Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2021-03-08 in all areas

  1. With a possible update of the Terra Magna mod in anticipation I am really concerned with the Zapotecs, currently they are practically unplayable, but I believe that a little attention to them can further enrich this beautiful mod. 1- Lack of Hero Units: I believe it is one of the worst features missing, I did a while ago a post on the forum about this unit , I still have it on my computer. I believe that at least one generic heroic unit would be needed, but the preferable would be 3. 2- Lack of champion combat units: At that time in Mesoamerica the nobility / royalty was actively involved in wars, I believe that a noble unit (spear shield and cotton armor) would be suitable for this role. In the future we could add extravagant touches to them as well as jade jewels in their texture. 3- Lack of special structures: We already have the ball court in the mod, just add them with a special structure together with an aura, I believe that something like the Greek Theater or Iberian monument is the appropriate one. Cool things you can add 1- Zapotec female texture from the Delenda Est mod, something that would really do well to the Zapotec female units, in the future we can add a variation on their hairstyle (I am predisposed to help if there is no 3d artist available). 2- Animail turkey of the pre colonial mod, something that I believe to be essential, since it is a correct animal for the Zapotec corral with evidence of creation since the pre-classical period.
    3 points
  2. the concept comes from RoN where there is no such uncomfortable problem of deleting captured buildings, or losing large portions of territory at the cost of losing the CC. in our case is only to reduce the capture points and the HP to a certain point. my proposal is, apart from capturing, before you can control an important building like the CC, you must be able to assimilate. In ancient wars, strategic points or buildings were captured and then the peace was stabilized to destroy any attacker, such as the siege of Jerusalem in 70 AD. in this case(0AD). it would be all civic buildings with the exception of temples, special buildings and the market. military and defensive ones do not fall into this category and should be considered separately. troop-producing ones should be captured separately as well as the fortress. Why? in order to avoid destroying them as soon as they are captured. also if there are a certain number of houses in the radius of the CC perimeter, they should give a "civic morale" bonus, that is, they should give resistance points to the CC. When Titus sieged Jerusalem he had to take the city piece by piece bit by bit, and he had to capture the temple of Jerusalem separately, which together with the Antonia fortress, were the last strongholds of rebellion in Jerusalem. what would happen in 0 A.D while the buildings are assimilated? in 0 A.D the following would happen: not to access to self-destroy the building, after being recently captured. not being able to train units from this building in the process of being assimilated. the territory starts to blink until the process is finished. therefore it is no man's land, no one can control it. In other words, it is moving to a new administration. no one can build anything on it, except for the outpost. you cannot garrison units. how to reverse assimilation? ordering units to recapture the building (preferably killing the initial). in addition to keeping temples, markets and special buildings under control, this would increase the assimilation time by 2x. this is my idea let's look at it as a draft.
    2 points
  3. universosaul? xD si! vi tu perfil en el proyecto del pre-colonial y te escribi Le voy a echar un ojo al pre colonial, aun no lo he instalado, solo leido un poco el codigo UPDATE: ya no puedo publicar mas post por hoy, asi que le sigo en este Voy a ver como ayudar en el codigo. Creo que mi primer pregunta es como puedo ayudar con los modelos en blender? cual seria el primero con el que necesitan ayuda? UPDATE 2: logre echar a andar un poco el juego, hay un problema con el mod, parece que al tener los archivos base del mod public este toma los que estan en el mod y no los de 0ad UPDATE 3: Ya lo hice funcionar al menos necesito un poco de contexto del recurso del agua, ese esta dando problemas a la hora de crear el indicador en el panel de recursos
    2 points
