Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2024-10-30 in all areas

  1. I still believe this would be useful and I made a patch for it: https://gitea.wildfiregames.com/0ad/0ad/pulls/7161 As always, any ideas and suggestions are welcomed.
    3 points
  2. 3 points
  3. This idea has a lot of potential in my opinion. While not comparable to Alexandria or Syracuse, Carthago Nova (modern-day Cartagena) still offers considerable historical significance. The required civs are the Carthaginians (the founders) and the Iberians (enemies) both of which are already fully playable in the vanilla version. The hero of the story would be Hasdrubal the Fair - whom we don't have yet, but besides him no new game content would need to be created at all. Additionally, many people, even if not particularly into history, have heard of Hannibal, Carthage, and the Punic Wars before. Mostly from the Roman side, though, so this campaign could open a new, interesting perspective on the conflict.
    2 points
  4. Sure. This would definitely be worth it (assuming we can collect a reasonable number of secondary images). I'll see what I can do.
    2 points
  5. Is there a good reason not to start with 4 woman only on nomad? Feels to be more "nomad" and would make for and easy quick fix. Also, as you not loose resources for just placing a foundation moving it a few tiles away isn't a big deal me thinks. Non visible foundations which wouldn't block foundation placing of opponents either would be nice to have in any case. Edit: Check https://gitea.wildfiregames.com/0ad/0ad/pulls/7159 for the "quick fix".
    2 points
  6. @wowgetoffyourcellphone beat me too it, but I'll add that the civ already has an wide selection of infantry. My only comment on the champ cav is that it would be neat to let another civ access champ swordcav. Only the romans have this unit right now while many other civs have a champ spearcav. I've seen the simplistic, white-themed shields in a number of places and I like the concept. We might only need a small number of these designs, like 2 to 4 since we can justifiably mix with the celtic shields, especially for the "celto-german" slinger for example. On the topic of heroes, I'll experiment with some armor for boiorix, and I think I'll give the furs texture to teutobod, who is designed as a kind of fast-moving commando infantry unit.
    2 points
  7. Could I ask for or suggest an extension? It would be nice to be able to have multiple images for a tip. For instance, in a tip about Wonders it would be nice to be able to show nice clear images of a bunch of individual wonders rather than packing a bunch of them into one screenshot. In these minor mockup, you see a little 1/2 or 2/2 with arrows to let you cycle through the images for the tip. We wouldn't do this for every tip, but to have that ability would be very nice. Would could allow this by letting us use underscores at the end of the image file name. So, wonders_1.png, wonders_2.png, etc.
    2 points
  8. Working on new Tip images:
    2 points
  9. Han Wonder (4k) Gallic Wonder (4k)
    2 points
  10. you can delete unbuilt foundations and get resources back. if you delete a partially built cc, you get a fraction of your resources back.
    2 points
  11. Probably the best way to go about it would be not letting foundations be visible to enemies until it starts being built. There are also gameplay reasons to do this that occur much more frequently.
    2 points
  12. I removed the World Population checkbox in the game setup and replaced it with a dropdown for selecting the Population Cap Type ("Player Population", "Team Population", or "World Population"). Here is what that looks like: Nothing spectacular, but it works. Generally, you simply need to transfer the changes you see in the PR to your own mod (i.e. going through the affected files and making the same changes to the corresponding files in your repo, by using a diff file for example). Unfortunately, however, this specific patch here builds on changes made after the release of A26 and not applied in the community mod (which your mod is based on, correct?). This means, if you try to do the above you will find that some files in your mod differ from the original files in the PR and you won't be able to transfer the changes. You would have to backtrack more and more commits affecting a larger and larger number of files and eventually you very nasty conflicts. All in all, unfortunately, it's not feasible to pack these changes into an A26 mod. I guess you'll have to wait until A27 for it.
    1 point
  13. Thank you. This looks like it'll be the solution.
    1 point
  14. At the time of Pytheas, the Oksywie and Przeworsk cultures don't exist. Only the Pomeranian culture. Which is maybe not Germanic. The Gutones were probably still in Sweden at this time. It is quite difficult to interpret Pytheas attributed accounts.
    1 point
  15. Maybe, I have a long list of things to do first though.
    1 point
  16. And what would it be called? Team Population? Nevermind.
    1 point
  17. It took me a while to see it, yes. xD g_SimState.players[...].phase should be "empire", which should be listed that way in simulation/components/GuiInterface.js' GetSimulationState... if (cmpTechnologyManager) { if (cmpTechnologyManager.IsTechnologyResearched("phase_city")) phase = "city"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_town")) phase = "town"; else if (cmpTechnologyManager.IsTechnologyResearched("phase_village")) phase = "village"; }
    1 point
  18. Where could I find the statue of Athena Parthenos in the game? Is it what Sebastian Gomez started here?
    1 point
  19. https://en.wikipedia.org/wiki/Divico there is a third interesting figure from the Cimbrian War, but he was not Germanic.
