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  1. Dump of 0 A.D. Livestreams/Streamer: twitch.tv/play0ad https://www.twitch.tv/1337cammy
    3 points
  2. Bearing in mind that the dark period of Byzantium that began around 640 and lasted until the 800's with the Macedonian dynasty, you should keep the following in mind. The Byzantine empire of the time was beginning a phase of centralization in which a new organized and effective state was being formed. An example of this were certain campaigns and incursions to the Arab neighbors, an occurrence that demonstrated that the Byzantine state was transforming from a defensive state to a more aggressive and ambitious one. On the military issue I think the mod was very close to the Byzantine army of the 6th century and the late 5th century, but it leaves plenty of room if it is planned to be 7th century onwards. The armor set for this time should be that of lamellar armor and Oriental scales with the seals of the Hellenistic armor, the same applies to their helmets and patterns on the shields that show certain inaccuracies. The helmets depicted are explicitly late Roman and not Coptic or Caucasian as they should be in the mid-7th century Byzantium. While the patterns on the 7th century Byzantine shields were extremely personalized, often with Psudo-Greek inscriptions and decorations, Greek natives. Now I think that certain units should also be added, perhaps to the "Kontarioi" which were an adoption of the Hellenistic war manuals of the "phalangitai". The "kontarioi" like their predecessors were armed with circular shields the size of Macedonian pelts with spears of up to 8 meters to form a "Chiliarchia" which was a Macedonian phalanx only with more combined use of the light infantry "Toxotai" and "Psiloi". In the administrative and architectural aspect I believe that an extremely important Byzantine structure is needed. This was called the "Bouleterion" or "Bouleteria", it was a building dedicated to the assemblies of each city in which administrative and judicial matters were supervised. The Byzantine "Bouleteria" were largely a continuation of the classical Greek parliamentary system as they were structured and had the same purposes as their ancestors. A Byzantine "Bouleteria" would have been led by an "Aristoi" under the supervision of an "Epitropes" who was the presence of the Basileus in Constantinople, in the same way the Hellenistic kingdoms would establish "epitropes" to supervise the cities under their rule and assist to the assemblies led in them. I think this "Bouleteria" should be a research structure with a lot of economic benefits. It was in these Bouleteria that financial, judicial and administrative issues were treated and discussed by the Byzantine upper classes "Dynatoi" "Prouchontes" "Megastinoi" and "Aristoi". I wrote much of this article on wikipedia a few years ago: https://en.wikipedia.org/wiki/Byzantine_battle_tactics This article explains a bit the circumstances of the Byzantine military world. (The mod "the great conflicts" of total war, in my opinion, is one of the most accurate in terms of Byzantine military equipment from the 7th to 11th century with small inaccuracies such as the lack of variety of armor in certain regiments.)
    2 points
  3. Basic roast of units from the Barracks. - The style of clothes comes from images of traditional rural life from classic russian painters like Apollinary Vasnetsov - This is just a blueprint, so feel free to add comments on weapons, army composition and type of units that could fit the scenario and timeframe around 1000 a.d.
    2 points
  4. 25b to be specific. I scout the coast and if I don't see fish I don't build a dock or fishing boats (because they're so slow and short sighted).
    2 points
  5. Try some tutorials with Andrew Price on Youtube. If you send me your models afterwards I can give you some pointers about making them better. Great work on those concepts! Keep it up. Storehouse/Dropsite could use some love. Two stories buildins are nice but I'm not sure about the farmstead. Maybe one story would be better. Could also be an upgrade for the building. How is the trading post different from a market?
    2 points
  6. Yeah, I'm legit having lots of fun with this! The Rus' faction is taking shape! I tried to give some indications on how the buildings could possibly work. It's all ideas, of course, so everyone can feel free to change/add if they want! One of the ideas was also to conceptualise new unique buildings/units that allow to experiment with new playstyles and strategies (like the Trading Post here). If something works well then it can be potentially implemented also into Vanilla I'll try to continue this faction sheet with all the other buildings, units and tech. This is only a first roast. Beside, if you have suggestions on how to start with Blender, texturing, tutorials etc.. let me know! The learning curve seems to be pretty steep, but I'm interested to get some more proficiency with 3D, I think it can be helpful
    2 points
  7. I'm pulling your latest changes, I already knew your repository on github I hope that soon the han can be added to alpha 26, even with my limited time I hope I can help you and m7600 as much as possible with the my limited 3d/code capabilities.
