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  1. Undoubtedly most soldiers did carry side-arms, but ammunition is a more difficult thing to consider since armies at this time were not standardised. What might have served as the amount of missiles a soldier carried in one campaign might vary with the next. One interesting example of a case of reverse side-arms is mentioned in Xenophon's Anabasis, when a few Rhodian hoplites switched to using slings.
    3 points
  2. Small update - now the "Böttcher" has his own "Transport Vehicle" ...
    3 points
  3. Hi, Currently i'm working on giving some units a secondary attack in my mod. It's making progress, but realism is of great importance for me. So i'm wondering if historians on this forum would like to help providing references on what extra weapon(s) these soldiers would have had in their kit for that civilization. All units are open for discussion but the units that have priority would be the following: Javelineers (both cavalry and infantry) Slingers Archers (both cavalry and infantry) I'm also looking for references on how much ammo ranged soldiers would carry with them. Currently i have it like this: Javelineer 5, Archers 24, Slingers 50. Thanks in advance
    2 points
  4. It would be cool to have statues and stelae for the mod.
    2 points
  5. In 21 seconds you can see some gameplay stuff, like minimap, interface, etc ...
    2 points
  6. The medieval "Böttcher" ... with "handmade" windows ...
    2 points
  7. many users will love the new version 1.02 espaccalially this pretty statistic. i will forward this : UPdate:
    2 points
  8. Hello all, my name is Angelica and I am writing my Master's degree dissertation on video game translation. I have already translated some strings of 0 A.D. into Italian on Transifex (I have brought translation almost to 100%), but to give a wider range of translatable assets, I would like to translate some parts of the website too. Of course, it would be only for academic purposes and I would quote the game and the developers, but I would like your permission. Thank you in advance. Angelica
    1 point
  9. I'd say it changes the gameplay quite a bit. If your army is heavily wounded, you can get chased and slaughtered while retreating because healthy enemy units can actually catch up with you now. The trick would be to utilize the new field camps + healers in either neutral or enemy territory. It definitely needs some testing from players against players though.
    1 point
  10. 1 point
  11. Recuerdo que en Palenque hay sistemas avanzados de este tipo, no solo allí, en toda el área maya desde los preclásicos, había sistemas de manejo de agua muy avanzados.
    1 point
  12. Alexander the Molossian was the founder of Epirotes and rebuilt Molossian tribe, therefore we can give him some eco bonus. He also fought bravely against the Lucanians so we can also give him an attack bonus. Aura: Champions + 10% attack Hero Bonus: All workers gather 20% faster Special tech: more territory influence?
    1 point
  13. Based on this I think we can give Alexander II some bonuses to do with recovery in desperate situations and healing. Perhaps something like units within 60 meters of him gain 2 hp per second and women can build 30% faster (useful if your cc is knocked down).
    1 point
  14. many of them uses this skull paints. Death was, for many of the Mesoamerican peoples, of great importance within their belief system. Death in the pre-Hispanic world was a reality with which they coexisted; in their thinking there was no rupture between the life-death extremes.
    1 point
  15. This is an interesting one, mate, I'm intrigued by the wounded status of the troops. In play, does it change the game a lot? I'm assuming you have to be conscious of your units health a lot more otherwise you could send swathes of your army to a slaughter if they aren't in fighting condition.
    1 point
  16. I remember chrstgtr mentionning that he had more frequently units stuck at buildings corner in a24 in one of his post. I was wondering if the issue is now well understood ? @Angen @wraitii I can't repeat the issue on demand because I can't figure out what's happening exactly but I played recently a game with several sieges exiting from the same arsenal and taking a "similar" path before getting stuck at the corner of the same barrack. Because of the repetitions of the experiment with some variations, I thought the replay might be helpful to understand the issue. It starts with one ram stuck (min37), then a catapult stuck (min40), then again another ram stuck(min46) but in the meantime, many other sieges have managed to take a similar path without getting stuck (I am guessing because they are taking slightly different path/because they are smaller). Thanks! 0 A.D. 2021-03-19 20-11-57.mp4 metadata.json commands.txt
    1 point
  17. Thanks for the replay, this does looks like a fairly 'regular' motion issue. With the replay I should be able to investigate what's going on.
    1 point
  18. sewer. https://link.springer.com/chapter/10.1007/978-3-030-00268-8_4
    1 point
  19. Perhaps we can also add this as a second special structure. The dancers portrayed were actually dead enemy warriors and kings, being one of the first large constructions in the city.
    1 point
  20. Being one of the top players I'm sure you do. Lol Right, the citizen soldier concept makes this difficult. I don't think they should be identical, but perhaps the Citizens are just 20% better than soldiers at gathering each resource since they are unencumbered with armor and weapons.