  4. Encantado de ayudar. Yeah, I have shown those two sources because trough them we can see the ambiguity of this kind of reliefs. In reality, the helmets "hispano-calcídicos" of the celtiberians could blend very well with those helmets: as the name "calcídico" suggests in spanish, they have a strong chalcidian influence, they could even be classified as a local "variant" of the chalcidian type (their similarities are evident). BUT, of course, it is not the only suspect. The coin may be representing an italic or roman helmet, with or without a mask, who knows. The fact of considering the representation as a local helmet (from the astures or the cantabri) comes from some studies that are based on the commemorative character of the coins. As these coins shown a roman victory, they have to represent the panoply of the vanquished (astures and cantabri). http://4.bp.blogspot.com/-sUnDqo0h_RA/U-dKHO19CrI/AAAAAAAABvo/jqn2kdM4ABg/s1600/Monedas+Carisio+hachas.jpgimage taken from: Proyecto Mauranus: Casco, hacha y puñal: la panoplia de un jefe astur en una moneda de Carisio These ideas mostly come from two different sides: a wrong belief (the wild idea that the romans intended to make an accurate representation of the armament) and the representation of a "singular" weapon (the double-bitted axe, not as singular as you might think). Why is the axe not so unique ? Well, because it looks like the typical labrys (or bipennis if you prefer latin). BUT, again, there is more about this. In the number 45 of the magazine Desperta ferro, "Las Guerras Astur-Cántabras" ("Astur-Cantabrian wars" in english) the historians Jesús Francisco Torres-Martínez and Eduardo José Peralta Labrador analyze this topic on their article "Los últimos hispanos frente a Roma"(in the page 20 to be exact). they quote a paragraph from the epic poem Punica by Silius Italicus: "This was a Cantabrian, Larus by name, who could have inspired fear even unarmed; so gigantic was his frame. After the fashion of his nation he fought with a battle-axe; and, though he saw the ranks around him defeated and overthrown, yet, when all his countrymen were destroyed, he filled single-handed the places of the slain. If his foe stood face to face, Larus rejoiced to glut his rage by smiting him on the forehead; or, if he was forced to meet an enemy on his left hand, he whirled his weapon round and struck a sidelong blow. Or when a victorius foe attacked him from behind, he was not dismayed but could ply his axe in that direction" (Silius Italicus, Punica XVI, 46-69: Punica : Silius Italicus, Tiberius Catius : Free Download, Borrow, and Streaming : Internet Archive). Furthermore, they compare the paragraph with our coin and an axe shard found in Pisoraca (Herrera de Pisuerga, Palencia) that seems to be a bipennem. The labrys (mainly with ritual uses) aren`t strange in the pre-Roman archaeological context of the Iberian Peninsula. It seems that the Astures and Cantabri could use axes (of different shapes) as a weapon, which was not so common in the Peninsula (but with simpler axes, not with the double faced ones) The romans may have used the axe in the coin as a representation of the defeated Astures and Cantabri (they did something similar with the falcata and the iberians). The real confusion comes from including the helmet in this (the dagger is ambiguous too, and the elements can be mixed with roman ones; as you suggest, that is something relatively common).
    2 points
  5. https://journals.openedition.org/civilisations/3400 One source.
    2 points
  6. First version released for download https://www.moddb.com/mods/mayas-0-ad/downloads/maya-preclassic-0ad
    2 points
  7. Hey folks! Can an artist provides 3 models for each cc from less elaborate and smaller to more elaborate and bigger. It could be just removing/adding props? That would be really useful. Pinging @Stan`
    1 point
  8. Hey everyone, I am writing this post to let you know I will become mostly unavailable in the coming weeks. As some of you know, I pushed my limits a lot farther than I ever did for this release, and this combined with some of the threads here + AFK life has had a big impact on me. Probably because I always want to see and take the best out of people. Anyway, to be able to give my best again, I need some rest. And unfortunately, it seems that requires a complete break, else I get dragged in too many things at once, and will never stop until I break again. We have art assets to improve, maps to ditch and make beautiful again, and maybe even a new civ to add. Social Media might be a bit silent too for a while. If you see people having issues, don't hesitate to help / direct them to the forums. "All we have to do is decide what to do with the time that is given to us." I count on everyone of you to help make A25 a success and to be nice when I'm gone, and I hope to see you all soon. See you soon everyone, PS: If you really need to reach me you can send me an e-mail.