    2 points
  8. But there's more to it than that. Sometimes I play for a few months, then I come back after a few months and play for a few more months. I first played around 2016. Also, if some people leave and don't come back, that's not necessarily a reflection of 0 A.D., but it's just natural that some games aren't to everyone's tastes. Yes, there are some things that could be changed, and that's what tickets are for, and what the devs are working on, to make the game better and more interesting. One thing that may be alienating new users is the ratings system. It seems to be not just a ratings system, but a caste system in some cases. As if having a low rating means the person is not just an inferior player, but an inferior person not worthy of acknowledgement or common courtesy. And often a player's rating isn't even accurate. I often see pro players stating that someone else's rating doesn't accurately reflect their skill. People who play regularly have a pretty good idea of a player's skill and don't really pay much attention to their rating, I think. I sometimes wonder how worthwhile it is to maintain the code for the ratings system, especially since there are so many practical aspects of gameplay that actually need to be worked on.
    2 points
  9. Okay, a couple of other ideas (if they will ever see the light): Heian Japan The Heian period (平安時代) is a period from 794 to 1185 beginning when the 50th emperor, Emperor Kanmu, moved the capital of Japan to Heian-kyō (modern Kyoto). It is a period in Japanese history when Chinese influences were in decline and the national culture matured. The Heian period is also considered the peak of the Japanese imperial court and noted for its art, especially poetry and literature. Heian (平安) means "peace" in Japanese. Despite the name, this period of relative peace was precursor of future internal wars inside the Japanese Empire. In fact, Japan during this period was fractured among various feudal lords. Although the Imperial House of Japan had power on the surface, the real power was in the hands of the Fujiwara clan, an aristocratic family who had intermarried with the imperial family. Playing with the Japanese, each territory around the Civic Center is a feudal province. To progress through the technology three you have to build several buildings around the CC area. The concept is “synergy building mechanic” to unlock techs. (will it ever be possible to try this feature, technically speaking?) The central building in each province is the “castle”, the residence of the Shogun. It’s a centre of power and wealth. It unlocks élite military units and generates a trickle of metal, but doesn’t shoot arrows so it can’t be used for defence. Japan excels in the late game with powerful units and techs, but it requires a slow buildup that makes it vulnerable to early attacks. Army Most of the Japanese army is composed of levy infantry from the peasant population (Citizen-Soldiers). They’re relatively cheap to train and quick to die. But the rest of the “core” of Japanese military is composed of specialized heavy infantry that is provided by the feudal lords in the castle. The cavalry is composed of nobles from various clans. They have heavy pierce and hack armour, but this slow down considerably their attack Economy Overall the Japanese military is strong and specialized, but slow and expensive. So a solid economy is required to sustain such an army. Metal and stone are the most important resources to build advanced buildings and train champion units. The castle provides already a metal trickle helpful in the late game, but the rest of the economy is sustained by the peasant population that work endlessly in the farms and in the forests. The class of citizen-soldiers and rōnins is particularly inefficient in gathering resources, so an elevated number of villagers is required in the economy, making it vulnerable to raids.