    1 point
  21. This is not just the problem. If I am going to attack you, how will I know if you have collectors or soldiers? This mark on the soldiers must be permanent then, without having to select/click the unit
    1 point
  22. 1 point
  23. @Lion.KanzenRemember also the calendar names, the walls of Monte alba were full of them, in the main the building already climbs the conquests of that city and the kings they conquered. zapotec_figures2_es.pdf
    1 point
  24. I'm not a historian, but gameplay-wise every 0 AD unit already has knife for slaughtering purpose. Xenophon said that Peltast (javelineers) use swords as secondary weapon. He also recommends kopis/makhaira for horsemen instead of xiphos. You probably have seen this Survival mod by @Angen , otherwise this might help you as it has secondary weapon concept:
    1 point
  25. Or just a standalone Sengoku Mod
    1 point
  26. I could see revamping the entire Temple tech tree as well as the Forge tech tree. I'll have to work closely with you guys to find proper technology ideas for these 2 structures specifically.
    1 point
  27. Millennium AD is still a thing. They can make Millennium AD be AD 500 -- AD 1500-ish. Aside:
    1 point
  28. If we had the models, then Iphicrates would definitely have a smaller aspis.
    1 point
  29. @wowgetoffyourcellphone, Alexander I can have auras pertaining to enemy mercenaries as he fought against Italic tribes. Alexander II to friendly and allied mercenaries since he was likely allied with the Aetolians in retaking Epirus. There should be another non-Punic War Roman hero like Scipio Asiaticus, which gives a bonus to capturing buildings. Have you thought of putting Marcus Aurelius as the fourth imperial hero? Also, still bothered by Iphicrates using a Thracian pelta instead of a small aspis or round pelta. Since he did reforms on making hoplites lighter, why not re-make the Stoa theurophoros (champion javelineer) into something like this: ...which is basically just replacing the helmets and from theuroi to round pelte or a phalangite aspis. The aura can be all infantry skirmishers/javelineers in his formation or range have a speed and damage boost.
    1 point
  30. Yeah, but we lack other props like weapons and helmets. :-(
    1 point
  31. Considering many wallpaper-worthy screenshots here, perhaps 0 A.D. Wallpaper section can be updated with some user contents?
    1 point
  32. some videos to make a little more interesting and less boring information. The video is in Spanish you only need to watch it, it does not require understanding Spanish. With this we will be able to make the maps and biomes of the game.(At least parts of the biodiversity of Mesoamerican Mexico)
    1 point
  33. Sorry, didn't mean to ignore you. The female in the 2nd image is wearing a beige/brown gown, not player color. If you zoom in on the player color bits of the portrait, you'll see it is a nice orange. Anyway, I think you'd want your citizens to stand out in a selection full of a bunch of different units, so you could probably micro them out of the selection or task them elsewhere. @borg- Thoughts on this mod?
    1 point
  34. The guy is back under "Melusines" username. He exercises the same behavior and rethoric. I've seen many messages in lobby from him attacking various religious, ethnic and race groups (i.e. "I hate muslims", "Serbia", encouraging people to burn Serbia and many others I do not want to type), and usual talks about Jesus. Anyway, I am personally sure It's the same person (Melusines=pesem=other accounts) which would mean multiple accounts and hateful speech in lobby which is break of ToS. (I am reporting here since there is no responsive moderator in a24 lobby and to put stress on the background of the person.)
    1 point
  35. I found really weird the Celtic wall being called "Taux" in my 0AD, which is set in French... until I understood that the wall is actually called "Rate" in English but somehow, an automatic translation got the Celtic name for the wall as an English word... rate like in a measure, for a value or for a varying quantity. Which is "taux" en français.
    1 point
  36. I am working on mercenaries / units allied on maps for the delenda est, I am not good with textures but I am trying as best as possible. For now mixtec warrior and otomi warrior.
    1 point
  37. version 1.0.2 Added Options tab for autociv Smart chat autocomplete (from fgod) Stats overlay (from fgod) Small visual changes Map Skirmish: Volcanic Island (8) All chat commands now work except player reminder Special cyclic building placer for the same hotkey, see first page to know how to add them Removed Map flare Changed : you will need to remove old settings again :/ Hotkeys: they are now changed to reflect better the new meta, with elephant stable and arsenal building having more prominent positions in the keyboard Building hotkeys Building selection Mods compatibility Made it easier to have add special dynamic mod filters and be compatible with multiple mods @badosu @go2die look at file for more info. gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js
    1 point
  38. Zapotec workshop (arsenal) mod. zapo_arsenal.zip
    1 point
  39. @vladislavbelov any update from this thread? (glow, light, lighting, storm)
    1 point
  40. You could add uniques actualizations to the royal stoa. Stoicism explains our belief that buildings are more than just bricks and mortar. Buildings should be practical, protective, and inspirational. Upgrades should improve the armor or damage of units within the territory (like the Romans perhaps) or or add a bonus like the pyramid kushites only to metal workers (silver owls)
    1 point
  41. Spellforce III looks really good. The contrast could be a little better, but other than that it looks great. I would love to see 0 A.D. evolving into a similar direction. I do like 0 A.D.'s look and feel. The 0 A.D. artists are doing a great job.
    1 point
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