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Zapotecs version 0.1 Based heavily upon the great work being done by the Terra Magna mod team The Zapotec lived in the Valley of Oaxaca, the largest expanse of relatively flat land in southern Mexico. Around 500 B.C.E. they built Monte Albán on the flattened top of a mountain in the center of the valley, the first urban center in Mesoamerica. Monte Albán covered an area of 2.5 square miles and its population grew from 5,000 to 25,000. It boasted the first centralized political system and population divided into social classes. Lasting for about a 1,000 years it became the dominant power in southern Mexico, ruled by nobles and strong military. Lacking in a strong agricultural base, their economy was based on the collection of tribute from surrounding groups. By the 7th century C.E. its power began to wane through competition and unsustainable population growth. Other characteristic features of Zapotec civilization can be found in the periods following Monte Albán's founding, including a characteristic two-chambered temple architecture, a market system, a rubber-ball game, and the human-like funerary vessels called Zapotec urns. Between 200 - 900 C.E. Monte Albán acquired a Classic style representative of Mesoamerican groups, most likely through conquest. Population growth, writing, architecture and art flourished, centering around the noble class and the hierarchy of Zapotec gods. Units Civic Center Zapotec Citizen Male and Female variations. Some textures and meshes by @Lopess Jaguar King (Hero) Nearby Soldiers are stronger and move faster. Nearby Citizens and Slaves gather much faster. Battle Priest (Hero) Reduces the effectiveness of nearby enemy units, due to his terrifying visage (Battle Priests wear the skin of their enemies) Has a healing aura for nearby Zapotec units as well as a strong self-healing ability. Barracks Zapotec Runner Lightly armed Scout unit Can Hunt Can build Outposts Zapotec Spearman Macuahuitl Infantry Archery Range Zapotec Slinger Zapotec Skirmisher Zapotec Archer Archery Tradition tech gives them greater accuracy and -50% xp required for promotion Fortress Zapotec Noble Warrior Champion Macuahuitl Warrior Mercenaries Mixtec Jaguar Warrior Mercenary Champion Spearman Very much like the Gaesetae Naked Fanatic for the Gauls Otomi Maceman Mercenary Maceman A small Crush attack Teotihuacan Warrior Mercenary Multi-purpose Warrior An extra fast ranged unit, similar to a Cavalry Archer or Cavalry Skirmisher in ability Can swap between atlatl-thrown javelins and a (melee) heavy spear Others War Captive Slave class unit, trained from Storehouses and Farmsteads Zapotec Priest Battering Ram War Canoe Fires arrows and can fish for food. Trade Canoe Zapotec Structures Zapotecs have average-strength structures with an average number of structure technologies and upgrades. They have no access to cavalry, so do not have a Cavalry Stable. Their "Cult Statue" glory trickle building is the Ball Court. Only 1 is buildable, but it gives a trickle of glory 4x greater than a regular Cult Statue from a different civ. The Wonder gives a trickle of glory as well and can be praised by units for more glory. They have a greater reliance on stone for technologies, and a less reliance on metal compared to other civs. Lastly, they start each skirmish match with a free extra stone mine nearby. Atlatl can be a special technology. Adds range and accuracy for Javelin infantry. Eventual the Maya will get this special tech too. More References7 points
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Currently blacksmith technologies, the vast majority of time, are still only researched a while into Phase 3. They’re just too expensive for what they provide and without any bonuses for phasing up or specific unit upgrades, like in AoE2, phase 2 is generally just a step on the way to p3. Place the 4 buildings, maybe get eco upgrades and go up. Making blacksmith upgrades more accessible will help encourage aggression in phase 2. In addition, I believe there should be a 3rd level of upgrades for the blacksmith, especially if we stick with just 4 different upgrade types. Also, I like that upgrade costs for ranged and melee are differed by food, wood costs and I will stick to that. To keep it simpler I’ll also retain both armor upgrades having same total resource cost and both attack upgrades having same total resource cost. Attack Currently: 600F/W + 400M then 900F/W + 600M Attack Proposed: 150F/W then 200F/W + 100M then 400F/W + 250M Armor Currently: 400F/W + 400M then 600F/W + 600M Armor Proposed: 100F/W then 200F/W + 50M then 500F/W + 300M I think the last armor upgrade providing +2 armor instead of +1 would be good too (I based the cost on that being the case), as the armor upgrades scale worse and it would also help keep the kill times from becoming too low.3 points
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Rando thought: Make sure if you give the Celts some village phase forge techs, then make them somewhat weak so that they're not too OP early on.3 points
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Forum discussions are nice and all, and there is certainly no shortage of good ideas, however, what matters is how things work out in game. Because using the development version and applying patches is challenging for many, I've decided to bundle several related patches proposed for A25 as a mod for A24. Their purpose is to address the frequent complaint that defensive structures are too effective in A24 and therefore attacking is too difficult. The eight patches included here are: https://code.wildfiregames.com/D2845 https://code.wildfiregames.com/D2854 https://code.wildfiregames.com/D3601 https://code.wildfiregames.com/D3602 https://code.wildfiregames.com/D3668 https://code.wildfiregames.com/D3672 https://code.wildfiregames.com/D3684 https://code.wildfiregames.com/D3686 I sincerely believe each of them is an improvement on its own and also that they work nicely in combination with each other. Nevertheless, I'm biased by my own ideas and different people may have different opinions, of course. Hence this mod, to broaden the audience and have more people play and test. Feedback is appreciated, especially from people who've played at least several games with it. Anyway, here it is: balancing_defensive_structures.zip I've also uploaded it to mod.io to make it available via the in-game mod downloader, but I'm not sure it's working (@Itms?): https://0ad.mod.io/balancing-defensive-structures3 points
