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""A variant civilization is a type of civilization in Age of Empires IV introduced in The Sultans Ascend. Each variant civilization offers new unique ways to play one of the classic civilizations while still keeping with that civilization's overall themes and aesthetics. In most cases, a variant civilization uses their parent civilization's architecture, technologies, buildings (including landmarks), units, and audio-design, with a few exceptions where their unique concepts come into play."" https://ageofempires.fandom.com/wiki/Variant_civilization The only thing that can keep me coming back to this place is simply seeing how ideas blossom. Well all nonsense aside let's talk about "Not my new" idea because it's not new, I've come up with this about three or four times before. My inspiration was Rome total war 2 where you could select their factions to start the campaign mode obviously when I raised that my idea was very very green. What happens is that now one of our biggest competitors managed to implement it better than I could have expected. I was seeing that the new version of AoE IV has this idea well implemented. Basically it is a modification of the base civilization. Adapting it to a hero or a chronological stage, we could talk about dynasties. That, for example, with Republican Rome we could have: Julia Gens: Caesar + Augustus + Marius Cornelia Gens or Optimates: Pompey,Sulla...etc We could also have a pre-roman: Kingdome of Rome. With Macedonia we could have the Alexandrian Empire and then the Antigonid Kingdom. With Gauls, we could have several Gallic tribes and we could also include the Eastern Gauls. With the Iberians some things would be quite good for us because we could separate the Iberians into variants. I was telling Stanislao that I would like to include more Italian or Italianic factions, Samnites, Italiotes and some ancient version of Rome. With the sub-factions it won't be so difficult to put so many Greek factions in one package. It occurs to me or I imagine that the folder in the simulation area could be inside the faction folder plain and simple with the name variant. In the mods we would avoid silly debates about which part of the faction we should use as when we were discussing the Byzantine faction for example which period would be excellent to use. If you think about it, Carthage could have its army of mercenaries, a civilization in style like Hannibal Barca would have. And another based in Africa. and in sicily. The Persians could have several versions of the army they had with various types of units. Egypt could have Cleopatra's Romanized army.And the well-romanized armies of Cleopatra's ancestors. The Seleucids they would have would be several of their provinces that later separated, such as the Pontus , Greco Bactrian(?). China could have several armies that were composed of regions and factions. The combinations can be unlimited and this would also give us the advantage of giving bonus to a single faction just by choosing the variant. The variants would be versions of a faction. The base variant could be faction 1.0 then 1.2 then 1.3. The base would be the original one from Wildfiregames. So for example 1.2 would be the armies of the Gallic Wars.(Caesar or Caesarian Army). With Sparta we could already have a Macedonian phalanx version of the Spartan army. I already know that they are implementing reforms in the game. I'm going to put the video that inspired me, it's in Spanish.2 points
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The idea of Saturnalia falling on the 25th doesn't quite match with when Christmas was initially established. A better explanation comes from an estimate that Jesus died on the 25th of March. Since he was important, they assumed that he was conceived on that day, leading to his birth nine months later. Biblical Scholar Dan McClellan offers basically the same explanation if you want to hear it from a PhD.2 points
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This game has a really amazing soundtrack. Years ago when I first discovered the game, I downloaded the zip with the soundtrack in it and from time to time I listen to them while writing. @OmriLahav did an amazing job with composing it. I'm wondering what are you all's favorite songs in the game? My top three: Celtic Pride Calm Before the Storm and finally my absolute favorite and one of my favorite songs from video a vide game soundtrack Tavern in the Mist.1 point
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I think the game's engine could support Narrative Campaigns for single player, but due to the sheer amount of work involved, specifically recording sound FX, dialogue tracks, writing the story and dialogue, camera work and cut scenes, building 20 scenarios, etc., WFG can't put that kind of effort into making something official. We could adapt work from others, such as the Macedonian campaign, but to truly make a narrative campaign from scratch would be nigh impossible. That's why I think some kind of Strategic Campaign or multiple Campaigns would be easier to achieve for single player. What do you think? The image above is from an aborted projects I was involved in 14-15 years ago, but is illustrative of the concept.1 point
