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3 points
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3 points
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Standards appearing over battalions looks really nice and do help with gameplay. Now, I wonder how to make them civ-specific. I tried using the waypoint/rally point flag hack in the actor, which names variants based on civ codes ("athen", "spart", "cart", etc.). It works for the waypoint actor (obviously), but not for my formation standard actor. In the above screenshot, you see that the standards pick random variants instead of the civ-specific one. Both flags should be the "athen" variant, but they are not. Also, a new flag variant is chosen each time the formation is created. Here is the waypoint flag code, which works: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant frequency="100"> <animations> <animation file="mechanical/waypoint_flag_idle.dae" name="Idle" speed="30"/> </animations> <mesh>props/waypoint_flag.dae</mesh> </variant> </group> <group> <variant name="hele"> <textures> <texture file="props/banner_greek.png" name="baseTex"/> </textures> </variant> <variant name="pers"> <textures> <texture file="props/banner_persian.png" name="baseTex"/> </textures> </variant> <variant name="celt"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="cart"> <textures> <texture file="props/banner_carthage.png" name="baseTex"/> </textures> </variant> <variant name="iber"> <textures> <texture file="props/banner_iberians.png" name="baseTex"/> </textures> </variant> <variant name="scyth"> <textures> <texture file="props/banner_scythians.png" name="baseTex"/> </textures> </variant> <variant name="xion"> <textures> <texture file="props/banner_scythians.png" name="baseTex"/> </textures> </variant> <variant name="rome"> <textures> <texture file="props/banner_romans.png" name="baseTex"/> </textures> </variant> <variant name="imp"> <textures> <texture file="props/banner_romans.png" name="baseTex"/> </textures> </variant> <variant name="spart"> <textures> <texture file="props/banner_spartans.png" name="baseTex"/> </textures> </variant> <variant name="mace"> <textures> <texture file="props/banner_macedonians.png" name="baseTex"/> </textures> </variant> <variant name="athen"> <textures> <texture file="props/banner_greek.png" name="baseTex"/> </textures> </variant> <variant name="brit"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="gaul"> <textures> <texture file="props/banner_celt.png" name="baseTex"/> </textures> </variant> <variant name="maur"> <textures> <texture file="props/banner_mauryas.png" name="baseTex"/> </textures> </variant> <variant name="ptol"> <textures> <texture file="props/banner_ptolemies.png" name="baseTex"/> </textures> </variant> <variant name="sele"> <textures> <texture file="props/banner_seleucids.png" name="baseTex"/> </textures> </variant> <variant name="theb"> <textures> <texture file="props/banner_thebans.png" name="baseTex"/> </textures> </variant> <variant name="epir"> <textures> <texture file="props/banner_epirotes.png" name="baseTex"/> </textures> </variant> <variant name="han"> <textures> <texture file="props/banner_chinese.png" name="baseTex"/> </textures> </variant> <variant name="kush"> <textures> <texture file="props/banner_kushites.png" name="baseTex"/> </textures> </variant> <variant name="noba"> <textures> <texture file="props/banner_kushites.png" name="baseTex"/> </textures> </variant> <variant name="sueb"> <textures> <texture file="props/banner_germans.png" name="baseTex"/> </textures> </variant> <variant name="goth"> <textures> <texture file="props/banner_norse.png" name="baseTex"/> </textures> </variant> <variant name="zapo"> <textures> <texture file="props/banner_maya.png" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> Here is the Standard code, which does not work: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <float/> <group> <variant frequency="100"> <mesh>props/standards/formation_pole.dae</mesh> <textures> <texture file="props/kart_standard.png" name="baseTex"/> <texture file="props/kart_standard_norm.png" name="normTex"/> <texture file="props/kart_standard_spec.png" name="specTex"/> </textures> </variant> </group> <group> <variant name="athen"> <props> <prop actor="props/units/standards/formation_flag_athen.xml" attachpoint="root"/> </props> </variant> <variant name="cart"> <props> <prop actor="props/units/standards/formation_flag_cart.xml" attachpoint="root"/> </props> </variant> <variant name="spart"> <props> <prop actor="props/units/standards/formation_flag_spart.xml" attachpoint="root"/> </props> </variant> </group> <material>no_trans_parallax_spec.xml</material> </actor> formation_flag_athen: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant> <mesh>props/standards/formation_flag.dae</mesh> <textures> <texture file="props/standards/athen_infantry_1.png" name="baseTex"/> </textures> </variant> </group> <material>player_trans.xml</material> </actor>2 points
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AAAAahh thanks so much man!!! it's really a great motivation to hear this!! since I was pretty much my own boss in this little project I had no much idea how it could be from "outside". Very happy to hear that is heading towards the right direction! About the AO maps yeah! Totally right! I tried to solve all the rest before but now I'm getting to that stage where I can tackle all these final details (and also clean-up the .xml files.. some are probably a bit messy with my many attempts ahahaha )2 points
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hi all, I had this idea, lets make a thread for map creators where they can get inspiration from. Many of you probably know alot about history especially around 0ad timeframe, and know about interesting battles that have happened or places to recreate. The idea is to share that information here, so that a map creator can pick it up and start working on it. To keep things clear with a nice overview it's probably best to use a format e.g.: ---------------------------------------------------------------------------------------------------------------------------------------- Name: Battle of Thermopylae Type: Historical Battle - Sources - Docs Source Vids Source Pictures Source Source Maps Source Comments/explanation ---------------------------------------------------------------------------------------------------------------------------------------- If you wish to contribute i'm sure the map creators will be thankful, at the very least i am. Copy and paste the format from above and start sharing (Keep the comments/explanation in a spoiler tag please, for better readibility of the forum). Looking forward to learn some new history. A few last notes. If you as a map creator decide to start working on one of the projects, please call it out in the comments section to prevent more than 1 person working on the same thing. If you decide to share a battle/historical place make sure your sources are solid, i learned from battle of thermopylae that alot of sources are not credible and often contradictory. Sometimes more than others you will get fed biased information/stories much like the spartans themselves did.2 points