    2 points
  10. Okay, here an example of how these civs can be developed. Here's the Muscovite Rus' (just a draft). Muscovite Rus' The Grand Duchy of Moscow (or Muscovite Rus’) was a Rus' principality of the Late Middle Ages centered on Moscow, and the predecessor state of the Tsardom of Russia in the early modern period. It was ruled by the Rurik dynasty, who had ruled Rus' since the foundation of Novgorod in 862. Ivan III the Great titled himself as Sovereign and Grand Duke of All Rus'. The Muscovite Rus’ is a great commercial empire, spanning from the Baltic Sea to the Bosphorus. For centuries this land has been territory of passage between the germanic tribes of the north and the hellenic civilizations of the south and a crossroad between East and West. The trading of furs, wood and precious metal is the source of the richnesses of the Russian Grandduchy. For this reason, one of the key buildings of this civilization is the Trading Post, a unique building available at a early phase that can be placed in neutral territory and act as universal dropsite and trading hotspot. It allows a quick expansion into the map, and it can be upgraded as a Civic Center (economic expansion), or as an Army Camp (military expansion). Army The core of the Rus’ army is its light/medium cavalry and ranged units, due to their tradition of hunting wild game in the forests. One of the special units is the scout, a light cavalry unit always followed by 2 hunting dogs that can be used for exploration or early incursion. The infantry is generally very basic and weak, composed mostly by peasants (citizen-soldiers). The élite is composed mostly of mercenaries coming from the north: the Varangians, while the cavalry relies on “Qazaqs” from the Caspian steppe and their military traditions. Economy The Russian civilization has cheap and fast buildings and relies heavily on three resources for its sustainment: food, wood and metal. This makes the civilization very competitive in forest-based maps, but weaker when this crucial resource is lacking. However, due to their trading bonuses they can often trade the underused stone to compensate. The enormous extension of Russian plains allow for an extensive food production: Rus’ farmfields are 25% larger and allow up to 7 farmers to each field. A later technology called “Serfdom”, allows to train “serfs” (slaves), cheap and productive units that can sustain the rest of the army.
    2 points
  11. Introduction: This is a proposal, based on both the changes and additions I believe should be implemented, and features which I think are needed. First will be on maybe a Retreat Function, Second will be a Surrender Function, (or enslaving function) Then increased health per unit and more Citizen-Soldier Variety. 1: Retreat Function I discovered from research that very (and I mean very) few armies required fighting until death, and relatively few men died in any sort of combat. At most would be 10 percent in regular combat, on average (this statistic is for the Roman Army only, but may be applied for most Iron Age armies) 2.6 percent. This is mainly because of a retreat, where the remainders of the forces would have been treated, then redeployed after reinforcements were given to this force. I want to have at least a few survivors left from combat, but it seems none of them do. No matter how many men I send into battle, (more men generally mean less losses in battle) I seem to lose them all. This is very unrealistic, and I would really like to have a retreat function ingame. Maybe when the E button is pressed, units will run to the nearest friendly Civic Center and garrison, or maybe a Temple. There doesn't even have to be a garrison, maybe you can decide a meeting point somewhere by pressing E when not in Combat and then clicking on a point within the map. 2: Surrender Function This is less of a priority and more of a trivial feature for me, but it would be great to have it. In Ancient Warfare, most Battles ended either in Surrender or Retreat, with very little losses in battle. For what I had in mind for the game, when units are in battle, (only units in battle, it would be weird if you pressed S and all your units Surrender to the nearest enemy) pressing S will cause them to change color to the attacking unit's color. They will no longer carry weapons, (Dropping them? Enemies stripping them of their Weapons? Disappearing Weapons?) and will be controlled by the enemy Civ. They will pretty much be slaves and gather resources, or build. 3: More Health Per Unit As keeping with the subject, lower casualties in battle, I think all units should have a little more health. Not something drastic, like hundreds of points, but maybe 10-25% more health for all units. Maybe that does sound a bit drastic, but it wasn't supposed to be an absolute. 4: Citizen-Soldier Variety I believe this is needed, for most Ancient armies consisted of not usually one kind of unit, but since most had a Militia, many kinds of Soldiers. In the Bronze and Iron Age, weapons most commonly used were Spears, Axes, Halberds, Daggers, Dirks, Bows and Arrows, Swords, Wooden Clubs, and Mallets. I’m not asking to have all of these weapons, but some more variety seems good. Conclusion: Thank you for reading. These are just some things I wanted you to add, and just some suggestions. What I would like the most out of these is the Retreat Function, where it would be easier to cut losses, and make battle more realistic. Any thoughts on this?
