like the economic one... Maybe @nani and @borg- could fusion and do that if they are up to it. Call it "The newb crusher"2 points
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Hello everyone, This to inform modders of a breaking change in templates following https://code.wildfiregames.com/rP22754. Capture previously looked: <Capture> <Value>5</Value> ...[Other Stuff]... </Capture> You need to change "Value" into "Capture". The reason for this is that you may now use the "Damage", "Capture", and "GiveStatus" nodes in any place where you could previously use Damage. For example, you can now have capturing splash damage, or both a Capture and a Damage node in the same attack. "Capture" is no longer hardcoded to be the only attack type that can capture. This change also affects many simulation components, so feel free to ask questions about those if needed. Let me know if anything looks odd, as again, this changed many component files and there's a chance I've missed an edge case. Please note that tooltip support is not yet committed, this will be a WIP in the upcoming days.1 point
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Don't quote the whole thing bruh, just tag me or something But yes, 2 of those docu's are pretty old... Well, there's the English translation of Strabo's Geography XVII, section 54, which is most often quoted: I can't make much sense of the original Greek text... But you can, so here it is. I prefer to focus on the pictorial stuff, this graffiti from Musawwarat es Sufra in particular: Shorter stylized spears are also depicted in some royal scenes with counterweights, reminiscent of sarissas. And that Kushites differentiate between a shorter spear and a longer one. Shorter one is held in the middle, but the longer one is held from the back. I doubt we can learn much from the way stances are portrayed in Kushite art (Kushite artists followed convention more than reality when it came to some things like stances), but we can still see two different types of spears used in a different way. (These are probably not traditional sarissa wielding units in the Macedonian style, but long spears used in a type of Ancient Egyptian phalanx formation, which was probably further developed by repeated military conflicts with the Ptolemies). I just added the the lower left image to illustrate how they sometimes fixed a small round shield to their upper arm/shoulder, to free up both arms, which is very handy for wielding long spears in formation (something the Egyptians also did sometimes), even though here, the ancient artist depicted those warriors with short spears. And this c. 30 cm long spearhead from Tombos is also rather reminiscent of the Macedonian sarissa, albeit somewhat smaller, it's still longer than most standard Kushite spearheads (except for the really long ones from El Hobagi, but that's yet another type)1 point
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You understand right, it's really just for 1 vs. 1, plus the game must be marked as a rated one by the host in the match settings before it starts. This setting doesn't currently do anything visible for other types of games (so a rated team game is still not rated).1 point
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Just updated my laptop's Win 10 to 1903 and M$ will not be supporting any earlier version. Enjoy the Choice1 point
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Another idea I'd like to try out but have no idea how to implement: 63. Instead of a player population setting, have a world population setting; each surviving player is then entitled to a 1/n share. E.g. a four player game with a world population of 600: all players have a maximum population limit of 150 at start; one player is defeated, the others can now have up to 200; then another is defeated, both survivors up to 300. Methinks this would provide an interesting dynamic (do you keep weak players alive to prevent stronger opponents from training more units?) while avoiding performance issues and improving realism.1 point
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Very well, I will adjust to the historical requirements to design the buildings ( "Thatch for the Germans and shingles for the Gauls" ) and thanks for the support and the reference, i will continue working with the early Germanic peoples!1 point
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If the Thracians are included as a faction, it will be centered on the Odrysian Kingdom. There is enough material to have a quite diverse faction, with a few unique weapons.1 point
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If you go on the lobby, you might be able to find someone who will host for both of you. That way if either of you get disconnected, you can rejoin the lobby and rejoin that same match (as long as you're not using AI). You can ask me personally, I'd be happy to host it for you if I'm not too busy. Or just join a public match that someone else is hosting and maybe you can be on the same team and enjoy a team game. If you have disconnect issues it might be better to leave AI off, unfortunately. The game will not carry on properly if someone leaves and reconnects when there is an AI player.1 point
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I can at the very least assume it to be 5, either way they need to learn to batch just like the previous economic scenario1 point
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Noticed that you did so in commit summaries in github before. I was quite obscured at first, to be honest.1 point
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By the way, a question for @wowgetoffyourcellphone the plan is to create a common building set for the Suebians AND the Goths? Or to build two different sets? Maybe thatched roofs for the Suebians and wooden slates for the Goths could be an option. Historically, thatched roofs should have been the most frequent options but we can tweak this exceptionally.1 point
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So you guys opted for slate rooves instead of thatch ? Any reason ?1 point
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@vladislavbelov could we make it render a circle instead ? (Since square maps were phased out)1 point