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Exactly!! Lopess also made me notice that! I was already reviewing some files for this reason. I'm also baking all the AO textures that were missing .. I was waiting to reach some sort of "final" stage with the models but now is the right time to finish that part. Thanks so much for taking a look into it!! I definitely looked a lot also at Delenda Est as inspiration. So it's really great to get suggestions from that side! I don't know if you liked the mod so far. I would love to reach a polished stage that could possibly be published alongside some future a26 release. It's quite challenging but lots of fun too!2 points
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Make sure if a structure actor uses a material with "ao" in it, that you specify an AO map in that same actor, else choose a different material. Example: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant name="civic_center"> <mesh>structural/Byza_CC_revamp.dae</mesh> <textures> <texture file="structural/byza_texture_C.png" name="baseTex"/> <texture file="structural/byza_texture_C_NRM.png" name="normTex"/> </textures> <props> <prop actor="props/structures/decals/dirt_7x7.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1" name="alive"/> <variant name="death"> <props> <prop actor="props/structures/decals/dirt_7x7.xml" attachpoint="root"/> <prop actor="particle/destruction_smoke_med.xml" attachpoint="root"/> <prop actor="particle/destruction_dust_med.xml" attachpoint="root"/> <prop actor="particle/destruction_dust_med.xml" attachpoint="root"/> </props> </variant> </group> <material>player_trans_ao_parallax.xml</material> </actor> The <material> here asks for an ao map, but one is not specified in the textures. I looked in the textures\skins\structural\ao folder, and there are a couple byza textures there to choose from.2 points
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Hello! Someone (very kindly) has tried the current mod but reported me some problems with his version. The game was launching as usual, but at the moment of launching a new match the loading time was apparently taking too long than normal and the game was running very slow and sluggish. This happened on a m1 mac. It's quite strange because I never experienced such problems even using a mac myself (even if Intel). Anyway does anyone would like to download and try it and see if they have any issue on their machines? https://github.com/stereotipo/millenniumad That would be quite helpful! Thanks anyone! (also: if it works correctly I hope you can have some fun playing it too! ehehe)2 points
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Religion is a matter of belief and rites, understood as a system of thoughts, of practices which found religious institutions and determine the function they perform in society. The relatively recent development of protohistoric archeology, in France as in most countries of Europe, has brought out from the subsoil an important body of documentation that simply did not exist 50 years ago. It will thus be difficult to find, in the sum of works and articles which were devoted to the religion of the Celts until the beginning of the 1990s, the slightest trace of sanctuaries, war trophies, sacrifices and banquets which founded and today structure our knowledge of religious practice in Gaul. The excavations at Gournay-sur-Aronde and Ribemont-sur-Ancre were revolutions in our perception of the religion of the ancient Celts. Many other places of worship and shrines have enriched our understanding of their society since then, but these two particular cases remain unique. Gournay-sur-Aronde is the better known and also the more presentable of these two examples. I will therefore present Ribemont-sur-Ancre first because it is really very interesting and fascinating. Ribemont-sur-Ancre (Somme department, Picardy, northern France) is significant because it reveals the existence of a forgotten battle, which was held in the middle of the 3rd century BC. Since the first exploration works done by archaeologists in 1966, Gallic weapons have been brought to light at the place of what was later recognised as a great monumental temple. They were then interpreted as burial remains later upset by the builders of the temple. We will see further that the encounter of Gallic objects and Gallo-Roman remnants on the same place is not due to coincidence but illustrates the story of a site used for nearly seven centuries. The discovery in 1982 of a strange set of human bones aroused more attention among archaeologists. It was composed of 2,000 bones coming from superior and inferior limbs which had been carefully lined up and crossed to form a kind of cube around a cylindrical cavity which contained burned splinters of human bone. It turned out that such a set had nothing to do with a funeral. More extensive research needed to be done. The bones found in 1982 Fifteen years of excavation were devoted to the study of these Iron Age levels. The topographical context provides interesting information. The place where the foundations of the great Gallo-Roman temple and Gallic remains were found is located in the valley of the river Ancre which flows into the river Somme about 15 km away. Its precise location is on a little hillock on the edge of the plateau. However, it is not situated at its top but slightly lower, on a slight slope which overlooks the valley. This area is actually an alluvial plain, perfectly flat and measuring 500 to 600 hectares. The Gallic site of Ribemont-sur-Ancre, later reoccupied by the great Gallo-Roman temple and its sacred surrounding wall, is located on the upper part, whereas the rest of the Gallo-Roman sanctuary (amphitheatre, thermal baths, residential area) go down in the valley to the river. This was the main motive for a careful archaeological survey of the place threatened by nearby construction projects. The Gallo-Roman temple The Gallo-Roman cult complex The site survey revealed the presence older enclosures nearby dating from the La Tène period, an Iron Age period in relation to the Gauls. Excavation revealed a very well-structured set of three enclosures which appears in the form of ditches and walls made of wood and cob. It is one of the characteristics of built areas in northern Gaul to be organized in such a manner. Agricultural domains, burial sites and fortified places are always quadrangular spaces bounded by more or less imposing ditches whose size corresponds to the nature of the built area. Circular enclosures are rarely found in the Middle and Late La Tène period. The three enclosures from the Iron Age These three enclosures differ architecturally. The square enclosure is bounded by an impressive ditch more than 2 m deep, remaining open, which is not doubled by a fence or a wall. The great trapezoidal enclosure consists of a wall made of wood and cob on which leans a portico on the inner side. The portico is composed