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Showing content with the highest reputation on 2021-05-06 in all areas

  1. Finally joined wildfiregames! So a few days ago i played with Atlas and somehow made a decent map. Hopefully this will gave some inspiration to other map makers and so the community will continue to thrive. This game is really something unique that you can't find anywhere else! Man i love what you have done with 0ad 24 so far! Whatever i upload is the property of 0ad/wildfiregames. /fishyfish moba_demo_v2.zip
    3 points
  2. Even better outsource 12 of the existing civs so no one can complain about balancing anymore and development efforts can be spent on more important stuff! Seriously, han should be added. First to show appreciation for the work done, then for easier maintenance, lastly there is a rather large (potential) user base which has a much closer connection to han than any civ already in game.
    2 points
  3. There is also a chicken coop in Opfermoor Vogtei, on stilts and with wicker instead of a wall
    2 points
  4. To keep this discussion productive: I created two versions of farmlands, so that everybody can test how it would influence the game. It is important to note, that both options still allow you to build fields wherever you like (including directly around your CC), but the farmlands should give a strong incentive to build on them and outside of the CC range. Option 1: Player buildable farmlands farmlands.zip can be build by the player (should work with infantry and women) cannot be build in the city Option 1: Farmlands on random map farmlands-on-mainland.zip Works only on the map "Farmland", which is a modified version of "Mainland" To recap, what are the goals and consequences of this approach: more realistic city layout no restriction of player choice, you can still build fields wherever you like if you use the farmlands, farming gets more risky, therefore rushing is easier Notes: [The mods are for a24]. I choose relatively random values for the positive farming aura, so don't get hung up on those. This same is true for the amount of gatherer per field. Also, as I said, I have no experience in random map creation, so don't be surprised if they are not balanced. Further discussion points: size, number and effect strength of the farmlands. So please try it out and me what you think. Is this how you imagined the farmlands? Does this fit into the game? Does it change the strategy too much?
    2 points
  5. Probably one most adapted unit. Partisan (more iconic) Late- Sassanid
    1 point
  6. @FreagarachI heard Alpha 25 is coming out--would it be better just to skip fixing 24 and take your time fixing 25? To review the changes were: Fix the meat icon that appears when you run your cursor over an animal Remove the ability to "delete" an entity entirely. If you can, remove any aggressive splash-screens. Actually, if you can change the "food" icons, maybe a wheat one would be better than meat. (I know--this is a new request) I want to reiterate again how much I appreciate your help. My students love the game, and I love sharing it with them! Thanks!
    1 point
  7. I am not Chinese but I still want to see them because there were arguably one of the most powerful civilisations back then and still is now. There was a story of Persian kings importing made in China arrows which penetrated Roman shields easily.
    1 point
  8. m7600 I absolutely agree with you. Sometimes we know what our opponent will do before the game starts. More civs reduce the chance of that.
    1 point
  9. We want more diversity in the lobby as well! Right now we have pretty much figured out every single plausible strategy for every civ. There had been no new civs since A23. The problem is singleplayer is too easy and boring after some time. The AI Petra Bot never uses any interesting strategies and you can predict their behaviour after a few matches. The Chinese allows for weird strategies, just like Mace and Kush.
    1 point
  10. MAKE melee more more better than range PLZZZZZZZZZZZZZZZZ
    1 point
  11. Maybe it would be better to implemented new civs only in mods, as the multiplayer community seems to have no need for new civs? Singleplayer-oriented players can play mods, they don't need to be in synch with the multiplayer community. Multiplayers do.
    1 point
  12. I think Seleucids would be the best for beginners. I consider rushing not a strategy suited to beginners, so I would recommend a civ that has the tools to crack a defense. Seleucids seem to be the best for that. They have pikemen, cavalry archers, cataphracts with more HP, good siege&elephants and their military colonies are nice too. The thing why I would recommend them over Ptolemies is their champion swordsmen which prevents a weakness to rams.
    1 point
  13. There are plans yes, but the problem comes from the fact setting incorrect values might make it impossible to revert back. Follow https://code.wildfiregames.com/D3037 for progress. You can either overwrite some of the tracks, or edit music.js and civ.json files.
    1 point
  14. Hi you can edit the user.cfg to make the UI bigger. To do this add gui.scale=1.2 to your user.cfg file (see wiki/GameDataPaths) and play around with that number till you are happy with it.
