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Showing content with the highest reputation on 2022-10-30 in Posts

  1. Hi, first video in 2022 ... By watching it you'll noticed many errors at models, but i'll solve them ...
    2 points
  2. I think the biggest issue is that the naval gameplay should be accessible to most factions while there is a huge gap from a historical pov. Some groups to distinguish the size: Coracles, logboats, river boats etc. were basically used for trading and transportation, generally it was driven by 4 men and at the maximum it could hold 10. Eikosoroi were typical merchant ships with ~20 oarsmen and better at sailing. In some case they were used to military transport and to fight with archers aboard. The triakonters and pentekonters were the most versatile and polyvalent ship dedicated to war of ancient Greece, rowed by 30 and 50 oarsmen respectively (hence the name). They had no deck and were the most common warships, even used by pirates and merchants. Hekatonters/dikrotoi/biremes were larger ships, with between 100 to 120 oarsmen, already used by Greeks and Phoenicians since the 8th century BC. It had two banks of oarsmen. Assyrian and Phoenician ships had a higher desk in addition. Triremes, quadriremes, quinqueremes,..., and deceres were bigger and bigger versions of the biremes, with more oarsmen and more banks. A Roman quinquereme is basically 420 men, 300 of whom were rowers on 5 banks. Some of them could have siege engines. Civ accessing up to level 5 like ships => Romans, Carthaginians, Athenians, Spartans, Persians, Macedonians, Seleucids, Ptolemies. Civ accessing up to level 4 like ships => Han dynasty? Civ accessing up to level 3 like ships => Maurya, Han dynasty? Civ accessing up to level 2 like ships => Gauls, Iberians?, Britons? Civ accessing up to level 1 like ships => Iberians?, Britons? Any future nomad factions.
    2 points
  3. Introducing God's Eye. I've been working on this mod for about just 48hrs now. Not so lone but due to the pace I'm moving, I am almost done with beta version .0.01 and I'm looking for testers who will use the mod, discover bugs and add it to the known issues so that i can get it patched and release the entire mod to everyone as soon as possible. Don't hesitate to inbox me if you are willing to help build up this mod or have any interesting feature you would like to request. My arms are opened!, Request a feature or suggest and it will be added as soon as I can. PM me if you would like to test the ------------------------------------------------------------------------------------------------------------------------------------------------------ God's Eye was created in attempt to bring back our favorite mod of all time, Fgod mod - by @ffffffff This mod is inspired by FGOD Mod, part of the code may be from the original fgod mod made by @ffffffff , all rights reserved. -------------------------------------------------------------------------------------------------------------------------------------------------------- v0.0.1 updated: v0.0.2 (6/30/2022) updated: v0.0.3 (7/02/2022) updated: v0.0.4 (7/03/2022) - reduced file size and cleanup updated: v0.0.6 (7/03/2022) - reduced file size and cleanup updated: v0.0.7 (9/28/2022) - compatible with a26 Features Overview Auto Login Vision Ally Stats Auto Away Start into lobby Improved UI Design Functions with all mod Network warnings Late Observer Joins Auto Share Resources Among Teammates When You Resign A Team Game Fight Ratio Calculator Lobby Notification from in-game New music added Sound on message sent added New chat notification sound added Ping players to ready during game setup Ping players to join your game from lobby Added easy team numbers to easily set your hosts to 1v1, 2v2, 4v4 , ffa , etc. Added smurf highlighter - Highlight smurf in the game easily with a single button Added buddies sorting Known Issues Minor typos ( fixed ) Unclickable chat input Installation guide; 1. Download both mod.json and godeye.zip files ( attached to this post ) 2. Make a new folder and name it godseye in your mods folder 3. Paste the mod.json and godseye.zip file, no need to unzip it 4. After following the above steps, you are good to go! Open the game and you will see it in your mod list Alternatively, you can download it from the game through the mod downloader or visit https://0ad.mod.io/gods-eye-mod?preview=c0076b5082eb4209ca4277950830f43d Mod Folder locations- linux into ~/.local/share/0ad/mods/godseye windows typically: ~\Documents\My Games\0ad\mods\godseye mac: ~/Library/Application\ Support/0ad/mods/godseye New update: v.0.0.6 ( file size reduced ) mod.json godseye.zip New update: v.0.0.6 ( file size reduced ) godseye.zip Main Lobby Page Player List Panel Game List Panel Chat Panel ( Additional Buttons ) God's Eye Settings Page Main PreGame Page
    1 point
  4. Your models are amazing! Do we have somewhere to download them?
    1 point
  5. Oh yes ur right. I'm not sure how actually "building" the upgrade would work, but it could be nice. Another option would be increase upgrade time, so you have more time to try to deny it.