of a roof resting on the wall and on posts in the front. The circular enclosure has the shape of a tower, closed by a thick wooden wall covered with cob, more than 6 m high. Inside these three spaces there was no building strictly speaking. But deposits of human bones and weapons allow us to imagine what the function of each of these spaces actually was. The quadrangular enclosure is just like one of the Gallic sanctuaries such as Gournay-sur-Aronde which were brought to light with accuracy for the first time in Picardy. It has the same plan and the same dimensions. The interior space is occupied by what seems to be a sacred wood, a grove about 20 metres wide. But it differs from it on important points: there is no altar in the shape of a large pit in the centre of the space, as it is always the case in sanctuaries. Here at Ribemont there are four altars of a different aspect located in each angle of the enclosure. These constructions were made of long human bones, forming something that looks like copings around little cylindrical wells. Of the four corners of the sacred space, only two were sufficiently preserved. In the eastern part, those who carried out the excavations unearthed a large pile of human bones, but in no recognizable order. But in the northern part they found what they called "the ossuary": an altar built of human bones - tibias, thighbones and humerus for the most part - measuring ~1.6 m on each side and with a height still preserved of 0.70 m. In the center of the altar was a hole, narrow and deep, which was filled with tiny pieces of burnt bone. This is the 2000 human long bones found in 1982, they were used for this construction. The rectangular enclosure is not closed by a thick wall isolating it from the secular world as sanctuaries usually are. Instead, there are strange constructions on the outer edge of the pit, on three sides: north, east and south. They are long wooden slatted cases (50 m long, 4 m wide and around 1.5 m high). They were full of human remains and weapons, set down with no apparent order. Finally, there is no monumental porch opening to the east: on the eastern side, common to the two quadrangular enclosures, the portico of the trapezoidal enclosure is used as a propylaeum. So it is certainly a sacred enclosure but it does not have the characteristic of sanctuaries. The lack of animal bones proves that sacrifices of domestic animals were not made. Reconstitution of a corner of the quadrangular enclosure with the ossuary Another reconstitution of the ossuary The mass grave, which is located in the eastern part of the quadrangular enclosure, is a deposit of 20,000 human bones that belong to more than 120 individuals, all male, young and rather tall. 300 pieces of weapons accompany them. The vast majority of the bones were found outside the enclosure, but some also on the other side of the ditch. But the skeletons, although found partially in anatomical order, were not complete. Many of the long bones were missing, and especially the skulls were missing. In this situation, one thinks of a process as follows: First, a crowd of beheaded warriors with their weapons were exposed on a platform elevated above the ditch. After their dismemberment, their long bones were used to erect the altars. The bones of the body were broken and burnt and finally put in the hole in the middle of the altar. Interpretation of the platform as a trophy and its degradation The trapezoidal enclosure, with the exception of the circular structure which is in its centre, revealed far fewer extensive archaeological remnants. They are also of a different nature. They are essentially animal bones, leftovers of food, and a few iron weapons discovered in a bad state of preservation. These remains were lying on the ground surface and therefore were badly preserved. They have to be related to the construction at the location where they were discovered. Porticos surrounding the wide space of the enclosure probably hosted men who shared meals. Such enclosures, significantly larger than the sanctuaries, were repeatedly discovered in the north and centre of the Gaul, and have the same characteristics. The circular construction in the centre of the previous space is the most unusual: in the Early La Tène period, the circular plan, used previously in necropolises, was no longer used. This laying out is strikingly monumental. It is a totally closed yard with an opening in the form of a small door made in the enclosure wall. The wall in wooden posts, covered with wattle and cob, was likely to be 6 m high. It was covered by a coat of clay, thinly smoothed and adorned with engravings. The interior of the space was almost empty. The remains of a paving made of sheets of flint were found there and, above all, a gigantic ditch, in every respect similar to hollow altars of sanctuaries. It contained extensive archaeological material: human remains of about 30 people, animal remains, ceramics and iron weapons. Similar material was found in the ditch of the foundations of the wall, where it was spilled, once the construction had been entirely and carefully taken down. The plan of the enclosure, as well as the material which was found in it, leads us to think that it had a funeral function. Reconstitution of the three enclosures in the landscape (not all elements are visible) This architectural complex at Ribemont is, at the present time, unique in the archaeological literature. It shows undeniable similarity with a well-identified laying out, composed of a sanctuary, an enclosure for banquets and a funeral enclosure. In spite of that, its general function is not obvious. We have to question the very specific archaeological material which was found there. It is composed, for the most part, of human remains (23,000 bones) and iron components (around 10,000) coming from weapons, elements of harness and of chariots. Animal bones and pieces of ceramics are much rarer than on any other contemporary site. They cannot be found anywhere in certain areas of the site. For example, in the square enclosure and at its periphery hardly any ceramics were found, and the animal bones are remains of horses which were treated in the same way as human bones. Both the nature and the dating of the metallic remnants show great homogeneity and coherence. Most of them are objects which date back to the Middle La Tène period. However, in the trapezoidal enclosure there were more recent objects (Late La Tène period) close to older finds. The state of the weapons is also significant. Generally, they do not present mutilations specific to offerings that can be observed in sanctuaries: they were not ritually bent or twisted. But they show traces of blows, undeniably caused by use, or during the battle in this case. The study of human bones gives even clearer information. All the remains belong exclusively to male individuals, more specifically young adults. Their size is rather tall as it corresponds to that of our contemporaries. At least 508 individuals have been determined, but the original number would have been much