    1 point
  12. Hello modders, I am artoo, dev of artix linux, and have started the han china standalone mod some time ago. Despite my rather limited time for a game, I chose to register an account, since the communication on Github is rather non existent. Reason for the thread, I am looking for testers of the current master branch and thus hopefully feedback. I was also hoping to reach m7600, and if these nice new models for fortress, walls and the big tower could be added. I am basically a coder, not really skilled with images and 3D arts. Aim of the Han mod is to have a very polished, complete and unique faction, that might be included in the main game as far as I know. For that to happen, in my view, there are some open tasks, just to name nice rice fields as one. I could coordinate the development of the mod, if required, until inclusion is the offer. Happy testing. https://github.com/0ADMods/han_china
    1 point
  13. I was just kidding with Stan. He knows I would prefer more assets in the game, even as Atlas objects, than fewer, and even if they are slightly out of time period (Britons/Boudicca shouldn't be in the game, but here we are). It could be a separate building, acting like a super tower, making it a strategic choice on its placement.
    1 point
  14. I think we should focus on a specific civilization and develop it appropriately. Of course I will still give historical advice about Byzantium, but I suppose it will be in its own time and in the different influences that these neighboring civilizations received from it.
    1 point
  15. I need to save for the record that Yekaterina is actually an evil party buster or whatever she is.
    1 point
  16. Don't know what you are referring to. Personally I really don't like the UI. All symbols are so minimalist, they don't have any flavor nor transport any vibe of medieval.
    1 point
  17. I could help you with the Bulgarian history both with its institutions and in the military aspect. My acquaintance with neighboring nations such as Bulgaria, Armenia, the Kievan Rus, and divided Italy is extensive but not as broad as in the area of Byzantinism that I do best. But if you prefer to focus on these specific nations, I could also give you what I know on the subject. Since the Kievan Rus are the priority I will inform you as best I can in the historical context of the Rus.
    1 point
  18. I think the problem lies in planning too much stuff ahead that risk to derail a project. That's why I chose to focus on 3 civs for the moment, just to have a clear goal -relatively- manageable. Bear in mind that I have zero experience with modding. I just launched this idea just a few days ago and now I'm trying to figure out the rest. So even making a single civ could be an incredible accomplishment to me! So I would stick with some limited goals for now. This is to give some context. But again, the civs I chosen to focus on are completely arbitrary: I just picked up some interesting/influential ones that were already planned to be included in the mod somehow. So they surely can be discussed, if it's the case! For example, I was considering to switch the Avars with the Bulgarian Kingdom, since it had close contact with both Byzantine and Russian empires, so it could fit coherently with the rest. But I don't know. If you have knowledge about this one it would be incredibly helpful to plan it out, in case! Although I would say that if you want to pick a specific civ and take care of its details, feel free to do so and we'll see how to implement it. But in general, future civs could be added later, only after the first goals are accomplished. Otherwise it's a bit too much.
    1 point
  19. No, I haven't thought anything about it yet. If you go at the beginning of this thread I layed out my ideas for this mod, starting from what's already present and just adding a couple more civs. So I wasn't considering to touch the Byzantine civilization. But you coincidentally appeared right on time and I think that your knowledge and historical background could be really helpful to re-design some elements if necessary! So all the material that you're deeming necessary is very welcome! Btw: I took it for granted that you already played the mod, but maybe it wasn't obvious. Basically, if you have the version a25 of 0ad, you can download the mod from github here: https://github.com/0ADMods/millenniumad and should be possible to play it! There's already present a Byzantine civilization, together with a few others. And some historical feedback from you could be very interesting!
    1 point
  20. Consular cavalry. The most destructive unit in the game are the Rams.
    1 point
  21. I really liked your representation of the units for the Rus but I was wondering if you have any representation or idea of what the Byzantine units would look like.
    1 point
  22. Of course. These are all ideas but they need some historical backing and adaptation for the game.
    1 point
  23. Do note that the tower on the right was intended from the Tang Dynasty. 618-907, hence the more curved and different roofs;
    1 point
  24. Correction made, I only needed to bake the AO maps. I believe the DelendaEst @wowgetoffyourcellphone mod can use the new AO map for the Han Pagoda.
    1 point
  25. Moreover i like wl and 0ad much more than games like sc2 or aoe -> they have no deep and are just simple 1v1 0ad has much more deep & quality
    1 point
  26. It take some time to get used to it, but if you practise it should be fine Feel free to ask any questions you have to me and I'll do my best to answer them in a timely manner. Sounds like something that can be done alread. To put it anywhere you have to play with territory restrictions Docks are already markets and resource dropsites The upgrade feature can allow you to update to a CC. Alternatively you can also create a special tech (since A24) that allows you to give a territory root to your building.