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There are some synthetic voices in DE already. Carthaginians, Han, and (something else, I forget, lol). They are not perfect. The Carthage voices sound synthetic and not natural, for example. There is a thread on this forum about it.1 point
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Interestingly enough, just with a little research I did apparently, the Indian women did wear the clothing depicted in the game. They thought the belly bottom was a door to the soul and so had it uncovered.1 point
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How interesting your use of AI. Have you tried doing voices?1 point
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QALʿA-YE DOḴTAR, a vast barrier fortress with a lofty palace of royal dimensions, built by the founder of the Sasanian empire, Ardašir I Pāpakān before his decisive victory against the last Parthian king in 224 CE (FIGURE 1). It is built on a high spur of rock above a bend of the Tang-āb gorge, which is the main access point to the plain of Firuzābād from central Fārs. It is mentioned by earlier travelers (see Curzon, II, p. 228, n. 2), but Ernst Herzfeld (1926, pp. 252-52; idem, 1935, p. 95) was the first to recognize the correct layout of the fortress. Aurel Stein provided a more comprehensive description with a good topographic map of the palace, but he misunderstood the outline of the palace, and his interpretation of the building was not accurate (Stein, pp. 123-27). The site was surveyed in 1966 and 1972 on behalf of the German Archeological Institute. Between 1975 and 1977, excavations were carried out in preparation for a UNESCO restoration program on behalf of the Department of Conservation of Archeological Sites and National Monuments (Edāra-ye koll-e ḥefāẓat-e āṯār-e bāstāni wa banāhā-ye tāriḵ-i; Huff, 1969-70; 1971; 1973; 1976; 1978; 1983-84; 1993; Gignoux). https://www.iranicaonline.org/articles/qala-ye-doktar1 point
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Pessoalmente e profissionalmente estou bem ocupado mas não larguei os projetos, o mais atualizado foi esses que crie com ajuda e conselhos d @Duileoga. https://github.com/wltonlopes/Endovelico1 point
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It's time to present a blender project I've been working on lately, which is a set of buildings that make up a roman castrum. Contubernium (Barracks) The contubernium consisted of 10 units of 8 soldiers and one centurio, I had to cut it down to 6 stalls, so that it wouldn't be way too long. Horreum (warehouse/storehouse) Horrea were special warehouse to hold mostly grain. The floor was elevated to keep it dry. The walls needed to be strong to withstand the pressure from the filling. Principia (Main Building) The Principia was the main building, were the administration was situated and the standards (Aedes) and valuables (Aerarium) were kept. The big basilica was used for gatherings of the troops. Gate (Porta) Walls (short with stairs, medium, long, curved) It's a work in progress, so still some things are missing, especially (normal, spec) texture improvements and more props. Climbing plants like ivy would look good on it. Some parts still look a bit empty, especially the roof parts. The Gate animation is still missing. Possible buildings to add could be: Praetorium Porta praetoria (Bigger and fancier gate) Wall towers Calvary barracks I'm gonna add references later. I know that for now there might not be much use for it, maybe for some mod or scenario. To make it constructable ingame a js wallplacer helper would be helpful. Anyway, it was fun and I learned some more blender and gimp stuff I guess. Let me know what you think:) castrum-0.27.0.zip1 point
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If someone want to help me, please reply in this chat: I want to share files here or on github, because I have problems with texture colors1 point
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We are a student team so we work in the same school . Yes we created a Discord server to talk about the project and sending stuff on it, it's more simple for us. We also created a Github to commit the changes dircetly to gain efficiency !1 point
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0 A.D. is not the best name you can pick for a game, there is other similar games with easy searchable names like age of empires, age of mythology, Civilization VI and good for their seo, i think it's one of the reason why the game is not that popular is that it's name is not easy for new comers why 0 A.D. had to be with this name? this is disadvantageous for a game to names that short and meaningless, i didn't know that this is strategic game until i tried it1 point
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I think it would be vital to have dedicated transports; that was the case for many important campaigns like Hannibal's.1 point