higher. Indeed, most human remains were not discovered in the form of entire skeletons but in fragments: chests, pelvises, limbs, hands, feet, necks, a lot of bones scattered here and there. No cranium was discovered. The cervical vertebrae discovered show that the heads were systematically cut off with a knife from the corpse not yet fully decomposed. An important number of bones bear marks of blows of different natures. These marks can be classified in two categories: those which were indubitably caused during a fight (blows of swords, impacts of spearheads, essentially) and those which are attributable to post-mortem dismemberment. There is no doubt that we are dealing with a warlike population. A selected human sample appears: young male adults, rather tall for that era, of strong constitution and well-fed. Not only were these men gathered together to make war, but it seems that it was their primary occupation: they were fed and supported for that and they didn’t have to achieve difficult tasks in the fields or in the craft industry. The weapons that were discovered near these warriors (sometimes still in a functional position on the remnants of the corpses) show they were actually used once. No attempt was made to repair them, which would have been possible. They also tell us the approximate time in which they were in use, around 260–250 BC. A few weapons from Ribemont-sur-Ancre The presence on the same place of such a large quantity of human remains and weapons can only be explained by a warlike event of a huge importance. What is striking is that the floor levels of the exterior border of the sacred enclosure which brought to light the large majority of these remains were preserved only on one tenth of their initial surface. Therefore, the number of human bones and weapons should be multiplied by eight or ten to have a better idea of the initial quantity of these remains. Consequently, the number of combatants could have included several thousands. This raises several questions: Where did this battle occur? Who were the belligerents? What were the causes for the conflict? The question of the localisation of the battlefield has been left unanswered up to now. But there are some elements. The first clues are given by the human remains. Their high quantity and above all the relatively well-preserved anatomical connection between the bones suggests that they could not have been carried over a long distance. Feet and hands still had their phalanxes, rib cages were still in place. Environmental studies carried out on the deposits of human bones and weapons tell us that the event occurred in the warm season, probably in summer (after the beginning of the harvest), at a time of the year when corpses could not be easily preserved. Remains of weapons and other accessories lead to the same conclusion: they were probably not moved over a long distance. The most realistic hypothesis is that the battle took place at the foot of the installations intended to commemorate it, i.e. on the vast alluvial plain lining the river Ancre on the west side. There, it was possible to develop a great battle front and above all to use fight chariots, hard to handle on an irregular ground with heavy slopes and on a muddy ground. The particularities of the sacred enclosure suggest that a part of its layout (the sacred wooded area) must have had a role in the way the winners conceived the battle. From this place it was possible to watch the fights, and they could imagine that gods protecting the people were settled down for a moment in the existing copse around which the sacred enclosure was built. The identity of the two opponents is revealed by the history of the place and by elements of the archaeological material. The great architectural complex built on the slope of the Ancre’s valley was intended to celebrate a victory which took place at the site itself, or very close to it. If the victors were not on their own territory, if they were invaders or if they got into their neighbours’ lands for a punitive war or a plundering operation, they would have been content with the building of a simple tropaion (a heap of weapons or a symbolic ephemeral building). The complete opposite occurred: a monumental and lasting building marked the place. Furthermore, it was regularly visited until the Roman conquest. So we can deduce that the very inhabitants of the place decided to erect this tropaion to commemorate the defence of their own territory. The name of this people is known thanks to Julius Caesar: they were called the Ambiani (Caesar, BG 2, 15, 2). This name was later given to the civitas which, in the 1st century BC, occupied the region whose centre was marked by the Somme valley. Thus the victors of this forgotten battle were the Ambiani themselves, or their ancestors, before they got this name. They may have formed a particular pagus of this civitas. A Gallo-Roman inscription discovered in front of the great Gallo-Roman temple of Ribemont mentions the name of the local population, although only the ending of the name – viciens – remains. The identity of their opponents is given by several gold coins. They were found among the remains amassed around the sacred space. These coins are all half staters or quarters of staters imitating the stater of Philipp II of Macedonia. Their origin is set in the west of France, in the region where the Aulerci Cenomani are said to have lived. So they prove that the defeated were strangers who had travelled 300 km to the northeast. It is obviously more difficult to ascertain the reasons which triggered the conflict. Nevertheless, a few pieces of historical information lead us to form a hypothesis. Caesar, on the basis of some information provided by the Remi, writes that the Belgae, a population which includes the Ambiani, came from Germanic territory and settled down in northern Gaul “antiquitus”, “in times past”, that is to say at a time previous to one that cannot be fixed precisely by human memory, thus two or three centuries before (Caesar, BG 2, 4, 1). Archaeological research confirms population movements in this area between the 5th and the 2nd centuries BC but on lesser distances than those suggested in Caesar’s text. It seems that these peoples stopped off during rather long periods, and that the first Belgic populations settled in the southernmost regions, as far as the Ile-de-France, while the last peoples had to content themselves with the northern regions. So the Ambiani may have arrived at the end of the 4th century BC or at the beginning of the 3rd century BC. That is also suggested by the pottery found in the circular building. It differs radically from the contemporary ceramics found farther south, for example among the Bellovaci, and presents, on the contrary, huge similarities with finds from the north and in particular from Belgium. It can be argued that the coming of a new population along the Channel and on each side of the river Somme, which was one of the commercial ways linking up the British Isles to the centre of the Gaul, overturned the political and