    1 point
  9. I know it was given to all members, but it is a badge, it implies responsibility to wear it. Thank you and I join you in this act of giving thanks, I never thought I would have such an honor, however I do not think I deserve it, but I will not despise your recognition. Thank you all for this beautiful hobby and non-profit work. It is an honor to be with you, even with those who do not hold me in esteem, thanks to my colleagues Sundiata, Genava55 and Alexander, for giving me words of encouragement. Thanks to Stanislas, Enrique, Feneur, Lordgood a very practical leader and to Michael D Hafer who inspires us with his extroverted ideas to keep dreaming together in this project. Thanks to the art team and collaborators. Thank you 0 A.D. community, it's been almost 10 years of belonging to this project, in September I will be 10 years since I joined. if my attitude made you uncomfortable, it was not a bad intention. We have moved forward and improved, I will always give my unconditional friendship to all of you. And to those who have not, I will pray that everything goes well for you and that you improve in whatever you propose to do. @Sundiata @Genava55 @borg- @Nescio @Ykkrosh Thanks to Philip Taylor who was the person who pointed out to me that there was a forum, where I could participate and give my opinion, as well as contribute.
    1 point
  10. @captBluesky You probably want to read some previous discussions about rams. As for some of your ram ideas, I agree with them. 1. It is doable in current game engine. However it is arguably complicating the game i.e. adding micro. 2. Possibly doable with some tweaks. I believe rams were capturable before, not sure in current alpha. 3. So like below certain health it is immovable? Again, arguably complicated, but interesting. 4. It already is. 5. Doable with aura. But rams are already deadly to building as they are. I will try to implement this to a mod if time permits this weekend, see how they go.
    1 point
  11. Otro poblano en el foro(eso es bueno) :v ¿Tu eres el que me mando un correo?
    1 point
  12. Be welcome! I saw your work on the terra magna github, I am waiting for the review to merge some changes for the Zapotecs. Feel free to check out the pre colonial mod. We are currently having some problems with alpha 24 compatibility. It is always good to know that we have more Latin Americans on the forum lol.
    1 point
  13. Hello guys I'm new in the community forum I really enjoy play this game and I want to contribute in any way I can, my background is web dev, I sent my first PR to the terra magna mod repo I play with some friends each Saturday night, we really enjoyed the game! Best!
    1 point
  14. Hello @dmouse and welcome, For the start you could check this article https://trac.wildfiregames.com/wiki/GettingStarted and visit irc https://webchat.quakenet.org/?channels=0ad-dev (most of devs active on irc are from europe time zones). For the area from web: Pages on https://trac.wildfiregames.com/wiki are editable by anyone with account. Main 0ad page to my knowledge is build by wordpress but I dont know who you would need to talk to if you want to contribute there ( @implodedok, @wraitii ?)
    1 point
  15. For example in the case of the Cantabrian wars: https://www.researchgate.net/publication/270465249_Augustan_triumphal_iconography_and_the_Cantabrian_Wars_Some_remarks_on_round_shields_and_spearheads_depicted_on_monuments_from_the_Iberian_Peninsula_and_Italy
    1 point
  16. Take care and thanks for all your support with 0 A.D. Enjoy your well earned break.
    1 point
  17. I'll make a clone of the Terra Magna mod add the files, just making it clear that the turkey is the work of @Trinketos and the feminine texture of @wowgetoffyourcellphone.
    1 point
  18. very nicely done, you can also do pull requests which i can merge.
    1 point
  19. Excelente. Keep in that way.
    1 point
  20. That UI is nice, but it's huuuuge and omnipresent. One thing I like about the video is the target flash. 0 a.d. needs this quality of life feature. I also forgot how nice of a feature falling trees are lol. I like the cloud shadows, but in this video it's out of control. Lol
    1 point
  21. More sources and forum discussion about this controversy. TW Center forum. http://www.twcenter.net/forums/showthread.php?787292-Medieval-Mexican-Siege-Towers Some books https://books.google.hn/books?id=LwAmDQAAQBAJ&pg=PA242&lpg=PA242&dq=siege+tower+mayan+coggins+1984&source=bl&ots=7jXHku0jep&sig=ACfU3U1A1h00DzFWOTQzcOE0V55gcST-vA&hl=es&sa=X&ved=2ahUKEwjapbyEiKHvAhVPmVkKHezvAngQ6AEwAXoECAMQAg https://books.google.hn/books?id=LwAmDQAAQBAJ&pg=PA242&lpg=PA242&dq=siege+tower+mayan+coggins+1984&source=bl&ots=7jXHku0jep&sig=ACfU3U1A1h00DzFWOTQzcOE0V55gcST-vA&hl=es&sa=X&ved=2ahUKEwjapbyEiKHvAhVPmVkKHezvAngQ6AEwAXoECAMQAg#v=onepage&q=siege tower mayan coggins 1984&f=false
    1 point
  22. I was very tempted to add it to the mod, but I didn't, maybe for something from the classical period and in the post-classical period for sure.
