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  1. Romans: Practice Range Skirmisher NEW: Balearic Slinger (merc) or Roman Slinger ("Funditore") Mauryas: Practice Range Archer NEW: Deccan Tribal Levy (javelineer) Persians: Barracks Sparabara Spearman NEW: Hill Tribesman (merc axeman) or Mercenary Greek Hoplite Seleucids: Practice Range Arab Skirmisher NEW: Thureophoros Heavy Skirmisher (merc) Spartans: Practice Range Helot Skirmisher NEW: Helot Slinger
    4 points
  2. A frontier settlement of the Han Empire Execution of a captured rebel warlord Quelling the Yellow Turban Rebellion
    3 points
  3. My fork github https://github.com/wltonlopes/yayoi_japan, during the week I make few updates, but on the weekend I will be more active, errors are known because it is a work in progress;
    2 points
  4. Well, I was thinking more in the terms of garrisoning a structure to capture it. And when the enemy already has someone garrisoned, you can only destroy.
    2 points
  5. btw, the other day I proposed a variation on the mechanic in this thread here: when you damage a building to a critical level (like 25% of health), then it lose loyalty/functionalities or turn to gaia, so you can conquer it. I don't know if it's too unnecessary or complicated in the game, but it can be a way to make attack and capture work together more coherently.
    2 points
  6. After digging into Japanese history around the time of 0 A.D, I've found out a few things that could make implementing Japan in "Rise of the East" an interesting challenge. I would be very enthusiastic about doing some more research if adding Japan is something that seems doable in the future, but here is what I know so far: The period of about 300 B.C. to about 300 A.D. in Japan is known as the Yayoi period. Little is known about the time period since the earliest mention of Japan during the period comes as an afterthought in Chinese texts. The Chinese described it as a mainly agricultural society characterized by violent struggles. The land was split into hundreds of tribal communities according to the Chinese, which is most likely more accurate than the records of the Nihon Shoki, an early collection of Japanese history that claims the birth of a unified Japan to be 660 B.C. According to archeological findings, the Japanese people during the Yayoi period experienced a great deal of turmoil and violent expansion. The people themselves are (although this is debated) thought to be from the island of Kyushu, and they arrived and expanded their influence onto the main island of Honshu in the beginning of the Yayoi period. Bronze weapons and rice farming during the period suggest heavy influences from China. Between the Jomon period (13,000-400 B.C.) and the Yayoi period, Japan's population is thought to have risen by about 4 million people. The main reasons for this are debated, but historians believe that a major influx of farmers from the Asian continent overwhelmed or absorbed the native hunter-gatherer population. The reason I said implementing Japan could be a challenge is this. During at least the first half of the Yayoi period (300 B.C - 0 A.D), Japan was split into many competing (most likely warring) villages. Many excavated settlements were moated or built at the tops of hills. Headless human skeletons discovered in Yoshinogari site are regarded as typical examples of finds from the period. In the coastal area of the Inland Sea, stone arrowheads are often found among funerary objects. In essence, no unified Japan existed (outside of the Nihon Shoki). A dramatic shift occured however as the Yamato court rose in Japan around 250 A.D. With the rise of the court, power was shifted to a central administration and an imperial court (inspired by the Chinese government of the time). Huge changes in burial styles and military tactics also occured between the Yayoi and Kofun (250-538 A.D) periods that were likely to have been developed (undocumented, as essentially everything in Japan was) during the latter half of the Yayoi period. That's what I've discovered so far. I don't know if any of it helps, but let me know what other information would be helpful in exploring this amazing civilization! Some Sources I've found helpful: http://www.jref.com/articles/yayoi-period.188/ http://www.metmuseum.org/toah/hd/yayo/hd_yayo.htm
    1 point
  7. I think it might be more fun if it added extra range to ranged siege weapons rather than cost. This should be possible since it also was in earlier alphas. Especially the splash+extra range for mace might be nice. What do you think?