    1 point
  6. The thing is I think the wood tower build time is fair for p1. You wouldn't want it to be much longer since you will have fewer people building it in the early game. But when it's p2 or p3 you have a ton of units so it goes up super fast.
    1 point
  7. this was already discussed in the past, I also suggested that the tower upgrade was deniable. we need a working patch. I like that actually. maybe if CCs didn't create such large patches of empty territory around, one could build one next to a border and start conquering from there (I'm thinking about the territory mod).
    1 point
  8. Another option would be to increase build time of the wood tower. Yes, I agree this shouldn't be possible.
    1 point
  9. nice, a second round just in time for the next community mod release with some balance changes.
    1 point
  10. https://github.com/0ad/0ad/blob/master/binaries/data/mods/mod/gui/page_modmod.xml
    1 point
  11. Part of my answer here: But basically, it's way harder to organize. Even for 1v1 tournaments, it can be difficult to make them meet on a schedule, and for a 4v4 tournament you raise it to 8 players who would need to agree on a schedule each week. Quite unreasonable unless we force a time where players agree to be available every week (so that would be sunday evening for europe / afternoon for america). Even though right now i'm not sure if you can make more than 4 teams play if you consider people normally playing on sunday evening but that could be different if players engage to be there at that time. Difficult to say. Then there is the problem of team balance, some people may not care too much about it as it is a tournament, some people may still care about it, since unbalanced teams will lead to an inevitable outcome. That would be a difficult problem to settle. You can find an illustration of these issues there: @Unknown_Player hosted a tournament but it was a bit different I believe I'm not sure if you were referring to that. It's a bit different but personally I would not be able to organize something similar as I am not available on sunday evenings. So basically, if people are interested in a 4v4 tournament, they could do a little "market research" to see if many people would like to play the tournament and agree to be there every week at Sunday 19:00 UTC. Then I would need a consensus with the balance issue, and a co-organizer who would be on the lobby at the time games get played since I can't be there myself. If such a tournament happens it would take the form of a league I imagine.
    1 point
  12. https://www.world-archaeology.com/features/garamantes-libya/ Maybe this could serve as reference for temple since they currently lack one. Although i could not find any reconstructions of it and it is possibly a bit late (Article says Garamantes used stonework in the Period between 1 and 400 AD) Petroglyphs of warriors from the same article Possibly it could be two plumes worn in the Lybian style?
    1 point
  13. I was wondering if there will be TG 4v4 Tournament? Last time it was hosted by @Unknown_Player . Maybe host a parallel TG tournament ? :p
    1 point
  14. Article about naval warfare in the Dacian wars https://www.academia.edu/67117919/Strategy_and_naval_warfare_in_the_Danube_area_during_Trajans_Dacian_Wars Priscus described river boats being used in Hun territory: https://people.ucalgary.ca/~vandersp/Courses/texts/prisfr8.html
    1 point
  15. Atom is going to be discontinued. You can use VSCodium instead. https://github.blog/2022-06-08-sunsetting-atom/
    1 point
  16. Have you tried "vspkg" which are source packages that Visual Studio can use to built dependencies' dll's though libpng may still be fun as we at vegastrike filed a bug against it several months ago now, Btw you can build them for 64 or 32 bits Enjoy the Choice
    1 point
  17. In Delenda Est, if you capture an enemy Civic Center, then you can train that civ's Citizens, who will mostly build your civ's buildings, but will build their own culture's temple, wonder, and cult statue.
