Leaderboard
Popular Content
Showing content with the highest reputation on 2023-02-13 in all areas
-
Not that I know of, maybe we should make a public poll.3 points
-
Hello @Helicity and thank you for your feedback, attack-move is indeed partly broken, there have been several attempts at fixing it, but there can be quite some edge cases we need to work with. We would love seeing the solution either as a mod or a patch submitted on Phabricator. Here is the most recent file: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js, where "WALKINGANDFIGHTING" is attack-move. As for the preference to certain units, you can define those in the templates in the Attack component. See also e.g. https://code.wildfiregames.com/D3853 for an attempt at improving walk-and-fight behaviour. This is not merged because the method used is very expensive, computationally.3 points
-
I would say the quality part seems to be a bigger concern. Recently, balancing efforts have been pretty smooth and successful.2 points
-
That is correct. Ensuring consistent quality and balancing between a huge number of civilizations is hard and even more so with a tiny amount of people to work on it. We have scripts of course, but before I joined the team, there were a lot of missing assets, broken models, unfinished ones etc. I had been advocating for years when I was a modder for more civilizations integration, kinda gave up on it when I joined the team because some team members were really adamant because of the reasons I quoted above. Then the kushites got in, and finally the han. Another big barrier to the addition of new civs is the scrutiny they go under. Everything is fine with a mod until it gets in SVN, or wants to get in it. Then you need to redo everything. Another thing that is much less mentioned and is starting to be a problem is the art "quality" in the performance sense. @Alexandermb did an incredible job in updating the assets to be more beautiful and more historically accurate (at least I think so) but we now have FPS quality assets in an RTS game, which on the lower end computers is a big issue because of the number of Drawcalls (200 for ships due to lack of instancing) We have models that have useless unseen faces, too many textures variations too (Although I absolutely love it) Shields are made of umbo, ring, front face, back face, which all use a different texture, maybe they could be mapped in a texture atlas, but then we'd need a lot of meshes. Ideally we could control the UVMap position in the actor, but I'm not sure how costly that is. More civs, more assets, more textures => less performance if not careful.2 points
-
Multiple structures could be a great idea. You could have a small sanctuary with a wooden statue, a sanctuary with a semi-natural groove, a sanctuary on water or on a marsh, a sanctuary with a tree and weapon offerings. You can also have an assembly place etc. etc. A sanctuary like the statue could provide an area bonus ideal for defense. A sanctuary in a groove should bring a general bonus but it should be defended while being far from the civic center. You can put condition on some sanctuaries, like being far from the civic center, built on a forest, built on water bodies etc. Going further, the Suebi could have an unique ressource, scrapping weapons from fallen foes, giving them unit bonus instead of experience. And they could have the choice to discharge those weapons in a sanctuary to convert it as a general bonus or to unlock unique tech. But this requires a lot of coding.2 points
-
The idea was to have Empires Ascendant and Empires Besieged both covering 500 years of history. Then you get Millenium AD covering the 500 years after that. It would be nice to start the empires Besieged mod, with Parthia, Germanic Tribes, Tang Dynasty, Imperial Romans etc and make it available through mod.io.2 points
-
You can mod out the ability to make enemy/neutral: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/session/diplomacy/DiplomacyDialog.xml#L53. (censorship to the max) Or just vanquish them whenever they break alliances, I guess that works better.2 points
-
they can be placed dynamically, but that sounds mostly confusing doing that based on the current background. no/ not that I know of. But that being said, the base game has a somewhat coherent art style regarding all the menus. for the most part: yes2 points
-