economic balances of western Gaul. The Veneti and their Armorican allies had carried out commercial exchanges across the Channel for a long time. The coming of Belgae, many of whom had crossed the Channel to settle down in southern Britain, probably worked against the interest of the Armorican peoples. The high number of combatants excludes in any case the idea that it could have been a simple settling of scores on minor issues. Armoricans lost more than 500 of their men, or, in all likelihood, many more. The Ambiani, on their side, had to deplore only about 30 (minimum number identified) or, at the very most, about 50 dead. This ratio, which seems out of all proportion, is usual in antique battles. It seems that the army which was the first to surrender endured the biggest losses during the fight. It is possible that a large number of prisoners were added to the dead. For the Gauls the fight was similar to an ordeal or a sacrifice given to their gods. All the remains returned to them. The battlefield was carefully cleared of all that was lying on its surface. That is one of the main reasons for the difficulty in identifying the places of the battles of the last centuries BC, and this is exactly what Livy and Posidonius relate: The Gauls began systematically to cut off their enemies’ heads. It was the first gesture they carried out at the end of the battle (Livy, History of Rome, 23, 24; Diodorus Siculus, Historical Library, 5, 29, 4). According to Posidonius, it is likely that warriors, during the battle, proceeded to this gesture, at the risk of being killed by their enemies. The discoveries made at Ribemont confirm the technique of cutting off the heads described by these authors. All the heads were carefully cut off with a knife by those who were brave enough to become their owners. According to Livy, this operation took a long time: in the case held up as an example, it required a complete day. It was only later that the rest of the remains (acephalous corpses, weapons, horses and chariots) were collected. But that could not be done immediately. First, the place where these remains would be ultimately consecrated had to be carefully arranged. Meanwhile, it is possible that human remains and horse remains were gathered on the spot, so as to be protected by tarpaulin. Vultures and crows, since the beginning of the battle, had been watching out for their prey. Yet, the summer heat sped up their decomposition. If the bloody corpses – most often bearing wide open wounds – would had been attacked in addition by birds of prey, dogs and foxes, they would not have been transportable. As stated earlier, it was urgent to arrange the place that was to receive all the remains of the battlefield. Maybe this was done even before the beginning of the battle. The choice was a little wood in the middle of pastures and cultivated fields. The Ambiani army may have decided to settle down there to wait for the enemy. In any case, they had to draw the sacred space around this little wood before the time of the confrontation, maybe to accomplish a first religious ceremony in honour of the gods, so that they might give their support to the warriors. Indeed, the ditch surrounding the sacred space and the four cylindrical cavities had time to fill in lightly before the remains reached the place. It was necessary to build the repositories for the battle remains as quickly as possible. They were of two sorts: the first would receive the remains of the defeated enemies and the others those of the warriors of the victors. In the first case, long cases which were erected on the exterior side of the sacred enclosure. As they were not real victims sacrificed especially for the gods in their sanctuary, they were exposed outside the sacred space, exactly like the offerings that can be seen in contemporary Gallic sanctuaries, hanging on their walls outwardly. In this case, the quantity of the remains was so important that they actually constituted the enclosure of this space: there was no wall, but only boxes that marked the contours of the place. The remains of the Ambiani warriors deserved another treatment: they were the bodies of real heroes whose funerary treatment should match their status. That’s why the enclosure where they were to be deposited adopted a circular plan. Thanks to the poet Silius Italicus, we know that Gauls believed that the souls of warriors killed on the battlefield joined directly the celestial heaven if their bodies were eaten by scavenger birds (Silius Italicus, Punica, 3, 340–343). So this operation had to be done quickly and in the best conditions. This explains the very strange shape of the enclosure, the form of a high tower totally closed to the men and the terrestrial animals. It is plausible that the bodies of the 30 or 40 heroes that were carried to the place were set down in the enclosure on the paving, exposed to be eaten by birds and other animals. They were probably left in this state for a few weeks, until there was nothing left but bleached bones. The distribution of weapons and metal furniture in the charnier constituting the sacred trophy1 point
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When designing civs (or redesigning them), I think the focus should not just be on balance, but to make each civ "Favorite Worthy." What I mean is, each civ should have aspects that make it unique, fun, and cool enough to make stand out and make it worthy of vying for the community's "favorite" civ. In a "tier list" ideally it should be a struggle to decide which civ should be knocked down to a 'C'. They should all be clustered at B, A, and S. Some ideas: General Remove champion "unlock" techs and move them back to Fortress unless otherwise stated. Move Heroes to Civic Center unless otherwise stated. All Citizen-Soldiers types in every civ have Rank Promotion technologies up to Advanced. Exceptions 1 type of Citizen-Soldier per civ will have an additional promotion tech up to Elite. 1 type of Citizen-Soldier per civ will have no promotion techs. Unless otherwise stated, all civs retain their current bonuses and technologies. Athenians Retool the "Delian League" team bonus. All allies can train the Delian Marine from their Dock. -20% build time for all Ships and Boats. -20% research time for all Dock Technologies. "Painted Stoa" structure (build limit: 1), which grants the "Greek Architecture" aura (Buildings +20% health). Remove the "Greek Architecture" bonus from all other Greek civs. Heroes trained instantly at the Prytaneion (not Civic Center). Gymnaseion Replaces the Barracks Larger footprint and +20% greater health. Slightly more expensive. Trains "Hoplite" Citizen-Infantry and Champion Infantry "City Guard." Archery Range available to train Athenian Militia Slinger, Cretan Mercenary Archer, and Thracian Peltast. "Scythian Archer" Champion Infantry trained at the Fortress. Britons Chariots Available from Town Phase, after researching unlocking tech. When "killed", the Javelineer rider jumps off and continues to battle (until he too is killed) Slightly underpowered in Town