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Nah, in fact, I'd add Agesilaus II and give him a cavalry bonus. As others have said, we could remove one or more of the standard Stable techs to effectively nerf the Spartan cavalry. The Market is an important structure besides trading. I'd just remove some Market techs and then give the current Macedonian storehouse bonus to Sparta instead (and make up something new for the Macks). As discussed, I'm no longer against this. Mehh, again, we can just make their Stone Defense Tower upgrade more expensive or something. The towers fill an important role in the overall meta. Yes. Yet, Helots were used many times in skirmishing roles. Yes. Except I'd maybe suggest they train from the Storehouse and Granary. Yes. Yes.1 point
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In another thread I produced evidence that Sparta has a wooden theater in Classical times. It would be interesting to still allow Sparta a Theater, but make it wooden, cost wood, and be weaker.1 point
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Yeah, that's kind of a problem of huge vision ranges, IMHO. DE is better in this regard.1 point
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My previous comment got lost somewhere... As for the topic, I still hope that the developers will update the music archive and add new soundtracks. And please add the album cover!!!1 point
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Maybe the food regeneration could buffed to be as fast as 1 fishing boat gathering speed, but you can still make the trade-off to fish intensively with more boats.1 point
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The nascent "Baltic-Nordic" biome set could be a good starting place.1 point
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I can get used to manually choosing whichever mode no matter what the default is. The only case where I think it matters is for capturing low value things like houses. If you are attacking someone and if for whatever reason your best way to damage them is capturing and deleting buildings, then capture is the better default as multiple buildings can be captured in parallel.1 point
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I'd say that Han administration is particular enough (both historically and in the game) that it's better to avoid making false copycats of them... Basically, leave the Archon units to the Protoss...1 point
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games are not open source and only maintained by volunteers. it's an impossible comparison.1 point
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Possible/probable future civs which will have Storage Carts: Cimbri, Scythians, Xiongnu1 point
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We can eventually have bigger or more luxurious versions of houses for the civs, but as far as gameplay goes having 2 different houses isn't very cool or interesting unless it's something special like the Carth houses. I can envision having Insulae for a hypothetical Roman Empire civ in the future.1 point
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Also, Persians did have access to catapults. The inhabitants of the Persian city of Tyre famously used many types of catapults and bolt shooters against the attacking Macedonians. Their defense was so dogged, they angered Alexander so much that when he finally took the city he had all of its citizens enslaved or killed.1 point
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https://www.sciencenews.org/article/asia-xiongnu-nomadic-empire-expansion nice article about xiongnu.1 point
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A technology for unique formations? I've always wandered what's the point of unique formations that some civs offer. In reality, they consisted in a material advantage for melee troops during fights. In game, they are more or less completely useless. Would be viable to offer some buffs with their utilization (thought the research of a related technology)? E.g., roman testudo was designed to offer more cover against ranged troops, so it could be reflected easily in game with a buff on ranged defense. I find would be very cool if the historical and tactical revolution such formations brought to the field was represented in game.1 point
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The big economic problem of 0a.d is that you can obtain thousands of resources without having expand your city. You can literally reach 300 pop with all the upgrades without needing to expand a single inch. A simple solution without the need for new developments would be to change the standard cost of units, add metal to all infantry and cavalry units, except slinger which already has its stone cost. It would also be necessary to reduce the game's initial mines to perhaps 1000 resources for metal and stone. I think that this way the player really needs to expand his territory and look for new game alternatives. Of course, this is just a vague idea, it would need to be worked on better.1 point