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Roller blinds are now suitable for offices and factoriesRoller blinds are manufactured according to ISO standardHigh quality roller blindsImage roller blinds get light and have a nice angle of view.Roller blinds (roller blinds) with simple modern style design, roller blinds are increasingly popular especially for offices in the workplace, family living rooms, even for the bedrooms.With simple, solemn and modern features, roller blinds (blinds) are often installed for large glass facades of high-rise buildings, offices, apartments.https://thietkerem.vn/rem-cuon-can-sang/ Model apartment, look very nice.Roller blinds (roller blinds) work in a way that rolls up and flows down, so the roller blinds (roller blinds) have very good sun protection.Latest roller blinds model 2013 - 2014Structure: made up of roll bars and screens (acting like a rolling door) that can be rolled up or down to help completely block or partially block the light of the room.Cheap roller blindsThe creamy white color of the roller blinds makes the space glow.https://rembachduong39.blogspot.com/2019/07/rem-cuon-can-sang.html Materials for roller blinds are also very diverse: fabrics, hiflex tarpaulins, thin velvet velvet (absolute light suppression), tungsten or thin knit mesh (partial resistance and decoration).https://www.deviantart.com/remvaibachduong/status-update/181412221 point
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Also can you make the doorways larger. I'm thinking of ingame scale.1 point
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@Lion.Kanzen @Trinketos Thank you guys. It's a shame. Current mini map and unit menu is so horrible! I would have loved to give it a look change.1 point
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In front of the CC can there be a footpath to the door and maybe some posts or statues or something to fill out a square footprint? CC can also have baskets and other items. Great Hall can have a stack of weapons and shields outside the doorway and along the sides.1 point
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Which is exactly what they did for the most part. Look at their concept arts, this is mixing a few historical elements drowned in a huge pile of fantasy, cliché and LARP adornments:https://www.artstation.com/artwork/56agO https://www.artstation.com/artwork/A04LV Honestly, I don't think it will be worst to start again from the scarce information and to be imaginative. Some advices to give an easy to follow guideline in this prospect of creative designs and imaginative challenges in building a new roster: - First of all, acknowledge the fact that everybody is biased by his own mental representation and by the clichés that have been popularized about an ancient culture. For example "historical" illustrations have a long legacy of b*llshit, which is normal since our knowledge is increasing through time, but it took always longer for the illustrations to become accurate to a state of art in our knowledge than for the actual knowledge to progress. Illustrations, video games, movies etc., they are always missing the boat (lagging several steps behind). Just be aware of that is important. I still regularly see Celts designed with bronze age equipment and adornment because the artists are simply relying on older illustrations and basic blog articles. - Try to develop a basic portrait of the society before to create the roster and the units. Do not create or design a spearman because you want a spearman and because it is cool. You should separate the two things: In one side what the game needs, in the other what the historical evidences offer. For example, the Germans have a regular scheme with a chieftain, followed by some retainers and bodyguards that act like officers (comites) and by a warband of lower class warriors. Tacitus explained that the framae is the common weapon for the Germanic warrior, only few have swords and fewer armors and helmets. - Try to be aware of the message conveyed by the design of the unit. Clearly, a lot of soft material never survived the time past and archeological records are not very helping for the hairstyle, the textiles and other aspects of the outfit (although in this case they are a few bog bodies found that can be useful). If you decide to portray a warrior wearing a bearskin and you end with a Caveman Übermensch muscular like Conan the Barbarian and carrying two swords... needless to say it would be far from reality. This is an extreme example but in the case of the Total War concept arts, they decided to put soft elements that never have been found on their design simply because they wanted to make their units looking different. In this is why there are so often b*llshit in their designs, archeology cannot give you a proper picture, some details are lost forever and often people fill the lack of evidences with their clichés they are carrying about ancient cultures. Our modern mind, especially when we are accustomed to video games, is biased to look for extravagance and exotism. This connects with the first advice as a second warning during the process. There are plenty of room for imagination in the hairstyle, in the textile, in the adornment and in the decoration of the weapons. Staying credible and temperate our own imagination is the difficulty. A way to stay in the reality is to remember than all humans are closely related to their neighbors, by their geographical proximity they are following evolutions with more similarities than differences. Most people think about the Germans like barbarians with a kind of allergy to civilization. This cannot be more wrong, Germans were mostly different because they were poorer and less connected to the Roman economy. But actually, they liked the Roman culture, possessing Roman items seems to have been a great deal for them. During the Migration Period, they tried to look like and to act like Romans do.1 point
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On the one hand it's a nice detail, on the other it's weird cloth ignores gravity.1 point
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I noticed that the previous alphas removed it from the elite hoplite actors. Back when I first played the game, I remember them having that textile attached to their shields.1 point
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I think It won't. If I remember correctly, the last time I used DAE instead of dae, meshes were not recognized. So I think I'll follow Stan advice. Thanks buddy. Well I kinda gave up on Vanilla. That's why I'm experimenting with my own MOD. I'll take a look at Aristeia and also check the standalone civ link.1 point
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I thought too about adding a warn("add a civ req to that pair tech"); warning in that place, but it seems the wrong place to check for that in the GUI and only upon capturing with an enemy. And I don't consider a GUI bug about iterator warnings to be a feature. Should be checked when the stuff is loaded.1 point
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https://gulfnews.com/world/mena/in-syria-the-aramaic-language-faces-extinction-1.15591257201721 point
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I'd be more than willing to help with the creation of the graphical content in case you like the idea. So please let me know what you think.1 point