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Showing content with the highest reputation on 2021-06-03 in all areas
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4 points
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we can introduce flanking mechanics with single units too, it's just that we never considered the idea seriously. I think that, for melee damage in particular, it would be an improvement for how the game plays. even if battallions were indeed introduced, for even finer sofistications like having spearmen win against swords when in closed order, and lose otherwise, how would that work with battalions? it seems to me that it could actually work better with a single units based flanking bonus.3 points
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@Yekaterina Where can I check which names we already have? (I don't want to spam this thread with already known names) Thank you! Well, I just start with the Seleucids, and we can remove what we already have. Seleucus I Nicator (/səˈljuːkəs naɪˈkeɪtər/; c. 358 BC – September 281 BC; Ancient Greek: Σέλευκος Νικάτωρ, romanized: Séleukos Nikátōr, lit. 'Seleucus the Victor') Antiochus I Soter (Greek: Ἀντίοχος ὁ Σωτήρ, Antíochos ho Sōtér; "Antiochus the Saviour"; c. 324/3 – 2 June 261 BC) Antiochus II Theos (Greek: Ἀντίοχος Β΄ ὁ Θεός, Antíochos II ho Theós; 286 – July 246 BC) Seleucus II Callinicus Pogon (Greek: Σέλευκος Β΄ ὁ Καλλίνικος ὁ Πώγων; Kallinikos means "beautifully triumphant"; Pogon means "the Beard"; July/August 265 BC – December 225 BC) Antiochus III the Great /ænˈtaɪəkəs/ (Greek: Ἀντίoχoς Μέγας; c. 241 – 3 July 187 BC, ruled April/June 222 – 3 July 187 BC) Oh, you might find these nice overviews quite useful: https://en.wikipedia.org/wiki/List_of_Syrian_monarchs#Seleucid_dynasty https://en.wikipedia.org/wiki/Seleucid_Empire#Family_tree_of_Seleucids https://en.wikipedia.org/wiki/List_of_Seleucid_rulers Sorry if this is shortfalling your expecations/standards for 0 A.D. I am no historian and therefore rely on the a/mentioned sources. Maybe experts here have better hints.2 points
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Thank you very much for this very transparent phase before the release! It helps me to to feel more connected with the game (development) and I really appreciate that!2 points
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Should be fixed by https://code.wildfiregames.com/D4066 if someone else can confirm2 points
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Hi, this topic is not used to explain a problem, but a big congratulations to Wildfire Team for the Amazing new Alpha 24! Keep it going! Don't give up!2 points
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Alpha 25 Pre-release/Release Candidate Testing Thread. This thread will become active as soon as Pre-release/Release builds of Alpha 25 are available. Check back for updates. First testing bundle - revision 25741 Second testing bundle - Revision 25760 First RC - Revision 25799 Second RC - Revision 25808 Third RC - Revision 25840 Fourth RC - Revision 25842 Fifth RC - Revision 258481 point
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This thread started because of this: I would like to request historians and any players to drop below plausible names from each of the civilisations for the AIs to use. We need some Persian, Mauryan and Seleucid names, but any other civs names are also welcome, including mod civs. @Ceres @Thorfinn the Shallow Minded1 point
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I had a hard time sleeping yesterday, I was anxious, after seeing the designs planted by Wowgetoff... and the art team. so I started to look for blender tutorials to keep learning. i found this one in 2 languages, the first one is very fast, it's in one minute. i'm still slow and newbie in blender. i decided to share the modeling process first. then the rest. tutorial in Spanish.1 point
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https://github.com/0ad/0ad/tree/master/binaries/data/mods/public/simulation/data/civs1 point
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Here is the github link: https://github.com/Yekaterina999/xiongnu/tree/82533199e7442c4201e6642657ce8d906ec06d8f1 point
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Please allow me asking this question that is not specific for these great posts and very interesting links that @Lion.Kanzen has kindly provided, but more in general terms about Youtube tutorials: The voice-over and consequently the shown video material - or vice versa - are very fast. Maybe I am overseeing the obvious, but I could not imagine to always press the pause button in such a video and then on play again to get along with the high speed. Is there maybe a trick I am not aware of? How do you guys get along with this? Again, sorry for asking this here, but I have very hard times watching and understanding these "rock" videos.1 point