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@Trinketos @Lopess more or less those are the most important trees and forests, at least for the biome where the Zapotecs live or lived.3 points
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I would give Sparta a Mercenary Cretan Archer to duel with the archers of other civs. I would also rework the Skiritai and Spartiates. Make the Skiritai into fast hoplites, with greater pierce armor and hack attack (but lower hack armor), while the Spartiates are slower and super super tanky meatshields.2 points
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Generally very good. But I get two icons for citizens when I play with the kushites. One for female citizens and one for citizens in general. (Did not test all of the civs)2 points
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I am saying the base you see under the terrain grid was put there specifically for cases when the building is placed on a slope, so that there is not a gap at the bottom edges. It's not actually a part of the above ground structure.2 points
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Can we make it possible to dictate where techs can go in the UI? It would be very helpful (and logical) to be able to place techs beneath the units that they primarily affect. For instance, Rank Promotion techs and "Tradition" techs ("Archery Tradition", "Hoplite Tradition" etc.) can go directly beneath the unit. Example: It could go in the building's template in the productionqueue/technologies component, perhaps productionque/technologies/row. <ProductionQueue> <BatchTimeModifier>0.8</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}/infantry_javelineer_b units/{civ}/infantry_slinger_b units/{civ}/infantry_archer_b units/{civ}/infantry_crossbowman_b </Entities> <Technologies> <Row2 datatype="tokens"> upgrade_rank_advanced_infantry_jav upgrade_rank_elite_infantry_jav upgrade_rank_advanced_infantry_slinger upgrade_rank_elite_infantry_slinger upgrade_rank_advanced_infantry_archer upgrade_rank_elite_infantry_archer </Row2> <Row3 datatype="tokens"> <br/> <br/> special_archery_tradition </Row3> <Row4 datatype="tokens"> training_levy_infantry_ranged </Row4> </Technologies> </ProductionQueue>1 point
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Thank you for the mod, the decent size icons are much appreciated. Installing was a bit different from the instructions because I use the flatpak version on Linux. I copied the downloaded file to "/home/USERNAME/.var/app/com.play0ad.zeroad/data/0ad/mods/" and then opened it with 0ad from that folder. This has to with permissions, I believe. Something similar may need to be done for anyone using the snap version but I am not familiar with the file structure.1 point
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In the Atlas editor you can put a fortress over the river then use the teleport trick to send units across. (I am just joking, would appreciate it if players can build bridges as well)1 point
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Introducing that many weapons sounds like a large amount of complexity for an otherwise additional thing to manage, especially for an RTS. I would maybe propose a simplification along the lines of units of equipment that work for melee units and separate ones for ranged ones.1 point
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@submariner sadly artistic representation of unit does not reflect its stats, so you can see naked fanatics having defensive stats like armoured champions1 point
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Are you running the latest game version A24? Have you downloaded the latest AutoCiv mod from here "autociv_1.0.0.pyromod"? Do you have other mods enabled?1 point
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in some game I saw that the first technologies are global and later they are divided into specific example armor technology 1 = cavalry + infantry technology armor 2 cavalry technology armor 2 infantry or armor technology 2 ranged units armor technology 2 melee units So the technologies would not be so expensive and each player has to choose at least one tactic mmmm1 point
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That was exactly what I meant with my (I admit, not the most coherent) post here haha1 point
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Committed fixes for Male Citizen actors, improves variant ordering and adds missing attack variant (some male dudes would just stand there and not poke the target with their dagger).1 point
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im just gonna write here to maybe make this thread pop up into "recent" hmm..bababa dadadaddsdsdsdasasadsdadsdsdasadsdada also maybe if top 8 players wont all agree to participate next highest rated must fill the slot.altho from the lack or response from those pinged im pessimistic1 point
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I tested it in combination with the Defense test mod from Nescio. Let me try it without. Yes sorry, my bad. No problems if its the only mod.1 point
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I could not reproduce this. I even played the same map and chose Kushites. Anyone else? Do you have any other mods installed?1 point
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Might be a civ.json bug (female citizens spawn at the beginning probably). Will fix.1 point