    1 point
  15. Maurya and Ptolemies are not easy civs to play with, because they require a lot of micro-managing. Easy beginner civs: 1. Rome (good at defence, doesn't have major weaknesses, not too complex structure tree) 2. Britons (not much to learn, pure brutality, useful dog, quick houses) 3. Iberia (OP defence, simple structure tree) Spartans are slightly more difficult because you need to balance the eco for skiritai and hoplite champs. Requires much metal mining. Carthage is strong if you bother to learn their structure tree. They can play many different strategies. Same applies for Macedon Athens... strong navy but weak on land. Kush, Seleucid, Ptolemies, Maurya are OP if you know how to play them, but maybe not for beginners. Persians... hard to master, slow boom. Gaul... you have to rush and raid at all times, which is not easy for nubs. I can't play them.
    1 point
  16. You can drop this in your installation folder then enable the acceleration mod. You might want to backup pyrogenesis.exe before applying this patch; DISCLAIMER 1: I am not the author of this patch, so I can't make adjustements to it. I merely rebased it to work with A24, All credits go to @bb_ DISCLAIMER2: You CANNOT play with people that DO NOT have this patch and this mod. DISCLAIMER3: The code has changed quite a lot since then and it may not be applicable to A25 DISCLAIMER 4: Expect bugs. DISCLAIMER 4: This will obviously only work on Windows. acceleration_test.zip
    1 point
  17. We're going to focus on the archaeological references for standard and hero helmets. And I see that the Chinese influence is present in other cultures. Defining what is a hero helmet in 0 A.D? It would be defined as a helmet that craftsmanship goes beyond the standard design for a simple soldier. by the way, this art is of excellent detail, even the skin reflects the intensity that a soldier should be in the Han dynasty.his face is burned either by the sun or by the intense northern weather. https://www.twcenter.net/forums/showthread.php?796470-Han-Dynasty-Era-Armor I will leave a link with a backup copy on the web. In case anyone wants to read more. http://dragonsarmory.blogspot.com/2016/08/han-armor.html?m=1 Mirror TWC thread. https://archive.is/Hbjxn a movie that has an acceptable visual reference is "Red Cliff" Until middle of Han period, there seemed to be a general lack of helmets for the massed infantry. Despite the fact that most of the Chinese are familiar with the legacy of bronze plate helmets from as early as the Shang Dynasty (1600BC-1040BC) One explanation was that due to the fact that the Han engaged in an endless struggle mainly with steppe nomads who wore little to no armor, as such most of the combat would be of skirmishing nature~ thus most of the incoming harm would come from arrows rather than blows of halberds and spears as it was in the ages before. Mid- Late Han Commanders. As chariots became obsolete by the 1st Century BC, the armor of the officers became more flexible and also more voluminous, as they are more and more expected to wade in and fight in cavalry melees. Elaborate scale aventails began to appear to protect the general's neck and chins, pauldrons became longer in conjuncture with mailed sleeves, plate helmets began to appear as well (though the Chinese always had plate helmet as early as the Shang dynasty.)
    1 point
  18. Iron Helmets With zinging arrows, powerful crossbow bolts, stabbing swords, and swinging axes all a staple feature of the Chinese battlefield, it is not surprising that soldiers sought to protect themselves as best they could with armour and shields. Leather tunics with metal additions, bronze or iron helmets, and shields of lacquered leather helped to deflect at least some of the missiles and slashing blades that came a soldier's way. Horses were similarly protected, and heavy cavalry with the horse and rider covered entirely in armour became a feature of later Chinese armies. Helmets A soldier's head was protected by a helmet made first of rattan or leather and then, later, of bronze. They were typically of a spherical type covering the top of the ears, protected the back of the neck, and were topped by a simple and low crest. Some metal helmets have stylised projections and engravings similar to those used on shields. Bronze helmets were lined with a softer material to cushion blows and for comfort; they weigh on average 2-3 kilos. Helmets were only capable of deflecting light missiles and glancing blows from a sword, and enough skeletal remains evidencing wounds from arrowheads and swords suggests that armour, in general, was not particularly effective in earlier periods of Chinese warfare. With the wider use of the crossbow and their increasing firepower, especially from the Han dynasty (206 BCE-220 CE) onwards, iron was increasingly used in body armour. Again, small plates were stitched or riveted together to form a semi-flexible tunic which also protected the outer upper arms. Iron was at the same time used to strengthen shields and to make helmets. Helmets of this period take on a hood-like shape with a hanging part to protect the neck but they still offered no protection for the face, even if there are references to iron face-masks in Han military treatises.