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Maybe my comment is not in the right context here, but when I read the quoted post, I think about building 5(?) houses is sufficient to reach phase II, correct? Is this intended? Would you consider giving this another thought? When hovering over the button to progress to a next phase, we see hints like we need to build e.g. 4 more entities of this and that. But of what exactly? The same, e.g. identical houses, or 4 other structures that we have not yet built? This is (to me) not clear. I have not consulted the Wiki or other information sources about this, but maybe we can make this clearer in the in-game hint? Do you want me to move (or repeat) my comment over there maybe? Suggestions for 0 A.D.1 point
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We can actually have another build instruction with basic terminal usage though.1 point
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And this, too. Well, it's already in the build instructions, so maybe pinning this and the other thread is not needed. Sorry for my maybe superflous comments.1 point
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It is believed that Taiwanese (Minnan) is close to Old Chinese, while there are still debates about the actual pronunciation. As a Taiwanese just tell me what you might need and I can do it. Also Clerical script (the script style commonly used since Han dynasty) isn't too hard to read.1 point
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Agree to disagree then. The Godwin's Law of 0 AD: the longer a forum discussion takes place, the more likely it is that wowgetoffyourcellphone will mention battalions. But yeah, that is a fair point all the same. Battalions or no, flank mechanics would improve the game in my mind.1 point
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A couple things came to mind after looking at the Romans. First of all, having the Triarius be trained at veteran rank again would be good; this could come with a +25-50% training time to make them harder to mass. Also, since there is a building in this mod for training Socii, the Extraordinarius should be available there, not at the regular barracks, since it is a socii unit.1 point
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I guess my Chinese teacher in 2021 can understand a Han person from 2000 years ago in a hypothetical conversation, but the writings would not be understood because the ancients used more random curves / pictographs whereas the modern characters are based on a standardised set of strokes and nothing else. However, you can tell that they are the same langauge as all the characters are bijective (corresponding)1 point
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This stuff is pure Chinese, not sure if it has English subtitles. I can understand some of it, but the video of a man chopping up a dead pig is a good enough illustration of the weapon.1 point
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I found a good value: 10.5 pierce, 5.5 crush. 20 archers vs 20 slings in close range. 4 slings survive1 point
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1 point
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I have an idea: give slingers decent crush damage but a negative bonus against structures, to prevent using them as siege.1 point
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I agree on many points with you. What I think should be the case is that some spear cavalry should be able to beat some infantry while other can not. So the best equipped for the job are the ones with spears and they are more likely to win, while the swordsmen are worse equipped for the job and are less likely to win the fight. I think if spear cavalry are supposed to win sometimes against infantry, in game logic it should be against sword infantry. Disciplined swordsmen might be able to hold, but a citizen soldier would be less likely and be more prone to routing.1 point
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Can you upload you matchsettings.json in the user config folder? Then delete it, that will fix the problem.1 point
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I do believe a quiver might be somewhat encumbering when running at a full sprint, but that would depend on the precise gear arrangement. If the quiver is open the arrows might bounce out. Likewise, if the quiver were loosely strapped to the wearer, it might flap around and disrupt their gait. However a closed or snuggly fitted quiver, which was well secured to the wearer or supported with the dominant hand while running, would sure be no more encumbering than a skirmisher's small shield and javelins. So, yeah, there might be an argument for a very small speed disadvantage for archers vs slingers and skirmishers, but overall I think giving everyone the same speed is probably the more authentic choice. Yes, I think discipline and training is the key consideration. Putting myself in the sandals of an ancient infantry man, I think I could easily buy the idea of "point this long stick at the charging horsey and he won't run over you because he doesn't want to die." I would be much more skeptical of the instruction "don't worry, the horsey won't run over you because if he does run over you then your friends will maybe try to chop him up with their big knives while he is tanged in your corpse (and he doesn't want to die)." The former promises me that if the horseman decides to test the theory then he will definitely die, but I might live. The latter tells me I will definitely die if the horse decides to test it, but he will only possibly die. Both actually work equally well provided your mounted opponent is not a suicidal idiot, but the spear works out much better for the front row infantry man on those occasions when the enemy does field suicidal idiots. The problem is that in 0 AD every unit is a suicidal idiot. That kind of ruins the whole historical concept of the cavalry charge, which was always just a weaponized game of chicken. I'm not sure there is a clean way to fudge the dynamic in the simulation without resorting to a whole aura-based morale system.1 point