    1 point
  23. 1 point
  24. In addition to the Tarantine cavalry that we discussed earlier, the basic rank Ptolemaic and Seleucid mercenary cavalry spearmen (lancers) have not yet been updated to your image above—they're still almost the same as the pre-Hellenistic Macedonian lancers.
    1 point
  25. Some cape animations are still bugged, here is an example: Advanced peltast cape bug.mp4
    1 point
  26. The people from Europa Barbarorum team has compiled a list of bibliography as well. Most of them should be suitable for 0 A.D. as they cover similar era. I am currently reading A Day in Old Athens; a Picture of Athenian Life by William Stearns Davis for references of my mod. Has anyone ever finished read this? How accurate is it, historically? The book is available for free here. So far very immersive and easy to understand, albeit a little slow.
    1 point
  27. I recognize this game! Ah... Empire Earth II... The RTS with so many cool features but ended up rarely used. Though this map is great for multiplayer.
    1 point
  28. A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
    1 point
  29. With the new alpha 24 release, I can download it and work with it at least for testing purposes. I'm using a neighbor connection, thought is shared between 3 houses and the connection sometimes get very awfully. Besides working more than 8 hours pero day. At least with the work I've managed to buy my laptop another 4gb ram and managed to get stable blender working environment with 8gb and also a keyboard and not messing around my laptop keyboard. Sometimes in the night I read the forum but can't answer when the signal is poor. ( literallly the page never load the reply box). Hope continue working soon.
    1 point
  30. As there has been plenty of criticism concerning the new alpha, i am feeling the desire to make a list featuring changes that i consider huge improvements and points of criticism that i dont necessarily agree with. Of course this is just my subjective opinion, but my points are often related to general principles. 1. Game has more depth, as champions are now viable option, adding another dimension to lategame. Each faction basically got several new units. 2. Counter system working better. Spamming sling or for new alpha archers isnt really a viable option. As soon as melee units enter ur supposedly op group of 100 Archers and those melee units are even equipped with upgraded armour, ur gonna be in a pretty bad situation. You can react to game situation, countering what the enemy brings on you. 3. No dance. Dancing is Bug abuse and very nub thing to do. Point. !. 4. Civs are more balanced. I am not afraid any more when choosing to go with random civ, bc at least in lategame all civs have decent units ( champs) and offer decent winning chances,turteling until you get so far is more easy now with forts and towers. Gaul Brit and Ptol are no totally op eco civs any more 5. No GG (siege) deathwalls, even large amount of siege can be killed quite quickly when attacked with swords. This keeps the game more exciting, even if one player seems to have built up op army. Even horse archer spams die to good micro, towers and the right unit composition. Same for all cav strategies. 6. Game looks more nice. 7. Most of the criticism is just not true. Game is to slow, u cant rush etc is just not true. Yes, cav rush is more hard, u need to think twice if you can enter certain areas with cav, if ure enemy spams women though, like it is the case in many tg, its still gonna be worth it. Last alpha you could expect to get attacked by cav almost every game, this version its much more unclear whats going to happen. Also, if you want to fight early u can rush with units, archer rush since min 5,6 can be a succesfull strategy, i managed to beat better players then me using that strat, and also have been beaten by skirm rushs ( without total nubness happening). Also you can just decide to take brit and use dogs. I know each of this points can be discussed endlessly. I know most of this has been discussed in the thread " why is a24 not nice ? ", but i do not only want to give an opposing opinion but also change the tone of the debate, as the outcome of the other debate can more or less only bee: criticism is not true. What i really want to express though is that a24 is quite good and a step in the right direction.