    1 point
  18. The sea battles of the Vikings were fought according to the same principles as battles on land. Each side roped most of their ships together side by side to make a platform on which to form a shield wall. The attackers tried to storm this platform, as e. g. in the battles of Hafrsfjord in 872, Svöldr in 1000 and Nissa in 1062. Ship after ship was taken and then detached from the formation to drift away. Both fleets used to keep some ships outside the formation to manoeuver; these were used to attack the enemy by going alongside and boarding, in a hailstorm of arrows, stones and spears from both sides. If the defenders succeeded in killing the attacking rowers, or if the oars of the attacking ship were broken, the attack often failed through inability to manoeuver. However, the elements of a real naval battle of the Classical age – outmanoeuvering, ramming, forcing the opponent to sail against the wind, or the use of catapults – were unknown among the Vikings. Most sea battles took place in quiet coastal waters or river mouths, where there was no space for such tactics. When fighting amongst themselves, the Vikings’ major battles almost invariably took place at sea- witness Hafrs Fjord in 872, Svöldr in 1000 and Nissa in 1062, to cite but three examples. Nevertheless, they made every effort to ensure that a naval action was as much like a land battle as possible, arranging their fleets in lines or wedges; one side-or sometimes both-customarily roped together the largest of their ships gunwale to gunwale to form large, floating platforms. The biggest and best-manned ships usually formed the middle part of the line, with the commander’s vessel invariably positioned in the very centre, since he normally had the largest vessel of all. High-sided merchantmen were sometimes positioned on the flanks of the line too. The prows of the longer ships extended out in front of the battle-line and some of them, called bardi, were therefore armoured with iron plates at stem and stern, which bore the brunt of the fighting. Some even had a series of iron spikes called a beard (skegg) round the prow, designed to hole enemy ships venturing close enough to board. In addition to this floating platform there were usually a number of additional individual ships positioned on the flanks and in the rear, whose tasks were to skirmish with their opposite numbers; to attack the enemy platform if he had one; to put reinforcements aboard their own platform when necessary; and to pursue the enemy in flight. Masts were lowered in battle, and all movement was by oar, so the loss of a ship’s oars in collision with another vessel effectively crippled it. Nevertheless, the classical diekplus manoeuvre, which involved shearing off an enemy vessel’s oars with the prow of one’s own ship, does not seem to have been deliberately employed, and nor was ramming. The main naval tactic was simply to row against an enemy ship, grapple and board it, and clear it with hand weapons before moving on to another vessel, sometimes cutting the cleared ship loose if it formed the wing of a platform. The platforms were attacked by as many ships as could pull alongside. Boarding was usually preceded by a shower of arrows and, at closer range, javelins, iron-shod stakes and stones, as a result of which each oarsman was often protected by a second man, who deflected missiles with his shield. On the final approach prior to boarding, shields were held overhead ‘so closely that no part of their holders was left uncovered’. Some ships carried extra supplies of stones and other missiles. Stones are extensively recorded in accounts of Viking naval battles, and were clearly the favourite form of missile. The largest were dropped from high-sided vessels on to (and even through) the decks of ships which drew alongside to board. OLAF I, TRYGGVASON, KING OF NORWAY (c. 964-1000) King from 995, probably brought up in Russia after the killing of his father. He took part in raids in the Baltic and on expeditions to England. He was probably the victor of Maldon in 991. He allied with Sweyn Forkbeard. Olaf converted to Christianity in England, promising not to return. He overthrew Hakon to become King of Norway, encouraging the conversion of Norway and Iceland. He was killed at Svöld, fighting an alliance of Danes and Swedes. It was said that, recognising defeat, he leaped from his ship the Long Serpent (the largest ship recorded in the sagas) and drowned. Olaf Tryggvason’s Saga is part of the Heimskringla. There were tales that he survived. SWEYN I HAROLDSSON (FORKBEARD), KING OF DENMARK (d. 1014) King from 987, son of Harold Bluetooth from whom he seized the Danish throne. He led raids against England in 991 and 994 with Olaf Tryggvason. He opposed his former comrade in Norway. Sweyn’s ally, Jarl Erik of Lade, defeated Olaf at Svöld in 1000. As king Sweyn took over Hedeby and dominated the Wends. He led expeditions to England in 1003 and 1006. In 1013 he came to defeat Aethelred II, who fled. He controlled England but died in February 1014 at Gainsborough in Lincolnshire. In Denmark his son Harold succeeded but his most famous son was Cnut the Great. https://weaponsandwarfare.com/2020/07/01/sea-battles-of-the-vikings/
    1 point
  19. I think we have enough votes to conclude that the ram change and the ptolemy, Iphicrates nerfs do not have enough support. @wraitii does a November 1 release of the next version sound feasible/ideal? Seems like the second round of the tournament will happen soon, so it would be nice to release in time.
    1 point
  20. Someone can add this one to the social media accounts. Just mention that 0 A.D. Alpha 26 has a dozen mods for it already and more on the way.
    1 point
  21. Not really, but here is a suggestion: Talking about small user interface comfort functions: not sure this could be easily implemented, but could the table widget also allow column sizing grouped line colours, e.g. every other line or every other 5 lines have a slightly different background I am fully aware that there are much more important gameplay improvements waiting to be implemented and that development capacity is limited. Just could not resist suggesting these little things... Best regards, Grautvornix
    1 point
  22. Hello! Now that a27 has been released, do you want to keep this thread pinned?
    0 points
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