Phase, but has a City Phase upgrade "Reinforced Undercarriage" which makes them extra stronk. Add Infantry Swordsman to the citizen soldier roster, available in Town Phase. Reimplement the Population Bonus special for their buildings, but at +1 population, instead of the old +2. Carthaginians Embassies "unlock" ethnic mercenaries at the Barracks, Stable, and Range. War Elephants have a "Tower" upgrade, which adds a Howdah prop to them. Cothon Shipyard shoots arrows. A fourth hero can be "Xanthippus of Sparta", who specifically boosts mercenaries. A 3rd champion, available at the Fortress: "Veteran African Infantry", a champion swordsman with a mix of Carthaginian and Roman equipment. "Sacred Band" champions still trained at the Temple. Gauls Give them a cheap Infantry Archer, "Gallic Hunter," available in Town Phase. Add Infantry Swordsman to the citizen soldier roster, available in Village Phase. Carnyx Trumpeter should have a "Horn Blow" special ability that temporarily improves attack of nearby Gallic troops. This is automatically done every 2 minutes in battle, but can be manually activated by the player every 1 minute. Iberians Keep the free starting walls, but remove the free gates (just have openings; the player can close them with fresh walls and gates if they wish). Allow the Monument to be built anywhere, even in enemy territory. "Burning Pitch" technology allows players to toggle javelin-throwing units between regular (anti-infantry) and burning (anti-structure) javelins. "Horse Country" tech at the Corral, for another -10% cavalry training time. Champion Infantry and Champion Cavalry can swap between Sword and Javelin. Kushites Give them a free Sanga Cattle at the start of the match. A new "Extensive Husbandry" tech at the Corral makes training animals faster. "Iron Smelting" tech makes Forges and Forge Technologies a lot cheaper and faster. "Iron Exports" makes bartering for Metal at the Market more profitable. Macedonians Barracks New "Royal Barracks" upgrade for individual Barracks in the City Phase. +50% Health to the upgraded Barracks. Can train Elite Phalangites and Champion Hypaspists. Stables New "Royal Stables" upgrade for individual Stables in City Phase. +50% Health to the upgraded Stable. Can train Elite Thessalian Cavalry and Champion Companion Cavalry. A 4th hero "General Craterus" boosts Phalangites specifically. "Naval Arms Race" technology unlocks the "Hexeres" heavy warship for the Macedonians. Mauryas Remove Population Cap civ bonus, but... Citizen-Infantry. Bonus: 0.5 population cost Bonus: -50% train time Bonus: -25% resource cost Penalty: -50% gathering rate Penalty: -50% health Penalty: -25% attack Worker Elephant can construct buildings again. Maiden Guards can swap from bow to sword. Mauryas receive a free Palace at the beginning of the match. The hero Chanakya can be trained in tandem with the other heroes (he doesn't count toward the "hero" training limit) 4th Maurya hero "Bindusara." Persians Keep Population Cap civ bonus. Organic units start out with -15% health and -10% train time. Receive a free "Yakchal" Ice House at the start of the match for a +5% health bonus to units. Build up to 4 more Ice Houses for additional +5% health boosts for each one built. They get more expensive for each one built. Ptolemies "Syncretism" special technology in Town Phase. Allows Priests the ability to build the "Isis Statue" and "Serapis Statue." Isis Statue Short-range Aura: Nearby Gatherers +20% gather rates Serapis Statue Long-range Aura: Nearby Units +10% health "Lighthouse of Alexandria" is a 2nd Wonder Player can still only choose to build 1 Wonder, but the Lighthouse can be built on the shore and gives a large vision range. "Temple of Edfu" would be the option to build on a non-water map. Romans An extra big House available in City Phase called the Insula ("Tenement Building") Population Bonus: 20 (plus house pop techs) Triarius trained at Elite rank (no promotion techs necessary). 2nd Team Bonus "Socii Allies" Allied Soldiers +10% attack within range of a Roman Civic Center or Army Camp. Seleucids Very much the same as they are now, except... Given back their Library. Spartans Team bonus now applies to all Melee Infantry (not just Spear Infantry). "Sysition" replaces the Barracks. "Hoplite" Citizen-Soldier, Champion Infantry "Spartiates," and Spartan Heroes all trained here. The "Helot Practice Range" Archery Range class building Trains Helot Skirmisher and Helot Slinger "Helot Emancipation" technology unlocks the ability for Helot units to upgrade individually to Light Hoplites. New "Helot" support units Cannot construct buildings, but... +25% resource gathering ability over Female Citizens. 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Talking about mercenaries: This mod gives the ptol hero Ptolemy I the ability to actively convert mercenaries from the enemy for 250 metal each. So why is this mod called Midas you may ask? Because you have no choice. When you have metal left and an enemy merc is in his aura, the unit will convert until you have no metal left. mercenary-patreon.zip merc.mp41 point
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This morning, I tried to log into the lobby and enjoy a weekend of 0ad in my school, but as soon as I logged on I was banned with a message 'You have been banned for 48 hours'. That ruined my weekend... I haven't played 0ad in a week and I just came back to have some fun but clearly @user1 won't let me. Well, I will stick to studying and playing PUBG then (I have been doing that for the past week). I might as well switch to War Selection, Megaglest, Widelands, and AoE4 Now, I understand there may have been some misunderstandings: 1. Other kids in my school also play 0ad and we all use eduroam wifi -> same IP address -> so the system detects 3 or 4 accounts from the same IP - thinks we are all smurfs and bans us. 2. Some people (smurf speculators) mix me up with other real players just because we coincidentally had similar playstyle in a game or talked in a similar manner, so they think that 1 person is controlling 3 accounts although that is not the case and I can show you evidence to prove that I am indeed Yekaterina and no-one else. 3. As most of you know, I make YouTube videos and the 0AD guide - many people improve very fast and learn to play similarly to me after reading these materials - so a new player may become very close to my level after only a few matches - people think they are me smurfing, report them to user1 and I get banned even though I was asleep. 4. I move around a lot and use VPNs, so I may appear at new locations suddenly. There is no regulation against using VPNs so I don't see why I should get a stream error when playing over VPN. So I am asking you to not just ban people automatically but actually investigate the case before you take actions. Some people have created more accounts than me and they have not been banned, strangely. Furthermore, I have also seen people being muted randomly without saying anything bad. It seems that if a swear word is included in a string they type then the player is muted automatically. For example, 'mishit projectile'. Also I think one does not deserve to be muted for saying 'bullshit'1 point