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Cavalry is the only thing faster than archers. Thats it, archers are the fastest. There is no historical reason for archers to be slower than skirmishers or slingers, it only makes it less frustrating to fight them.1 point
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I made it 12 seconds in the bellum mod. I second that. Not sure why the decision was made. We want to make Town phase not obsolete.1 point
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I just wanted to clarify. I'm not a native English speaker either. [Peace!) Yeah, hm. If we know that Tongwancheng existed, maybe take artistic interpretations on that?1 point
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@LetswaveaBook here: https://trac.wildfiregames.com/wiki/BuildInstructions Copy and paste the corresponding commands for ubuntu/debian into the terminal, then hit enter. You don't need to understand what they mean. Here are probably the exact commands you will need. Copy them in and execute one step at a time please. Exclude the bullet points. cd ~/ sudo apt-get install build-essential cmake libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev libogg-dev \ libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libxml2-dev python rustc subversion zlib1g-dev sudo apt install wx3.0-headers libwxbase3.0-dev libwxgtk3.0-gtk3-dev sudo apt install libwxbase3.0-0v5 libwxgtk3.0-gtk3-0v5 svn co https://svn.wildfiregames.com/public/ps/trunk/ 0ad cd 0ad/build/workspaces ./update-workspaces.sh -j5 cd gcc make -j5 Note the number after '-j' is the the number of cores (including hyperthreading) that you have, plus one. At this point your build of 0AD is finished. To run the program in the future: cd ~/0ad/binaries/system/ pyrogenesis1 point
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Open a terminal, simply copy this entirely and paste: sudo apt update && sudo apt install subversion build-essential cmake libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev libogg-dev \ libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libxml2-dev python rustc zlib1g-dev wx3.0-headers libwxbase3.0-dev libwxgtk3.0-gtk3-dev libwxbase3.0-0v5 libwxgtk3.0-gtk3-0v5 -y && svn co https://svn.wildfiregames.com/public/ps/trunk/ 0adsvn && cd 0adsvn/build/workspaces && ./update-workspaces.sh -j3 && cd gcc && make -j3 && cd ../../.. && binaries/system/test enter your password and wait until it says "...............OK!" and you can find pyrogenesis in binaries/system/ You can learn terminal during the build though.1 point
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It would certainly help on improving performance at the cost of removing some identity of the biome. India gives off a really cool and unique vibe compared to the others, at the cost of performance. The biome is similar to what Jungle is currently. Fine for 1v1s and small tgs but with more players the performance drop compared to the usual is very noticeable. Can certainly try and mess around with the tree resource value and spawn count, but I'd prefer for the biome to keep its identity.1 point
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in the second part they will need a texture. Image texture... then load your texture. I try with another texture right there. } then Shift +D to duplicate the texture image. (orange window) if you need to convert any texture to normal map I leave you a tutorial. I am going to leave an image of how to do it in Photoshop the idea is to make it look like the rock I saw on one of my trips, if you took the photo or know what the texture looks like you can modify it to your liking. now that you have the image loaded, the normal map version. can switch to render view mode and see the difference. note that I added a light source to see this better. again duplicate the color textural once more. shitf + D here another tutorial for next texture.(optional ) https://polycount.com/discussion/138413/how-to-create-roughness-map-in-photoshop As of today, 0 A.D. does not use the rougness map. I will use the one that comes in the tutorial. the next step would be to create maps that work with 0 A.D such as Occlusion...etc. -------------------------- At the end Stan will make some recommendations for us to follow to get it ready for the game. I don't want to create something complex or even in the game. but at least to learn from this technique.1 point
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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
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