    1 point
  8. I'll address some general points: 1. The name: I only named them "Practice Range" because that's what they were already called in trunk. I'd prefer to call them "Archery Range," which sounds better to me (I am aware that some civs don't have archers; the name still sounds better). 2. The purpose in my mind of having different types of training buildings is for differentiation along those types. To have instances where archers can be trained by the CC, Barracks, and Archery Range ruins the differentiating aspect of what is trying to be achieved here. I hate hate hate dilution. Focusing ranged infantry onto the Archery Range and melee infantry onto the Barracks is differentiation along type or class of units and the focus of this diff. Hopefully this is a convincing argument. The Deccan Tribal Levy could be a merc, or we could just make it a trash unit that doesn't promote above basic rank (my preference, since it is a simple levy unit rather than a battle hardened mercenary). The Persians could get both units. The Hill Tribesman and the Mercenary Hoplite. Tribesman could be available in Town, while Mercenary Hoplite goes to City. Or just give them one. Seleucids have a good range of Champion options already. Best to keep it as a merc unit. As far as being OP or not, most additional units would just have standard stats, unless, like the Deccan Tribal Levy, we want to do something special with it like make it a trash unit by design. The Gastraphetes I would give to Carthage, Seleucia, and Egypt as well, but give them a small training limit, like 5 or 10. But that's a different discussion.
    1 point
  9. Ah thank you. Will look into it. May be useful for Dacian Falxmen as well! Push some of this stuff bruh! Looks good!
    1 point
  10. Just throwing some ideas here to try to help your reflection: - For the purpose of stimulating cavalry usage, do you need to the changes suggested? The savana biome seemed like very effective to reach that goal (especially in previous alphas, the Sudanian savanna biome of the current alpha is a bit less pronounced). Spreading trees to make rush easier and huge amount of hunt made cavalry rush very important in that biome. The advantage that I see for an "aggressive biome" relative to change in standard features of the game is that it can fit more varieties of players taste. One player who do not like aggressive game could therefore select his biome to avoid Savana but still play any of the existing map where the biome can be selected. - For the purpose of stimulating territory control, what about a version of mainland with less starting mines? and possibly small spots well spread over the map? This suggestion would not fit what I qualify as a "good change" since to reach one goal, it affects too many parts of the games, creating possibly some other issues elsewhere. I am just suggesting it, because I would find the experiment of this type of feature quite interesting. I am also still puzzled about how to make trade useful in 0ad. - For the purpose of making P2 more interesting, I personally dislike the idea that champions are currently meant to be spammed. For many games, it makes sense that you can access the strongest units in late game only and it does sound fun to mass the strongest possible units in the game with all upgrades, but in 0ad, champions are not balanced between civilizations and therefore it doesn't sounds suited to give champions that kind of role. They would make more sense as precious babies which need to be followed carefully to accomplish some particular missions differentiated between civilizations. I would therefore see them produced in small quantities only rather than massed in p3 (some champions should be good against buildings but bad against units=> firecavs... , some could be used for P3 harass like cavalry champions, other for P2 harass like naked fanatics, and maybe some should be there for P2 fights...) In that spirit, black coats in p2 were interesting, and generally, infantry champions (maybe only the melee one?) could make sense in P2 in small numbers. Not saying that this is what should be since it might need many other changes (like possibly less starting mines for example ), but again, I am just throwing an idea at someone who is asking for more actions in P2 and is spending time thinking about it.
    1 point
  11. What about the name? If the building is not for practice but for production maybe something like Ranged Barrack would be better?
    1 point
  12. I think the best place to hire him would be in a dock, my fear is to limit Wakoku cav to land maps, but honestly I think they must really be a civ without cavalry only limited to their mercenaries, I'm thinking of leaving their javalineers as hunters/explorers with bonuses for hunting and fast, something similar to what exists in the Zapotecs.
    1 point
  13. Koreans have horse archers similar to early han. You can compare. Goryeo dynasty horse archer. Horseback Archery includes all martial arts fighting with a weapon on the horseback. It is since 4 centry when a stirrup came out that a martial art took form. It is thought that in Korea, horseback archery was used for hunting animals and displaying along with growing horses since 5~6 BC, with a fine horse coming into being in Buyeo and there were cavalry soldiers using bows arrows, swords and spears and so on. High-speed mounted warfare is a very important part since three kingdoms of ancient Korea and most important martial art in the fastest mobility, information power and an-all out war during wartime. In Goryeo Dynasty martial artists palyed Kyeokgu to practice martial arts, which is assumed to have been transmitted to Goryeo over three kingdoms of ancient Korea as Polo originated from Persia was transfered to Qing Dynasty of China. It is the only sport military officiers enjoyed.
    1 point
  14. I suggest a unit: HwaCha It wasn't invented in 0AD but will be a fun unit
    1 point
  15. Third century AD. they were Ponies.lol.
    1 point
  16. I've gotten the impression that objects like trees which are close to the gate keep an open gate open. So in that case you must keep an eye on the gate or remove that object early. Or keep the gate closed. Actually I think that if a player resigns or gets defeated, all of his units and buildings could vanish instead of becoming gaia. Iberians dont need a lot of changes, but objects like apple trees shoulnt be able to spawn inside gates, walls and wall towers - they should rather get small a distance. (With "inside walls" i dont mean inside the circle but in the interior of the wall so they are blocked by the wall)
    1 point
  17. I was already aware of this, maybe as Korean mercenaries? I like the idea and have already implemented it in parts suggested by @Carltonusfor Jomon and Aniu merc units.