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Khazars would pass too, even if around 1000 they were in decline. They were actually the ones, who pushed Avars into Europe before... and also Bulgars and Magyars afterwards. Avars were a major power in late 6th c., but they were subdued by Franks around 800. They have received a kind of "reservation" in today's Austria, but it did not last long. The Primary Chronicle even mentions a proverb "to vanish like the Avars". It was likely more a tribal union of quasi-autonomous clans with little sense of common identity beyond the authority of the khagan. Khazars may have a plus for a designer - we know names of their khagans by more than the title. You could have an elite unit with a unique name, which is not just an ethnonym. On the other hand, there is not much known about their architecture (they had some cities), Avars are better documented - you could take any Slavic fort from 8th-9th c. as a model.1 point
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In 1000 AD, Avars would sound anachronic, but there were Seljuks by the time, or why not Hungary? Also Muscovy became a thing a bit later, Kiev and Novgorod were the centers. And there, Svjatoslav had quite a mixed retinue, so they could classify for a quasi-nomad faction too.1 point
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Venetians? Tang would be good. Can use the old Han Fortress (Stan is building a new one for the Han, with a different design). An Indian faction from this period would be nice.1 point
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Great idea!! I really like this initiative! I noticed there're quite a lot of details in some new maps. My favorite is probably "farmlands" (but there are a few others pretty good!) and I always wondered what was the process of the creators behind it. If they researched the actual territories/regions and how they made such research. Anyway is great to have a database of resources to get inspiration from1 point
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It's getting there! The AO maps are definitely important to making the structures look complete. You've definitely pushed the mod forward a lot! I look forward to seeing how far you push it!1 point
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Made a diff incorporating the idea of slowing down units based on pushing pressure around them: https://code.wildfiregames.com/D4439 I think it's a very neat idea.1 point
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So it's not even Trademark law at issue but something completely different that I didn't know even existed, lol. Fun read.1 point
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Eldi quit without resign when i was winning My Username in lobby RogerDeFlor Opponent Username. Eldimetadata.jsoncommands.txt THANKS!1 point
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Good morning @user1 I dont know if the guy quitted without resign or what would happen. Lobby username: Dulac Opponent username: PrinceofRusset commands.txt metadata.json1 point
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There used to be some very good mods back in A23 that enriched our 0AD gaming experience, but sadly these mods are no longer compatible with A24 and the upcoming A25, which is why I am starting a project to make these mods compatible with A24, A25 and later releases. Personally I am taking on Judeans mod and working on Aristeia mod, but there are many more A23 mods to be transformed. I need volunteers to help me, because I don't think I can manage the whole list of tasks on my own. List of A23 Mods (not exhaustive): 1. Random civ selection groups (functional) 2. Show available housing (functional) 3. Castle Blood (new game mode) 4. Cartography (functional) 5. No violence (functional) 6. Utility Any IP (functional) 7. City builder (New game mechanics) 8. Tower Defence (New game mode) 9. Special builder (New game mechanics) 10. Community map 11. Technology tree (New game mechanics) 12. Borg expansion pack (most of it is quite similar to A24) 13. Age of 0AD (New game mode and mechanics) 14. Terra Magna (new civ) 15. Millenium AD (new civ) 16. Ponies Ascendant (new civ, new mechanics) 17. Formation fighting mod. (new mechanics) 18. Faction-Specific resources. (new mechanics) 19. Aristeia (new civs, new theme) Here are some A24 mods that have been spotted to be incompatible (directly) with A25: Thebans Pretty much all of my mods Autociv by nani The reason why these mods expire is there is a minor file hierarchy system change, causing the modloader and civloader to be unable to find necessary template xml files. The solution is often to rename certain files and move them across some folders. You may look at the public.zip for the current version as a guidance. Since 0AD is very modular we can easily swap out corrupt files and slot in fixed files and rename them. I will be prioritising the civ mods because I am better at editing civ tree xml files than javascript files. If I find more mods to edit I will list them here.1 point
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The housing mod is one that @Jammyjamjammandid and I've helped a little with the repo. We haven't tried it in a while though. I'll make it a point to next time I play. I'm mostly on a 0AD hiatus at the moment. Cartography Mode, which allows allies to view each other at game start (instead of having to get the upgrade), is patched into the current development version of 0AD (thanks to @Jammyjamjamman) so will be included with the release of a25. I see this is an older thread, but thanks to @Yekaterinafor taking point on these issues.1 point
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Oh wow!!! This is awesome!! I wouldn't have expected such a thorough review! Thanks so much!! This is something I also noticed but didn't know the cause.. Lopess gave me a hint about some spec/ao map conflict in the actors file and i was currently checking and updating everything! I noticed that the background is not the more updated version. I have to check the GitHub folder because maybe it didn't update that files among others. Same with cache errors. I solved them already, but probably there are some dead files still present. (usually I uploaded each change manually, but recently I just cloned the repo and update each change from that local folder automatically. But maybe it misses some changes, gotta check.. ) Ehehe in reality they're propelled with magnetic fields underneath Jk ahahaha I know! My focus now was to have buildings ready, but the second passage is to fix those details. Haven't experienced such visible issues playing casually around so I easily forgot, but maybe I will raise the priority of it Thanks! Good to notice Noob question @Langbart : which program are you using? Looks very nice with the files tree on the side. I was casually using sublime editor but either I didn't know this feature or there is better software out there!1 point