    1 point
  27. Hey! Those are some great feedbacks!! Thanks for checking in, Stan! I know you're already super busy Aha! I know the guy! Yeah, I'll start with him! That sounds awesome! Yeah, I'm just a bit lost in the process.. I just don't know what to make of those models, how to properly uv wrap them or animate, so I would definitely need some guidance in the beginning. Hopefully without taking out time from anybody! Yeah, I can make some further iterations: better storehouse and a simplified farmstead. One story is probably enough Aha! That was my idea to give some "flavour" to this faction Since pretty much all Russian history is a history of frontier, that was the idea of a commercial outpost that can be built anywhere in the map in neutral territory. Is a standalone multi-purpose building that can be used as resource dropsite, establishing a trading route far away from town, or it can be later upgraded to full CC to finally gain territory. You could also train some basic support units, like a trader and a scout. That's why it would be a bit different from a regular market and it's designed to allow a fast expansion in the map. Perhaps it could be unlocked after building a regular town market ? I don't know if these kind of changes to buildings could be implemented, but I think it could be quite cool so, in case, some new playstyles can be experimented with this mod
    1 point
  28. 3-4 was short for A25 and we still lost two months fixing bugs because nobody was there. Mods are still lagging behind
    1 point
  29. There is not much code for it. In fact it hasn't changed in a while. So we're not wasting maintenance time on it. Competitive multiplayer while often a toxic thing can also have some upsides. What I'd like to have is 2v2 and 4v4 ratings too and a more moderated lobby.
    1 point
  30. Hey, welcome! This is a very interesting background! And Byzantine history is so often neglected I feel. I'm also kinda "new" in the forum, but I'd suggest you to take the initiative and go to the page dedicated to Byzantium and leave there your knowledge and resources. Or maybe open your own thread if you have in mind something specific. I also started a thread of proposals for that same mod and I would be interested to add more characteristics to that civilization from a historical perspective As they said the timeframe for now covers roughly the fall of the Western Roman Empire and the Dark Age but feel free to give your inputs and specify dates and historical periods, so it's possible for everyone to have a clear distinction of the timeframes
    1 point
  31. The problem is the victory conditions are set before the hero can be recruited then. So one needs to change some map scripts as well. Something like DEs hero selection screen sounds like you want. For instantly produced from the CC, one can apply a tech that reduces the train time/resources and changes the phase requirement (I do not know the latter is possible, actually).
    1 point
  32. We continue recruiting, so you can be part of our great family of artists and devs.
    1 point
  33. @user1 as you asked, I write it here. In a rated 1v1, the opponent resigned and everything was fine, except my default.cfg file. I re-downloaded it from github but I forgot to change these lines: xpartamupp = "wfgbot26" ; Name of the server-side XMPP-account that manage games echelon = "echelon26" ; Name of the server-side XMPP-account that manages ratings so ratings didn't change. My nick is clavz (1401) and my opponent was Gutterer (1575). Thank you! metadata.json commands.txt
    1 point
  34. AoE-IV Agreed when adding the cruise missiles.
    1 point
  35. I really like this style of videos. In the future, you and @Player of 0AD can just agree on a time and then join random TGs as specs, then make it a commentary video.
    1 point
  36. Have uploaded Sundays live recordings
    1 point
  37. This is not a matter of Profanity, but of Trolling: Culprit: Trashy This is why I suggested a length limit!
    1 point
  38. It's a bit random, but I tried to throw a couple of ideas for the missing Umayyad buildings, based on the references in this thread. As I mentioned here, I would be maybe interested to help pushing a bit this mod, to make it on par with the main game. But my 3D skills are pretty basic and I'm totally not a developer, so I was wondering if there's still interest around this mod also by other more experienced users, or where should I start to look around just to experiment a bit..? Anyway, feel free to use the image below as inspiration for a couple of buildings, just in case
    1 point
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  41. More tricks and tips to make your own sounds. Bow and Arrow effect using Foley style,
    1 point
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