The Germans Cimbri, Suebians, Goths https://github.com/JustusAvramenko/delenda_est/commit/74653b71376ba38593f675e4051586769292b59b https://github.com/JustusAvramenko/delenda_est Need halp from our resident historians, artists, and reference gatherers. Units Since the Suebi were a tribal confederation, units will have tribal designations, for example: Marcomanni Spearman, Quadi Light Cavalry, etc. Goths will represent the "later" Germans, with round shields, more helmets, more chain mail, greater cavalry. Suebian units look like "early" Germans, with hexagonal shields, fewer helmets, less chain mail, greater reliance on infantry. Basic units - Bare chested or Animal hide. Pants. Shield. Weapon. No helmet. Advanced units - Shirt. Pants. Shield. Weapon. No helmet. Elite units - Shirt. Pants. Cape. Shield. Weapon. Simple Germanic helmet. Champions and Heroes - Heavy body armor. Germanic helmet. Suebian Heroes Ariovistus Leader of the Suebi and other allied Germanic peoples in the second quarter of the 1st century BC. He and his followers took part in a war in Gaul, assisting the Arverni and Sequani in defeating their rivals, the Aedui. They then settled in large numbers into conquered Gallic territory, in the Alsace region. They were defeated, however, in the Battle of Vosges and driven back over the Rhine in 58 BC by Julius Caesar. https://www.wikiwand.com/en/Ariovistus Maroboduus King of the Marcomanni, who were Germanic Suebian people. He spent part of his youth in Rome, and returning, found his people under pressure from invasions by the Roman empire between the Rhine and Elbe. He led them into the forests of Bohemia, adjacent to the Quadi who already lived nearby, and established a large alliance. https://www.wikiwand.com/en/Maroboduus Ballomar Leader of the Marcomanni. At first a Roman client ruler; during the first Marcomannic War he formed an alliance with other Germanic tribes and invaded Italy. https://www.wikiwand.com/en/Ballomar Arminius Was a Roman officer and later chieftain of the Germanic Cherusci tribe who is best known for commanding an alliance of Germanic tribes at the Battle of the Teutoburg Forest in 9 AD, in which three Roman legions under the command of general Publius Quinctilius Varus were destroyed. His victory at Teutoburg Forest would precipitate the Roman Empire's permanent strategic withdrawal from Magna Germania. https://www.wikiwand.com/en/Arminius Found in the Mercenary Camp. Goth Heroes Alaric I History Wiki Link Theodoric I History Wiki Link Theodoric the Great History Wiki Link Buildings All wooden, less health than "standard" civs. "Walls" are a wooden stockade, halfway in strength between palisades and stone walls. "Fortress" is wooden. Building "shapes" should roughly follow Empires Ascendant standard, but with a Germanic veneer or aesthetic. There can be some unique exceptions for visual variety however. Maybe houses are longer than they are wide with a rectangular footprint, in contrast to other civs whose houses generally fit a square footprint. Suebians Rally Point Flag General Look References Civic Center House Storehouse Farmstead/Corral (combined building) Dock Market Temple Glory Statue Forge (aka "Blacksmith") Defense Tower Barracks Stable Archery Range Great Hall (Special Building) Siege Workshop Fortress Town Walls Wonder Goths Civic Center House Storehouse Farmstead/Granary Dock Temple Glory Statue Forge (aka "Blacksmith") Defense Tower Barracks Stable Archery Range Siege Workshop Fortress Town Walls Wonder Gameplay Suebians still use standard territorial gameplay, but have an ox cart dropsite. Later Goths will have more of a nomadic gameplay (like Huns or Scythians) with no territory. It would be interesting if Hyrule:Conquest's hero selection UI could be used to "split" the Goths into Visigoths and Ostrogoths. Art Needed Each one needs its own civ emblem. Unit head models with the "Suebian Knot" and beards for the Suebian units. New unit body and shield textures. Some new helmet models. New building art set.1 point
-
I am opening this thread following the debate we had recently about following releases (A28+) and the inclusion of new civilizations. In the past, the community already discussed it, but it didn't get the same level of attention: I think it should be discussed in a specific thread, with a proper title and a proper structure, with a poll to know the opinion of the community. Two civs have been worked on for a mod, the Maya of the Protoclassic / Late-Preclassic period and the Zapotecs : We must remember that 0 A.D. is dedicated to a period of time ranging from 500 BC to 1 AD.1 point
-
Mmm, not quite. A new Syracusan civ can reuse numerous assets from existing civ sets. So the art problems are largely irrelevant. Balance etc. still remain.1 point
-
1 point
-
Well, unless overwritten in user.cfg it should pick up changes to default.cfg. Best to keep those changes in user.cfg you really like deliberately in local.cfg and delete user.cfg once in a while or at latest when 0ad is acting up. For completeness https://code.wildfiregames.com/rP156711 point
-
It is bound by default $ grep attackmoveUnit binaries/data/config/default.cfg attackmoveUnit = "Ctrl+Q" ; Modifier to attackmove targeting only units when clicking on a point1 point
-
Hi @Helicity, While other issues you mentioned may still be present, you can use "Attack-move (Units Only)" This option is unbound by default in the hotkeys, so I just swapped it for "Attack-move". The units only version is much better to be honest, and I think it should be probably be bound by default.1 point
-