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Another great Sunday 4v4 Those darn towers!!!! Replay Download below SG.73_4v4 Towers of Doom.zip1 point
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Hey, Another reported a similar, yet more extreme issue here. @Silier suggested this thread https://discussions.apple.com/thread/2519991841 point
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@mysticjim frozen lake comment is great - you can spell kushites player name just Coca Cola1 point
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I think @psypherium made a good point about that in his video by saying inclusion wouldn't matter if we didn't have any assets for the hans or any of the other civs. We are not considering the yayoi Japan for inclusion because there are barely any assets, Lordgood never released the buildings. Han, Xiongnu, Zapotecs, Scythians have their own assets which make them eligible. The Kushites got in the game that way. In other words we are stripping potential fun away by not including a civilization that's probably more complete than a few of the 13 civs when they got in the game.1 point
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Hi @Grapjas. I tested you mod for a few games now and i must say it's a very interesting mod. It took a game or two to get the nuances of ranged combat (with the new ammo system), but nothing too difficult. So far, what i was able to noticed was: Javelins have aren't viable for long term skirmishes (although they have high damage, their 3 ammo limitation turns them into a worse spearman very quickly, unless they are under a fortress) The two weapon system is very helpful against siege engines (since ranged units will use their melee weapons instead of ranged ones) The persian champion chariot is bugged (has no cost besides population, produces very fast, but doesn't attack or do damage) Great clashes seem to be laggier than the base game (which isn't unexpected considering that it has to deal with charge and ammo now) Loved the changes to the priest and the addition of the healing camp. I find it weird, though, that it can't be built on owned territory). It seems that you removed certain techs from the game (the archery tech in the arsenal that reduces spread, hoplite tradition and woots/toledo steel) =========== That's it for now. If i find anything else, i'll let you know. Overall, nice mod!1 point
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@Grapjas, the mod looks awesome. I have long been against ammo system but the way you have implemented it seems quite reasonable. I like the ram/unit interactions as well as charging mechanic. I wonder if some units could be given more charge damage than others as a way to differentiate them. I can also try to test it this weekend.1 point
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From the English version of Wikipedia: https://en.wikipedia.org/wiki/Temple_at_Uppsala "The temple was destroyed by King Inge the Elder in the 1080s" (So that's just like 20 years away from the end of the Viking age....).1 point
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I think this (rank upgrades) is a great dimension to add to the game. It can go some lengths to distinguish booming versus military empowerment. I think there should be a longer term economic cost to these upgrades, and it I wonder if you would support the possibility that getting all of these upgrades for all units is actually a strategic failure. rank 2/3 units get worse at gathering, and an enemies rank 2/3 unit composition is beating your rank 2/3 composition, but your units in your base gathering res are also rank 2, so you are losing overall. I have been wondering what these Advanced, and Elite upgrades should cost: Advanced: 300 food 300 wood 200 metal 1:45 research time, adds 5 metal cost (and +25 food for cav) to unit and 10% training time Elite: 500 food 500 wood 500 metal 2:00 research time, adds another 10 metal cost (and +40 food for cav) to unit and further 20% training time This adds the economic question for the player: do I want to get blacksmith upgrades, postpone the choices for advanced/elite upgrades, and maintain my eco, or do I want to get this upgrade that empowers my units, but add an economic liability to them. Getting these upgrades is basically a "bet" on that unit, and since the upgrade has a long time to research, the timing could be complicated, so you could not always get it as an emergency reaction. Should any civs get a p1 advanced rank upgrade, or would this be to easy to do a rush with, despite the large cost and economic situation? My thinking is that champions could stay being trained at barracks, but upgrade to enable it could add some extra food and some metal and stone cost, by default train at fort with no unlock. I certainly agree that in a25 it is too easy to mass champions at a sudden time, but I think there should be a way to go: non-rank-upgraded CS, +champions strategy. @Dizaka @chrstgtr @ValihrAnt @Palaiologos @LetswaveaBook what do you think about @wowgetoffyourcellphone's concept, and my ideas on those upgrades?1 point
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I was a little bored, so... A concept for the Norse' wonder, Temple at Uppsala: (It still requires; a proper coloring. The tree, chain, pool and runestones. And probably a simplification on its polygons). I designed it both based on the few information available online https://en.wikipedia.org/wiki/Temple_at_Uppsala (and particularly the artistic depiction https://upload.wikimedia.org/wikipedia/commons/d/df/Olaus_Magnus_-_On_the_Glorious_Temple_Devoted_to_the_Nordic_Gods.jpg, although it lacked of proportion in some parts of the structure). And clearly inspired too by the actually known different models of "Stavkirker" (stave churches). I hope it can be helpful. 1735522378_UppsalaTemple.dae1 point
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I like the visions for the civs, to give them all some unique mechanics. I am particularly interested in this in the shorter term however: I like this idea, and I feel these upgrades should be more expensive than regular blacksmith upgrades especially the one for elite rank (assuming its the same as "veteran" rank). Perhaps the "elite" upgrade would be more expensive, and add a 10 metal cost to the unit.1 point
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Hello balduin, I'm sorry but I don't have much time these days...I'm working full time and my week ends are mostly spent outside (this saturday being an exception!) What I can say though, is that I've never given up on anything yet, so I will most likely dig deeper into the Anuradhapura kingdom history, when I'll have time. I agree with you, for a civ to be of interest, you need more materials, more distinctive features. That's what I'm looking for, features that would distinguish sinhalese ancient kingdom from the mauryas in terms of military : units, tactics, etc. Unfortunateley, I haven't found that yet...1 point