    1 point
  18. I will change the civ name to the new proposed name. I will make two long shields, one rectangular and one rectangular with a trapeze tip.
    1 point
  19. @wowgetoffyourcellphone trying to reconstruct the armor details and managed to make the threaded lamellar to appear as a visible player color area
    1 point
  20. Subject scientific and historical reconstruction of the helmet of the Xianbei warrior of the II-III century. Based on materials from the Laoheshen burial ground (Jilin Province, China). Photo by S. Borisenko Three helmets from the Laoheshen burials (PRC) served as a model for reconstruction. The details of these helmets were connected to each other by leather straps or linen ribbons. Judging by the fabric prints on the underside of the shell plates from the burial, the armor had a lining of soft materials. Subsequently, helmets of this type with a stable set of features — a spherical set crown of vertical segments, brow notches, a disc-shaped or spherical pommel, with a barmice - were massively used in Central and East Asia. A special place in the state of the Xiongnu was occupied by military affairs. The warriors were armed with a complex bow with bone overlays, whistling arrows, a spear, a sword and a shell with a helmet. Iron helmets, which appeared in East Asia in the III century BC, first had a lamellar set structure. The reconstructed Hunnu helmet is the newest flexible lamellar-cord construction for its time, similar in shape to a hat with earflaps with a headpiece. It is obtained by connecting scaly steel plates with a hemp cord. The fabric hemp balaclava sewn from the inside represented a single whole with the helmet, serving both to soften the blows and ease of wear, and to strengthen the plate base of the dome. Similar structures were first used to reserve the corps of warriors, but then they were also used to protect the limbs and especially the head. The simplicity of manufacturing steel elements and the assembly itself contributed to the widest distribution of such heads. There are still many armor of the Xiongnu, Xianbi, Rouran (Avar) warriors https://elementy.ru/nauchno-populyarnaya_biblioteka/435540/V_roskoshnykh_shlemakh_v_pyshnom_bleske_lat [russian]
    1 point
  21. Yayoi period is named after the neighborhood of Tokyo where archaeologists first uncovered artifacts and features from that era. So Yayoi isn't an ancient name.
    1 point
  22. No horses until Kofun era (4th century AD). https://en.m.wikipedia.org/wiki/Horses_in_East_Asian_warfare Most Japanese horses are descended from Chinese and Korean imports, and there was some cross-breeding with indigenous horses which had existed in Japan since the Stone Age.[19] Although records of horses in Japan are found as far back as the Jōmon period, they played little or no role in early Japanese agriculture or military conflicts until horses from the continent were introduced in the 4th century.[20] The Kojiki and Nihon Shoki mention horses in battle.[21] https://nomadit.co.uk/conference/eajs2021/paper/56837 The introduction of the horse and objects linked to horse keeping and horse riding at the beginning of the middle Kofun period (late 4th/early 5th century CE), lead to profound changes in Kofun period society. The import of the horse and the introduction of techniques for horse riding and mounted combat are connected to an influx of highly specialised craftspeople arriving from the Korean Peninsula. In addition to the horse, these immigrants furthermore introduced a variety of new crafts and agricultural skills along with prestige objects to the Japanese archipelago. Tomb murals from North-eastern China and the Korean Peninsula as well as archaeological finds and written sources point to the spread of heavy cavalry throughout North-East and East Asia in the 4th century CE. Archaeologists therefore generally think the horse was introduced to the Japanese archipelago out of military necessity und was subsequently used for mounted warfare due to the Kofun people getting involved in military activities on the Korean Peninsula. On first glance the archaeological material seems to support this hypothesis as from the middle Kofun period on there is a noticeable increase of weapons, armour, horses and their equipment among the burial goods. Many of these objects show strong similarities to objects found in North-eastern China, the Korean Peninsula but also nomadic sites in Eurasia. However, there is a distinct lack of protective gear for horses and an equal scarcity of skeletons with traces of injuries that would indicate that mounted combat actually took place on the Japanese Islands. The lack of Kofun period seagoing vessels furthermore raises the question whether or not it was possible to ferry large contingents of mounted warriors to the Korean Peninsula. This paper will examine the role the horse and mounted warriors fulfilled in Kofun period Japan. It will furthermore analyse their representation and importance for Kofun period society and will show how objects as well as ideas and beliefs were hybridised to conform to local needs by examining exchange between the Eurasian mainland and the Japanese archipelago with a focus on the mobility of people, objects, innovations and techniques.