Although I'm not a programmer myself, I think this file offers some clues: there are some behavioral controls in the stances settings, which means adjusting these would help. So far the violent mode seems the most appropriate for invading the enemy base, because of "targetAttackersAlways": true," If we can use different combinations of true and false here then we can construct the ideal mode of operation for these units: "ideal": { "targetVisibleEnemies": true, "targetAttackersAlways": true, "respondFlee": false, "respondFleeOnSight": false, "respondChase": true, "respondChaseBeyondVision": false, "respondStandGround": true, "respondHoldGround": true, "selectable": true },1 point
-
1 point
-
I think it was motivated mostly by the amount of work, the necessity to reach a good level of quality for each civ and the difficulty to balance the civs. Splitting the workload is not a bad idea, but putting a strict limit was not a smart way to deal with the workload. Edit: btw there is less people working on 3d models and textures here than in any mods I work with.1 point
-
It was split in two. With the idea of an expansion or a second game. I was not involved in this decision, this is very old.1 point
-
What is the reason for this misunderstanding? I don't see that he answered in a bad way.1 point
-
1 point
-
Do you know the difference between iron, steel and cast iron? https://es.m.wikipedia.org/wiki/Fundición_de_hierro https://es.m.wikipedia.org/wiki/Alto_horno https://es.m.wikipedia.org/wiki/Horno_bajo1 point
-
1 point
-
1 point
-
That's true, I'm working with @Duileoga on this, your opinion and experience is welcome.1 point
-
The Origins of Maya States The Pre-Columbian Maya were organized into a series of independent kingdoms or polities rather than unified into a single state. The vast majority of studies of Maya states focus on the apogee of their development in the classic period, ca. 250-850 C.E. As a result, Maya states are defined according to the specific political structures that characterized classic period lowland Maya society. The Origins of Maya States is the first study in over 30 years to examine the origins and development of these states specifically during the preceding preclassic period, ca. 1000 B.C.E. to 250 C.E. Attempts to understand the origins of Maya states cannot escape the limitations of archaeological data, and this is complicated by both the variability of Maya states in time and space and the interplay between internal development and external impacts. To mitigate these factors, editors Loa P. Traxler and Robert J. Sharer assemble a collection of essays that combines an examination of topical issues with regional perspectives from both the Maya area and neighboring Mesoamerican regions to highlight the role of interregional interaction in the evolution of Maya states. Topics covered include material signatures for the development of Maya states, evaluations of extant models for the emergence of Maya states, and advancement of new models based on recent archaeological data. Contributors address the development of complexity during the preclassic era within the Maya regions of the Pacific coast, highlands, and lowlands and explore preclassic economic, social, political, and ideological systems that provide a developmental context for the origins of Maya states. The Technology of Maya Civilization: Political Economy And Beyond in Lithic Studies The ancient Maya shaped their world with stone tools. Lithic artifacts helped create the cityscape and were central to warfare and hunting, craft activities, cooking, and ritual performance. 'The Technology of Maya Civilization' examines Maya lithic artefacts made of chert, obsidian, silicified limestone, and jade to explore the relationship between ancient civilizations and natural resources. The volume presents case studies of archaeological sites in Guatemala, Mexico, Belize, and Honduras. The analysis draws on innovative anthropological theory to argue that stone artefacts were not merely cultural products but tools that reproduced, modified, and created the fabric of society. 3,000 Years of War and Peace in the Maya Lowlands: Identity, Politics, and Violence 3,000 Years of War and Peace in the Maya Lowlands presents the cutting-edge research of 25 authors in the fields of archaeology, biological anthropology, art history, ethnohistory, and epigraphy. Together, they explore issues central to ancient Maya identity, political history, and warfare. The Maya lowlands of Guatemala, Belize, and southeast Mexico have witnessed human occupation for at least 11,000 years, and settled life reliant on agriculture began some 3,100 years ago. From the earliest times, Maya communities expressed their shifting identities through pottery, architecture, stone tools, and other items of material culture. Although it is tempting to think of the Maya as a single unified culture, they were anything but homogeneous, and differences in identity could be expressed through violence. 