    1 point
  19. Bronze Lamellar Helmets. <Reserved> as we saw earlier, the Han dynasty, It conserved varied equipment from even 1000 years before... And that even the bronze helmets from the time of the Shang dynasty, They were still valid to use in the Han dynasty. Zhou whole piece bronze helmets (1046 - 771 BCE) Why Bronze and not Iron? Because China had low metallurgy skill and were technologically behind in comparison to the rest of the World. it take less time and effort to stamp out sheets of bent steel and joining it with studded or threads rather than forging one solid piece from bronze. "Iron" is also much more common and lighter than bronze. Lamelar is often more "breathable" and flexible than a solid construction used on Xia helmets. There were quite a few surviving examples of helmets and armors prior to the Eastern Han. However, after the Eastern Han and in particular during the Tang and Song, armors were not allowed to be buried with individuals and were strictly controlled by the state. And as the state fell, the armors were either destroyed by its enemies or remade into other objects. That's probably why most armors after the Eastern Han did not survive to this day, unfortunately. <Reserved> iron is more common and cheaper than bronze. It looks like the switch to the lamelar construction may have been cost. The Chinese made their iron first as cast iron, then converted it wrought iron if needed. (Cast iron is too brittle for weapons, and possibly weapons as well). The iron pieces may represent the typical unit size of the blocks of cast iron converted to wrought iron. To make a larger piece, like a single iron helment, you would have weld together smaller blocks of iron, which was more work than to switch together smaller blocks as they did. The cast iron helmet would be too brittle for combat, heavy too. We have actual surviving samples of Han period armors, and they are all forged steel. We also have Zhuge Liang's treatise on steel , forging all armors ten times as the standard practice. Han period steel armor making was a very labor intensive process. Keep in mind, the Chinese produced their iron first as cast iron, then converted it to wrought iron later if they needed to. For many applications, they could use cast iron directly. Base on what others have posted, it seems the Chinese add carbon back in to their wrought iron to produce steel, but it is possible they converted some of their cast iron to steel directly. You have to remove carbon from cast iron to produced steel, and remove even more carbon to make wrought iron. It is well known that cast iron is not suitable for making weapons, and a lot of tools, although some tools, like a rake, shovel, you can make out of cast iron, and the Chinese did. The same source also mentioned that there are low carbon steel scales with carbon content of .1-.12%, and medium carbon steel scales with two types of grains wielded together. The smaller grains have .2% carbon while the larger ones have .5% carbon. -Traditional Chinese Craftsmanship, Armor Recovery, p 216 - 217 Also, this was before the monopolization of iron and widespread expansion of blast furnaces owned by the state under Wudi. There should be a greater scale of production of steel later. Zhuge Liang's Instruction on making steel armor state that it was standard procedure to forge all steel armor five times. Also, the Roman armors are not carbon steel, they are mostly hardened wrought iron, there is a difference. Much of the carbon, manganese, sulfur, phosphorus, and silicon content in the wrought iron are in slag fibers within the wrought iron. This meant that its harder to heat treat than carbon steel.
    1 point
  20. I will try to make something tomorrow. Windows only.
    1 point
  21. Sorry to nitpick, but I believe it is Sneak Peek. Also this is just my opinion, but I think it would be good if the in-game screenshots are not heavily edited/filtered, so people wouldn't have incorrect perception on how the game actually look.
    1 point
  22. And Portuguese (Brazilian) Lopess and -Borg speak that language In addition, the rest of the usual ones. Wraitii and Stan speak French. I speak Spanish ( also Alexandermb, Trinketos and av93) Several speak German or some Germanic language. @Sundiata speak many languages
    1 point
  23. Thanks - it's part of the PR/Social Media Strategy I'm enacting. The announcement also appeared on the website and was either quoted in full or linked to the website announcement across the mainstream social media platforms. I think @Stan` has done some of the more niche platforms - pretty sure he posted on Mastodon, but for now I'm focusing on website, forum and Twitter/Reddit/Facebook and Insta. The plan is there will be one main announcement per calendar month like this one, then ad-hoc postings and retweets/shares across the SM platforms throughout the month. It's just to keep the Social Media accounts ticking over with activity, spread the word a bit and get some trending on the 0AD hashtag, etc - hopefully giving the project a little more visibility and accessibility.