    1 point
  23. The Yoshinogari stone age park in Japan. A reconstructed Yayoi era, wooden shield, with central motif and black and red pattern at the top.
    1 point
  24. Tate & Tedate (盾 & 手盾) - Japanese Shields. From descriptions in Chinese dynastic record, archaeological evidences and surviving examples we have a lot of information about hand held shields (Temochi tate or Tedate - 手持盾 or 手盾 ) used from the third to the eighth century. These shields were either made of wood, iron plates riveted together or several layers of lacquered rawhide. They were almost all of the time rectangular in shape, 100 to 150 cm in length and 50 to 70 cm in width. Like all the types of Japanese hand held shield, they had a wooden handle in the centre. Hand held shield were used in combination with swords, spears or axes in close combat situation. A riveted iron plates Tate shield from the Kofun period These shields usually called Tate (盾) were either held by their pole or carried by hands by the soldiers. When retreating, they were usually "worn" or placed on the back of the soldiers to protect them. Typically, shields of this sort were lined up, sometimes overlapping like roof tiles, to form a portable wall that protected archers on foot. They were also placed atop the walls of fortifications and hung from the sides of boats. On occasion, they served as substitutes for other tools, such as benches or ladders. http://gunbai-militaryhistory.blogspot.com/2017/12/tate-tedate-japanese-shields.html?m=1
    1 point
  25. To supply ranged troops quickly. In a push, whoever can reinforce faster wins faster train time in ranged barracks = less loss of units at front line
    1 point
  26. I agree with all the other points but I just wanted to remark this, which I find an interesting point never really discussed. Maybe, if the concern is on making clear the function of capturing to the user, if can stay as default for CC (and maybe a core of vital structures), while the others, and the defensive ones, can be attacked by default instead. Like what's happening with farms, which are definitely more satisfying to destroy Could be a compromise to make everyone happy? EDIT: okay, I'm saying something stupid cos is what DE already does and I forgot lol But hey! It just makes a lot of sense
    1 point
  27. Welcome @Saifeddine! Nice to hear you are also in the Boston area, as I am currently. One project I have been considering tackling next is the lack of voice variety in the game. It requires recording a bunch of dialogue in various ancient languages. If this idea interests you, I have been considering working with a local studio to record the dialogue, perhaps with some local students, and could definitely use some help in that regard. If you are interested, I can PM you my Discord details and we can see what can be done. Omri is very much in charge of the actual musical side of things, but as said before, there is room for more works provided they can be adapted to fit the game's sound and style overall while also hitting the mark of the unique culture. The overall sound of the score is not really the same as typical for modern scores, as aspects of it reach back over a decade to when the game was begun, so it is an interesting challenge to write pieces which fit aurally and compositionally. I would deeply encourage at least a few playthroughs of the game with various cultures, or listening to the full soundtrack, before working on anything.
    1 point
  28. I generally like the idea. Makes it more of a strategical decision in what building you want to invest your resources. Also, since the art is already there, it would be a shame to not use it.
    1 point
  29. Buenas (otra vez) , -Noté que los escudos se parecen demasiado entre sí , tanto los lusitanos como vetones y entre ambas tribus , por eso , lo terminé de remodelar para que se diferencien más y no haya tantos parecidos(además de que ahora son texturas totalmente sacadas del propio juego y no de internet); Escudos lusitanos; Fase 1; (en forma cóncava) fase 2; (en forma cóncava) (las partes en negro cambian para indicar color de facción fase 3; (en forma plana excepto el Umbo metálico del medio) (las partes en negro cambian para indicar color de facción) Escudos campeones lusitanos; (las partes en negro cambian para indicar color de facción) Escudos lanceros auxiliares vetones ; fase 1 Fase 2 Fase 3 Escudos jinetes y escaramuzadores auxiliares vetones ; fase 1 Fase 2 Fase 3 (las partes en negro cambian para indicar color de facción) (Los escudos de los jinetes serían más grandes que los de los escaramuzadores) Disculpen las molestias*
    1 point
  30. what an astounding work!! wow! For people like me that are trying to learn also the technique, is very interesting to see all the textures together! Thanks for sharing and again awesome job!