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Have another look at this frontal view, I find it particularly helpful: It also shows the platform on the right side of the building, upon which the veranda may have stood. Of course, there is a risk of confirmation bias, with people making new reconstructions looking at the reconstructions done by others (like we're doing right now ). Maybe not. [EDIT]: go to .4: http://www.macedonian-heritage.gr/HellenicMacedonia/en/C1.1.1.4.html The columns of the right portico of the front side, I believe so; all maps and reconstructions I've seen so far display them.If you meant columns of the veranda along the right side of the building, not that I know of; hence why I'm speculating they may have been wooden. I can be wrong, of course; I'm neither an archaeologist nor an expert of the site in question. Yeah, I know, I'm actually fine with omitting the secondary courtyard at the back. When I first suggested it, I didn't know how your model would compare to other structures, but your more recent screenshots make it clear it's large enough and there is no need for the extension. Again, I'm speculating, yet I doubt it was as monumental or durable as the central courtyard. My guess is the veranda was made from more perishable materials. Perhaps it's best to include the platform on the right side but omit the veranda (which we don't know how it looked like). Getting the number of columns of the central courtyard (and frontal porticoes) right is more important to me.1 point
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Spartans were not known for fielding competent light infantry. I would recommend alternative routes for buffs. Spartans were famous for their poetry that often had martial themes (See Alcman, Tyrtaeus, and Terpander). I would advise introducing a technology that gives a movement buff to all infantry through that. The Athenians could have a later technology for subsequent changes in equipment and tactics that made their peltasts have a more hybrid role by having +1 melee and ranged armour.1 point
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With this topic I would like to open a discussion on how to add at least two heroes and a champion unit for the Zapotecs in Terra Magna, in addition to future improvements always looking for the most historically accurate but without forgetting the gameplay, which I currently believe very affected the lack of certain units in the Zapotecs. Even with the current data we do not have from the old Zapotec kings (even with some studies still under development of the Zapotec script in which it is believed to have identified some names from the 4th, 5th century etc.) Even with the lack of translated names, we are aware of the existence of a strong and centralized state in the Oaxaca valley since at least 500 B.C. Zapotec ceramics can help us with representations of both kings and great warriors. I researched for a long time about the zapotecs and I believe that they can be improved and that they have an incredible potential to be a good civ in Terra Magna using the same period as the other factions of the 0 a.d. I am willing within my limitations to create what is necessary to implement the changes. I believe that we can create a mini test mod with changes depending on terra magna before applying any changes. I invite everyone involved in Terra Magna to comment on your ideas as well as all fellow modifiers / researchers. Of course if you want. Sorry for any wrong translation, I'm not an English speaker. http://www.famsi.org/zapotecwriting/ https://en.wikipedia.org/wiki/Zapotec_civilization1 point
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I would strongly recommend keeping barracks in p1. This would make gameplay very static because rushes would become much less viable. This in turn would make p1 a bit boring. It would also make it more difficult it more difficult to come back from rushes because it would be harder to produce soldiers if you are rushed. It also isn't true that there are many buildings in p1 and few in p2 when you consider how basically every building in p1 is required to build pop/do basic eco. P1: house, storehouse, farmhouse, field, corral, dock (but it can only function as a storehouse or to make eco fishing ships), barrack, stables, sentry tower, outpost, and palisades. P2: CC, blacksmith, temple, market, tower, and walls (some other civs have other buildings like ele stables, lighthouse, pyramids, etc.) So basically there are only 5 buildings in p1 that do anything beyond eco. And two of those basically don't do anything but let you see more (outlooks)or block movement (palisades). So taking out barracks/stables in p1 would leave civs with just towers and eco buildings. This change would also lengthen games considerably because pop would be slowed. Given DDoS, unstable internet connections, and players that leave games randomly that could be very problematic.1 point
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In fact my original idea was that only Gauls could have access to the forge in the village phase (I did it in my patch), I think it would be a great differentiation, with a historic backing to be a good rush civilization1 point
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Hey folks, Per the #1997 ticket , starting a thread for the gharial. ---------------------------------------------- Model The crocodile as in source blend as a comparaison. Triangle count of 507. Waiting approval. ---------------------------------------------- Texturing: Not being able for now to procedural texture the animals given the need for high detail on low poly, I decal photo texture into the lp model. So I prefer to wait for model approval to have as little as possible deformation in the texture. Question: I found some nice images on a website called pixabay.com . Create an account and the texture are said to be under their #pixabay licence which looks like a creative commons, sort of. Link to their terms: pixabay licence I guess that allows us to use them to texture cc0 models? Anyway, here is my list of textures that I will use, probably not all but well. I have a list for me, but I figure that if someone wants to take the mantle for whatever reason, better documents and threads are good to have. Pixabay or wikimedia commons for the deposit source. ---------------------------------------------- Rigging done by reusing the crocodile .blend in the source ---------------------------------------------- Animation Crocodile animation do not cleanly translate to the new model. I need to some clean up of the swim animation. For the walking, I learned that the gharial doesn't have the musculature to walk. He gliddes by dragging is body on the ground. Animation should reflect that, but then is it possible to code the behavior for it to not go to far from shores. I mean, it would be great to see a giant reptile glidding through the map but well not really realistic. XD1 point