    1 point
  20. I think one of the Gauls chainmail textures could work as placeholder (Again, Cimbri were relatively more influenced by Celts). Regarding hero bonuses, i can only really find useful information on Teutobod and Boiorix. For the other ones (like Lugius) the only information is their fate after Vercellae.
    1 point
  21. Yeah, basically the "Yoddha" from 0 A.D. The "ignoring armor" thing is called "epic damage" in AOM:Retold I think. Not sure what to think about it or if it would be useful for 0 A.D.
    1 point
  22. The army was made up of five classes of soldiers according to their economic capacity, which were introduced into the Roman army during the Etruscan monarchy. The armament of the I class was similar to a Greek hoplite, and the other classes similar to the Romans. Roman-Etruscan warriors 5th century. Left a soldier of class I very influenced by the Greek hoplites. Right a class III soldier with elongated shield and pectorals. Roman-Etruscan warriors 5th century: left class I, class V and class III, right class III with axe, class I and Syracusan hoplite. Author Oscar Luna. Roman conquest of the Etruscan city of Veii in 396 BC. The Romans dug a tunnel under the wall in the citadel next to the temple of Juno. The Romans are seen emerging from the tunnel and taking the city. Author Zvonimir Grbasic, for Ancient Warfare magazine. Roman warriors V century BC, supposed to be Gaius Martius "Coriolanus" entering the city of Corioli. Author Ángel García Pinto. https://arrecaballo.es/edad-antigua/la-republica-romana/primera-guerra-latina-505-493-ac/ Servius Tullius (578 to 534 BC) He gave entry into the army to all owners, whether patricians or plebeians; only those who could not afford military equipment were excluded. He reorganized the army on the basis of the economic patrimony of each citizen, according to a division into 5 classes depending on their economic situation and their equipment were: Class I, were those who earned more than 100,000 aces, wore a helmet, breastplate, greaves, round metal shield (clipeus, the Roman version of the hoplon), sword and long spear with regatton. Class II, earned 75,000 aces, had to afford a helmet, a rectangular wooden shield (scutum), greaves, a breastplate, a spear and a sword. Class III, earned 50,000 aces, wore a helmet, rectangular shield, could wear a pectoral plate, the shorter wooden shield (scutum), sword and spear. Class IV, earned 25,000 aces, no helmet, smaller wooden shield. They carried a spear and a javelin. They were called acenti. Class V, earned 11,000 aces, carried only slings or bows. They were called leves. Capitecensi, were unarmed men who served as armorers, smiths, trumpeters and the like. The soldiers of fourth and fifth class, were employed as skirmishers, in front of the phalanx, when retreating, they formed two rows behind the phalanx. Above them were the equites, who were the aristocracy of the army, and grouped the citizens with fortunes above 100,000 aces. They were armed with helmet, lance, greaves and long sword. https://arrecaballo.es/edad-antigua/la-republica-romana/la-monarquia-etrusca/
    1 point
  23. Here I found several images that are not necessarily Romans but their neighbors.
    1 point
  24. https://gitea.wildfiregames.com/0ad/0ad/pulls/7153#issuecomment-103686 Ok, so after seeing a few games on naval maps, I realized that many naval maps and hybrid maps (land and sea, like hyrcanian shores, lake, continent) do not have enough fish to justify making fishing ships. Take as an example Aegean Sea: The bottom two players don't have a single fish accessible, and the top few players only have a handful, with some of those fish being close enough to the shore. In this case, players may only be able to gather 3000 food with an investment of not only as much as 500 wood (dock + boats), but also lots construction and walking time. This is not enough fish to justify making fishing ships and it means naval gameplay is only relevant for controlling passage to the other side. It also means there is rarely any fish to kill with ships, and if there were fishing ships, they would have already gathered most of the accessible fish. Also, if you look at lake, you would see a map that should be pretty enjoyable, but because there are such a small number of fish in the lake, the middle lake is basically just an obstruction unless you use it for transport and siege ships. Here is Aegean sea after adding the fish: I didn't apply the same exact change to all maps. For maps where there was a comically small amount of fish, I added plenty, but for maps like continent, I added just enough to make fishing worthwhile, but not mandatory. Thoughts?
    1 point
  25. This is simply a flaw in the game design exploited by players. The question is simply to know if it is an accepted behavior. Since it is impossible to give the right to build over enemy units, a new feature should be implemented giving a possibility to the victim to defend itself. And since it is complicated, requiring new ideas, coding etc. The team will give up. So this flaw will be accepted as a normal strategy. Happy to save you some time.