    1 point
  31. Buenos días o tardes; -Aquí les dejo las texturas finales para las unidades Lusitanas ; (no incluí las texturas de los navíos púnico y fenicio por que ya existen) (Pensé que además de tener una unidad de mujer guerrera , las mujeres civiles lucharan también y subieran de rango , igual que sus homólogos masculinos , ya que las fuentes clásicas decían que ellas defendían sus castros y que también combatían junto a los hombres, así que podría haber una gran igualdad entre ciudadano lusitano y ciudadana lusitana. Pero para darle un equilibrio , la mujer lusitana , al subir cada rango , recolectaría los recursos más lento , pero tendría más puntos de ataque y defensa al igual que cambiaría de apariencia. -Pero también se podría reclutar a una unidad de mujer guerrera , que aunque no pueda recolectar recursos ningunos , tendría muchos más puntos de ataque y defensa. La mujer ciudadana lusitana tendría la capacidad de cambiar a guerrera lusitana tal y como lo hacen los campeones Xiongnu pero solo después de desbloquear la habilidad especial en un edificio único de facción , que podría ser la Sauna Lusitana , donde también podría desbloquear otras habilidades únicas lusitanas. (ideas originales de @Lopess y @Genava55 ) Swordman; Phase 1; Phase 2 Phase 3 Spearman; Phase 1 Phase 2 Phase 3 Javelinist; Phase 1 Phase 2 Phase 3 Slinger; Phase 1 Phase 2 Phase 3 Cavalry javelinist; Phase 1 Phase 2 Phase 3 cavalry spearman; Phase 1 Phase 2 Phase 3 -En principio ya las terminé las unidades lusitanas , aquí se las dejo para que vean el progreso , si creen que cometía algún error (estético , histórico , técnico etc...) no duden en comentarlo al igual que críticas , sugerencias ... y si quieren retocarlas ,pues adelante , no tendré inconvenientes.(todas las texturas usadas para moldear las texturas de las unidades lusitanas , las saqué de fuentes que me prestaron @wackyserious y @Stan`).Ahora estoy sustituyendo las texturas de los edificios lusitanos por texturas del propio juego . Disculpen las molestias*
    1 point
  32. eh, thanks for asking! I was talking about this with Lopess ahahaha I mean.. yes it could be possible, but at the same time these are very much "experiments" for side-mods, I don't think myself as being really ready to deliver something for the official game (I'm not a professional artist, these are more like exercises ehehe). That's why I keep a low-profile. But hey! If you have some particular ideas and you don't have expectations too high and accept some attempts, we can talk about it!
    1 point
  33. 1 point
  34. Just copy the Vanilla plane template And add <StationaryDistance>10</StationaryDistance> To the unitmotionflyingcomponent.
    1 point
  35. hey @Stan` Thanks for your warm welcome. Looking forward to contribute and I signed the legal waiver can't wait to get in touch with you and @Samulis Saifeddine
    1 point
  36. I'm trying to recreate it based on the images from the forum, there's still a lot to be done for everyone who wants to help will be welcome especially about the civ icon and unit textures. I'll make a branch available in the repository I already have and with the original 3d file soon.
    1 point
  37. I still miss how you could train everything in one building in a23, most definitely not going to enjoy this if merged.
    1 point
  38. I have a small and recent project (two days ago) that I intend to make some less flashy civs but that were interesting in their time, very much in creating badges some differentiated units using structures from other civilizations that already exist in the game. For now they are Gojoseon (Han) Syracuse (Helenos) Sinhalas (Mauryas). I think I'll join the garamantes with them too, but these already have their structures.
    1 point
  39. Could separate all the civs under their own mod download, then brand them under Terra Magna. Terra Magna: Han Chinese Terra Magna: Thracians Terra Magna: Xiongnu Terra Magna: Zapotecs etc. Then if one (Han Chinese) gets folded into EA for A25, you just don't bundle their mod for the update. (I suggest Han Chinese get folded into EA A25, then A26 could debut "The Nomads" Xiongnu and Scythians)
    1 point
  40. https://code.wildfiregames.com/D4448 So, I made a patch that adds the Practice Range (aka "Archery Range") as a buildable structure. This patch: Enables Practice Ranges for all civs, which train Ranged Infantry Adjusts costs for the Barracks, Range, and Stable to compensate for the new building Recreates the relevant technologies from the Barracks over to the Range Moves Archery Tradition to the Range (and Hoplite Tradition to the Barracks, as a mirror) Some other minor things Please playtest with multiple civs. Look for and critique: Fun Design Balance Bugs
    0 points
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