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Hello! I would really like to see in the game, in addition to demolishing buildings, also the ability to disassemble them and return some of the resources spent. What do you say to this? Something like a command button that sends construction workers to dismantle the building. Or you can simply return part of the resources to the treasury when a player simply demolishes a building. If the building is damaged, then the percentage of resources should be calculated from the current hit points of the building. This option, which is simpler than the one described above, allows the computer player to use this feature too. In addition, I noticed that, unlike Age of Empires II, repairing buildings and mechanical units for some reason does not consume resources. Is this how it should be?1 point
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https://twitter.com/XavierMT3/status/1667807403524648960 Kofun era terracottas.1 point
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The xiongnu storehouse crashes the game on the most recent release candidate for a27 (not sure about svn since I can't yet build). It is very reproducible and happens only on placement. Edit: same with the house. Both my changes and terra-magna working version have this crash.1 point
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Hello everyone!!! I'm new to the forum but I've been following 0 A.D for years. As a hobby I've started to develop my own Mod of the Hebrew faction... At the moment I'm still in the embryonic stage (I've only made a few house models with their variants) but I'm paying a lot of attention to the design part by documenting myself well on architectures and other factors... I am trying to bring it graphically up to the standard of official civilisations. The period I have focused on is the first century so between 0 and 70... I have seen other similar mods on github but they very often look like "copy paste" of structures from other civilisations and not very relevant to reality... I don't know if I can help you... In any case when it is ready I would like to publish it.1 point
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nomads.zip @wowgetoffyourcellphone @borg- @chrstgtr I made some major gameplay revisions for the two nomadic civilizations in terra magna, Scythians and Xiongnu. Horses can't build buildings must be in own territory nomadic civ bonus where buildings decay 5x slower. Ovoos are a weak but cheap territory root that may be built in neutral territory, available p1. Stone upgrades are back in the storehouse. Scythian women promote to maiden infantry. Maiden cavalry are available from the temple in p2 and are a fast, weak, high damage raiding unit. Skilurius has a cavalry discount and can directly train maiden cavalry. Scythians have p2 access CS javelin infantry and in p3 unlock champion spear infantry using a tech.(with a new mixin merc_inf_champ) xiongnu start with axemen and access swordcav and spearmen in p2. xiongnu yurts can upgrade to royal yurts in p2 which train 3 warlords for each royal yurt. warlords start as high damage, vulnerable axemen that can weopon switch to a cavalry archer which is only slighly slower. Royal yurt limit of 5 means total of 15 possible warlords warlords cost extra food and metal and provide a damage and speed aura for surrounding units Xiongnu can access 'Han diplomacy' from the CC in p2, which allows the construction of the han embassy (academy). In p2, the embassy can train mercenary crossbows. in p3, the technology unlocks catapults and medium warships, as well as allowing champion chariots and spear infantry from the embassy. I think this is a great framework from where we can proceed, but a few things are still needed: Xiongnu 'heavy cavalry' spearcav champ (use icon from warlord, which was a spearcav) Warlord needs a new icon featuring an axe. Royal yurt = bigger yurt with more bling. some really basic ships for xiongnu/scythians. I think even some raft style vessels will suffice, but they have to have some navy. here, I toyed with the concept of a 'mercenary' chinese ship for the xiongnu. The stable needs some structure: some small yurt attached, or a shed-like structure. For the scythians, split the corral from the stable (my opinion) Ideally, they should also have some sort of siege workshop and dock. lastly, figure out what is going on with technologies and civ bonuses. You will see that there are a lot of duplicates in the civ bonuses part of civ overview. I deleted these, but they remain :l I also deleted the special yurt based phase up for xiongnu since it is OP, but this also remains unfazed.1 point
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I was wondering why so little players use theses hotkeys in vanilla game. I find them very useful. "Call to arms" Type: Movement modifier hotkey => All selected military units individually find the nearest drop-site to deposit resources then will make a attack-move on clicked location. "Attack Move (Unit Only)" Type: Movement modifier hotkey => Will ignore capturing buildings on path to clicked location. I use this as default attack-move (Ctrl) instead. Underrated?1 point
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You spelled "t-shirts" incorrectly. You instead used a slang word that means "poop" or "feces".1 point
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The Venetians as a maritime power was later than the time that this mod describes and I even think that the city had not yet been built, although the Lombards and the Magyars could be included1 point