    1 point
  31. float getDiffuseEscapeFractionFromDielectric( float RI ) { float temp = (2.207 * RI) + (RI * RI) - 1.585; return 0.6217 / temp; } float getCosOfAvgReReflectionAngle( float RI ) { return (0.7012 * RI - 0.6062) / (RI - 0.4146); } // getLODbiasFromIR() will be used in ambient lighting. float getLODbiasFromIR( float IR ) //add 5 for 512; add 6 for 1024 cubes { float denominator = IR - 0.3472; float numerator = 0.1342 + (1.293*IR) - (0.123*IR*IR); return numerator / denominator; } void RealFresnel ( vec3 NdotL, vec3 IOR_RGB, out vec3 Frefl, inout vec3 sin_t, inout vec3 cos_t ) { vec3 Z2 = WHITE / IOR_RGB; // Assumes n1 = 1 thus Z1 = 1. vec3 cos_i = NdotL; // assignnment for name's sake vec3 sin_i = sqrt( WHITE - cos_i*cos_i ); sin_t = min(WHITE, sin_i * Z2); // Outputs sin(refraction angle). cos_t = sqrt( WHITE - sin_t*sin_t ); // Outputs cos(refraction angle). vec3 Rs = (Z2*cos_i-cos_t) / (Z2*cos_i+cos_t); vec3 Rp = (Z2*cos_t-cos_i) / (Z2*cos_t+cos_i); Frefl = mix( Rs*Rs, Rp*Rp, 0.5 ); // Outputs reflectivity. } void ReflectedLightPerLightSource //excludes refract out; includes Phong ( float raydotnormal, float halfdotnormal, float eyedotlight, vec3 srcRGBlight, vec3 RefractiveIndex, vec3 specColRGB, float MatSpecPower, vec3 MatDiffuseRGB, out vec3 specularRGBlight, out vec3 diffuseRGBlight ) { //Phong related things: float sinAngularRng = pow(0.5, (1.0 / SpecPower)); float PhongDispersionFactor = 0.5 / ( 1.0 - sinAngularRng ); float NdotLcorrection = sqrt(1-sinAngularRng*sinAngularRng))*(eyedotlight); float newNdotL = clamp( raydotnormal + NdotLcorrection, 0.0, 1.0 ); float Phong = PhongDispersionFactor * pow(halfdotnormal, SpecPower) * (newNdotL+0.1) / (raydotnormal+0.1); //Fresnel related things: vec3 FReflectivityRGB; vec3 sinRefrAngle; vec3 cosRefrAngle; RealFresnel( vec3(newNdotL), RefractiveIndex, ReflectivityRGB, sinRefrAngle, cosRefrAngle ); vec3 FRefractivityRGB = WHITE-FReflectivityRGB; vec3 EscapeFraction = getDiffuseEscapeFractionFromDielectric( RefractiveIndex ); float cosAvgReflAngle = getCosOfAvgReReflectionAngle( RefractiveIndex ); //specular: vec3 RRratio = FReflectivityRGB * specColRGB; vec3 dead_light = FRefractivityRGB / ( WHITE - RRratio ); //simplification for infinite specular bounces: vec3 nbouncesRGB = ((WHITE/FReflectivityRGB)-WHITE) * dead_light; vec3 specularFactorRGB = FReflectivityRGB + nbouncesRGB/FRefractivityRGB; //(1) specularRGBlight = Phong * srcRGBlight * specularFactorRGB; //diffuse: //First refraction and diffuse bounce vec3 temp3 = /*(WHITE-ReflectivityRGB)*/ * cosRefrAngle * MatDiffuseRGB; //(2) //And computing the first diffuse escape: temp3 *= EscapeFraction; //simplification for infinite diffuse bounces: vec3 r = (WHITE-EscapeFraction) * vec3(cosAvgReflAngle) * MatDiffuseRGB; vec3 diffuseFactorRGB = temp3 / (WHITE-r); diffuseRGBlight = srcRGBlight * diffuseFactorRGB; } //(1) Switching policy to report total light going up un-modulated by emergent //refraction, as Fresnel based on View dot Normal is better for that. This is //the reason for dividing nbouncesRGB by FRefractivityRGB. //(2) Switching policy to report total light going up, instead of total light //emerging, and letting the viewer modulate by Fresnel refract from eye-view; //thus, diffuseFactorRGB now represents a value slightly > normal-aligned light.
    1 point
  32. Incredible what some modders are able to do
    1 point
  33. @Lion.Kanzen What did you mean by a "vassal system"? You said "like the Seleucid colonies", so mini-settlements?
    1 point
×
×
  • Create New...