    1 point
  26. "Gada Warrior ignores armor..." Interesting.
    1 point
  27. I love these educational videos.
    1 point
  28. Sooo... The campaign will include a tutorial? Replace the tutorial? In my mind "tutorial" and "campaign" are different things; of course it could be combined. But I think it would significantly lower the replayability of a campaign if it included a lengthy "pick some berries, collect some sticks" foreplay. Maybe if the tutorial were a skippable prequel?
    1 point
  29. What if there was a slighlly different 1x1 rating system? A "seasonal" one that resets and you see what's the highest lvl you can achieve, similar to star craft. Unfortunately I know nothing about that side of things. I too wish it were bigger, more 1x1s and people to test out my mod that is built on top of com mod, trying to go back to a23 al ittle with a little bit more uniqueness between civs.
    1 point
  30. Sctructure Tree using ScrollPanel here is the changes made in mod public https://gitea.wildfiregames.com/0ad/0ad/commit/3b4e5d98f4b63a6ad8bea258c88c463de069ce2c
    1 point
  31. It would be very interesting to have a fertility mechanic. It would be nice to have terrain bonuses for crops. And perhaps some negative bonus to certain soils. It's just a very rarely discussed idea. It is a very widespread mechanic in city builders.
    1 point
  32. Thanks for the corrections and suggestions. The source I used was this research paper: https://www.academia.edu/1406230/Efficacy_of_the_Ankyle_in_Increasing_the_Distance_of_the_Ancient_Greek_Javelin_Throw. It (among others) mentions the sources you referenced but also conducts an experiment (of a larger sample size) resulting in, to be precise, +27% in speed and +58% in range. I probably did wrong not pointing out the discrepancies between different experiments and should have provided the source. I made a commit addressing all your points. See: https://github.com/indoptogopt/GUI-page-for-0ads-encyclopedia/commit/d24f182841cb14be2de5ee79a1a65eff8d2713f8
    1 point
  33. "The amentum (or “ankyle” in Greek) was a tool known to the ancient Greeks and Romans used to enhance the performance of a javelin throw." It was also used by the Iberians1 , by the Italic tribes in general2 and by the Gauls3,4. 1 BALLESTER TORMO, I. (1942). El" amentum" en los vasos de San Miguel de Liria. Archivo Español de Arqueología, 15(46), 48. 2 Burns, M. (2006). The cultural and military significance of the South Italic warrior's panoply from the 5th to the 3rd centuries BC. University of London, University College London (United Kingdom). 3 Caesar, Gallic Wars, 5, 45-48. 4 Gardiner, E. N. (1907). Throwing the Javelin. The Journal of Hellenic Studies, 27, 249–273. "It was applied for sports, hunting, as well as warfare." You can also mention it was used on horseback in some occasions. We have an account from Polybios mentioning its use from horseback during a hunt: And we have a few iconographic evidences: - Athens, Acropolis Museum. - Archaeological Museum of Pella "Recreations estimate the gain at above 25% in speed and 50% in distance. Moreover, the amentum also imparted spin on the javelin, improving its flight stability and accuracy." There are two sources, Edward Norman Gardiner and Julius Jüthner, mentioning a better performance for recreations.
    1 point
  34. The current treasure gathering restriction for boats limiting it to only Merchant Ships is a legacy from time before the inclusion of the trading feature. It basically gave them a function in-game while trading was being developed. There's no "logical" reason other ships can't gather treasures other than this.
    1 point
  35. Is it possible in 0AD to ask for peace (i.e. surrender) during or after an attack, with the other party then asking for tribute in return? While I don't think this is currently possible, would it be useful to create interesting constellations? Asan example, the tribute could also possibly also consist in troops? (would work like mercenaries that don't cost population for the receiveing party) This could potentially lead to interesting options where you could regain power after some time and revert the surrender -> extended gameplay, particularly in multiplayer AI matches.
    1 point
  36. How would the feature be communicated to players? And can we rely solely on the ground's texture to indicate its fertility?
    1 point
  37. I believe this has some interesting implications for tactical decisions aswell. Not only does this concept add more realism, discouraging farm placement next to the civic centre makes them more vulnerable to rushes, thus making early and midgame attacks more viable (Which I think would be a very good change). I would love to fight for fertile soil with other early empires! (It also makes corrals more useful in comparison, maybe even making them a real alternative?)