    1 point
  24. Mention to 0 A.D has the end with bonus games. Min 35:39
    1 point
  25. I agree. Spam isn't a problem in and of itself--it is a strategy just like any other. It becomes a problem when it becomes the dominant strategy because it is both the best and easiest strategy. Multiple strategies should be encouraged. Eliminating a strategy is frankly just a lazy way to change the meta by limiting player choice advancing what should be the true goal--to encourage multiple strategies. If you want to encourage other strategies then make other strategies better. Player choice should also be fostered, stifled.
    1 point
  26. Some reference to marathon could be made, such as enhancement to the Athenian sailors or hero bonus
    1 point
  27. The problem with that one is that it is designed for HD+ resolutions. At least Gomez's design fits our ridiculously small 1024 min resolution. @Sebastián Gómez I tweaked it a bit:
    1 point
  28. I haven't created the auras or techs yet, so feel free to give ideas or criticism. The Portraits will eventually need to be replaced. I wish I had the cash to just hire an artist.
    1 point
  29. Hey again ! Thank you for the feedback, I've made the changes. I did swap temple and workshop, but it's good that the buildings speak for themselves nonetheless. I'll tale a break of some days on this to cleance my palate and go back for the second wave. So changelog: New blockouts: Cavalry Stable Archery Range Wall Gate, Wall Section and Wall with Towers. Greathall (new version) Mesh modification: Tower defense as wooden straight base. Scale of houses seems to be an effect of the screenshot, explanation under. Temple was made wider, but I kept the stone circles. It's quite appealing and iconic (if not as accurate) of germanic faith. Also runic stones will be fun to texture. Textures: Added a basic color palette. It's going to help get a feel of the cohesion and help me along the line to map the uv. It may seem to cartoonish/lowpoly stylised but it's a work in progress. The more models/parts I add the more refined this texture will be and then when I'm sure of the final result I will make a uptostandard version via substance. Points of discussion: The workshop has a ram in the concept art. I would very much like to add it, but: I was lazy to get historically accurate references for the type of siege engine of this civ, and I did not find the original mesh of the engine of the celts or gauls. If someone would be so kind to point them to me (references or the mesh). The archery range is a bit empty, and it's the biggest case from the concept art problem. Once modeled to scale they are not as cramped. There is two solutions: add eyecandy in the mesh or bolsterise everything. Note post_render: so I went back to compare and I found that my models are on the realistic scale side. I'll remake them to fit the greater scale of the others civs meshes. The Current work updated: Civic center Houses: To scale with others in engine: Barrack: Great Hall (new '1 floor' version) Tower Defense, version with stone pyramid base and straight wood. The stone version comes from the concept arts of @Obskiuras. Don't know if they were instead meant for late goth civ. Temple ( As I said I kept the stone circle because I like it, but it would be easy to remove if that's the final strong opinion) The walls and gates Workshop (lacking a ram, I still made some wheels. I'm thinking of adding more miscellanious parts to enhance the 'artelier' fell). The stone path for now a mesh, but it will be baked as a decal on the later stages. Stables (horse is for embellishment sake, from a personal model.) ... ok, ignore the wall near the trough, seems to be a mirror mistake. Archery Range The files: suebian_house_wip.rarsueban_buildings_blockout.blend sueban_buildings_blockout.blend
    1 point
  30. Hey ! The works is going steady. I would like to confirm some scales for buildings. I referred Art and Scale The Civ center(CC) is 32m32 (on a blender scale of (1m = 1 unit) and it seems to be the correct scale on the engine with other buildings. However, for the CC I feel 32 is a bit too large. And for the temple. it's 28m28 and it's a bit too small to put the stone circle in the front. For now it's on the side. The defense tower, it feels a bit small. I wonder if 8m8 is a bit small with an house 12m12. Side to Side Barrack CivCenter House 01 House 02 House 03 Temple Tower Defense Workshop
    1 point
  31. whole wheat toast. A little avocado (brings extra protein enzymes for the stomach and the Colum) Tomatoes. Mayonnaise or tartar sauce Lettuce. Chicken or turkey ham. To give it a little touch, add a few drops of mustard.
    1 point
  32. 1 point
  33. I would like to propose making an playlist of how to create a mod in official youtube channel for 0 AD. I can talk about some reasons, facilities of having a playlist called how to mod 0 AD. 1. People will have a clear idea about the setup and coding process. 2. very good idea on mod structure. 3. 0 AD can have a lot of programmers. 4. many mods could be build. 5. programmers will get a very intense and practical knowledge on programming. 6.people might encourage to play/help 0AD more. 7.It can generate a small donation from both channel and people. Some Pre Answer 1. Videoes make more sense primarily than reading. 2.Videoes inspire more.
    1 point
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