3,000 Years of War and Peace in the Maya Lowlands explores the formation of identity, its relationship to politics, and its manifestation in warfare from the earliest pottery-making villages through the late colonial period by studying the material remains and written texts of the Maya. This volume is an invaluable reference for students and scholars of the ancient Maya, including archaeologists, art historians, and anthropologists. Architecture and the Origins of Preclassic Maya Politics Architecture and the Origins of Preclassic Maya Politics highlights the dramatic changes in the relationship of ancient Maya peoples to the landscape and to each other in the Preclassical period (ca. 2000 BC–250 AD). Offering a comprehensive history of Preclassic Maya society, James Doyle focuses on recent discoveries of early writing, mural painting, stone monuments, and evidence of divine kingship that have reshaped our understanding of cultural developments in the first millennium BC. He also addresses one of the crucial concerns of contemporary archaeology: the emergence of political authorities and their subjects in early complex polities. Doyle shows how architectural trends in the Maya Lowlands in the Preclassic period exhibit the widespread cross-cultural link between monumental architecture of imposing intent, human collaboration, and urbanism. Mexico: from the Olmecs to the Aztecs Michael D. Coe’s Mexico has long been recognized as the most readable and authoritative introduction to the region’s ancient civilizations. This companion to his best-selling The Maya has now been revised by Professor Coe and Rex Koontz. The seventh edition incorporates new findings in a number of disciplines. The solution to the long-standing puzzle of the origin of maize-farming has at last been solved, and spectacular new discoveries shed light on Mexico’s earliest civilization, the Olmec culture. At the great city of Teotihuacan, recent investigations in the earliest monumental pyramid indicate the antiquity of certain sacrificial practices and the symbolism of the pyramid. Expanded information on the Huastec region of the northeastern Gulf of Mexico is included, while discoveries in the sacred precinct of the Aztec capital Tenochtitlan have led to a refined understanding of the history and symbolism of this hallowed area.1 point
-
For your information, I voted yes to the two questions in the poll. My concerns however are: Contrary to the other civilizations already included or to the candidates generally considered, the American civs are purely prehistorical civs. Other civilizations are known from historical records and classical literature. Even people without a proper literature have been described by neighboring civilizations and have participated to the events related to civilizations with a literature we know and understand. For example, Iberians, Gauls and Britons were known and described by the Romans and the Greeks. From those civilizations, we know the names of multiple tribes, the names of several towns, the names of multiple leaders and kings. We know multiple battles and wars they participated in. We know the names of multiple gods they believed in. For the Protoclassic Maya and Zapotecs, we don't have the same level of information. This is an issue for the heroes for example. I don't think there is enough info to find three figures from their period. Currently, the designs of the Maya and Zapotecs have elements going out of our timeframe. Especially the Zapotecs. They have been designed for mods which don't have the same restriction related to the time-line. Although this is not really a big issue. There are some concerns about the balance. The American civs didn't rely as much on metal than our current civs. They didn't have any sort of cavalry. Their weapons are mostly based on Neolithic technologies. Animal husbandry wasn't very developed too.1 point
-
@Ceres You can lock teams in match setup, I'd argue this covers your use-case.1 point
-
Unfortunately there are no active artists to take on those tasks. Send them my way if you know some1 point
-
That means that many downloaded the mod. I still have the idea of making an updater/ patcher(This psychologically would make the transition/acceptance easier).1 point
-
Is it possible to make a map of the civilizations already inserted in the game? I know that the game's time frame doesn't help, but... South America seems to me to be totally unrepresented. Is there any civilization on this sub-continent (South America) with enough data to create a civilization in a game with a time frame like 0 ad?1 point
-
1 point
-
Why don't your graphic designers adopt the experience of the Age of Empires and "compose" a normal Indian palace from fragments of Indian architecture typical of that place and time? That's what those black and white shots and sketches were added for. This is the first. Secondly, I find the area of "unique buildings" too varied. Why not rebuild all "unique buildings" so that they occupy some standard area for all nations?0 points
-
Since you're going to take that tone: First, I was submitting a suggestion to the suggestion thread, not asking whether it meets with your approval. Second, the point of my suggestion was to eliminate the anti-realism of having one's territory mysteriously truncated, regardless of whether the location is advantageous. Third, it appears that you are intentionally taking my words out of context, in order to have a straw man to beat on. Grow up.0 points