    1 point
  38. The page https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode is outdated due to migration to gitea. I used the description: https://gitea.wildfiregames.com/0ad/0ad/wiki/NightlyBuild What did I do? I created the '0ad' directory and in it as a user I issued the command: svn checkout https://svn.wildfiregames.com/nightly-build/trunk At the end of the download there is information: "At revision 46.". A 'trunk' directory was created which takes up about 14 GB. There is, among other things, a 'pyrogenesis.exe' file in the 'trunk/binaries/system/' directory. After copying the 'binaries/' directory with its contents to a pendrive (exfat) and connecting it to a Windows laptop, the game starts correctly. There is information in the lower left corner: "26 Sept 2024 (main,eb3f0)". Well, yes, but I want to run it on Debian. Now I followed the instructions according to: https://trac.wildfiregames.com/wiki/BuildInstructions which is identical to: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions I checked the dependencies – they were all there. There was too much free space on the disk. On this system, before the migration to gitea, I compiled 0.0.27 beta from time to time - so there was no need to install anything. Next instructions: cd trunk/build/workspaces The files 'clean-workspaces.sh' and 'update-workspaces.sh' did not have the executable attribute, for this: chmod +x clean-workspaces.sh chmod +x update-workspaces.sh The file 'clean-workspaces.sh' informs that: "This script is deprecated and might be removed in a future release." I run: ./update-workspaces.sh I get info: "./update-workspaces.sh: 76: ./build.sh: Permission denied ERROR: Premake 5 build failed" I check: ls -al ../premake/build.sh There is: '-rw-r--r--' Therefore: chmod +x ../premake/build.sh Now again: ./update-workspaces.sh It went well – no comments. But in my opinion it lasted too short. After comparing what the './update-workspaces.sh' command printed now with my build records from before the migration (e.g. rel. 28201) I can see that compilation did not occur: 1. FCollada 2. mozjs-91.13.1 3. NVTT and maybe others. Hence the short time the './update-workspaces.sh' command has to work. But I go further: cd gcc make I receive: ==== Building mocks_real (release) ==== Creating obj/mocks_real_Release mocks_real.cpp In file included from ../../../source/mocks/mocks_real.cpp:29: ../../../source/mocks/dlfcn.h:19:10: fatal error: cxxtest/Mock.h: No such file or directory 19 | #include <cxxtest/Mock.h> | ^~~~~~~~~~~~~~~~ compilation terminated. make[1]: *** [mocks_real.make:129: obj/mocks_real_Release/mocks_real.o] Error 1 make: *** [Makefile:163: mocks_real] Error 2 The command 'make clean' and then 'make' again did not helps. What did I do wrong? Postscriptum Until the migration I was compiling 0.0.27 beta quite regularly and had no problems with it. Due to Debian a small correction had to be made: https://wildfiregames.com/forum/topic/104500-0ad-svn-error-spidermonkey-build-failed/page/2/#comment-541019 'hyperion' – thanks again. Regards.
    1 point
  39. Two days have passed - time to write how the update went. In short: Everything went very smoothly and without any comments. First, the nproc command - I got the number "20" I did the following: cd trunk/ svn update cd libraries/ ./build-source-libs.sh -j20 cd ../build/workspaces/ ./update-workspaces.sh -j20 cd gcc make -j20 cd ../../.. cd binaries/system/ ./test ./pyrogenesis The 'svn update' command printed at the end: "At revision 48." - two numbers more. The './build-source-libs.sh' command did not print any number, only the information that: "cxxtest-4.4, FCollada, NVTT, Spidermonkey is already up to date." After starting the game, in the lower left corner there is an inscription: "Oct 6 2024, (main, f9ad0)" Thanks again for your help. Regards.
    1 point
  40. The point is just that currrently we have "fertile land" (looking like empty fields providing a certain bonus - definitely in DE but also in vanilla) and "general land" (whatever the structure/cover - even paved land, rocky areas and desert areas can host crops. The latter is really a pity: we have such beautiful maps with fertile land (e.g. green areas forming an oasis) and not so much fertile land surrounding it (mostly sandy desert). Currently, it just does not really seem to matter where I put my fields. Also the strategic placement of fields around CC (on paved areas) - while strategically a valid option - looks not very realistic to me, as discussed previously. Potential options are: - distance to CC bonus for fields (increasing with growing distance) or a negative aura of a CC on crops yield. - use water as an additional resource as proposed earlier. This appears too complicated to achieve and would change the game mechanic considerably (building a whole bonus system around rivers, ponds, irrigation pipes/wells/aquaeducts, etc.). - fertility derived from soil type / soil cover could thus create some interesting strategic aspect for gameplay without costing too much effort (I hope) To be further discussed, I believe...
    1 point
  41. Thanks Stan – it worked. But ... I found the file 'build-source-libs.sh' in the 'trunk/libraries/' directory. It didn't have the executable attribute, so: cd libraries/ chmod +x build-source-libs.sh Now: ./build-source-libs.sh I got the message: Building third-party dependencies... ./build-source-libs.sh: 58: ./source/cxxtest-4.4/build.sh: Permission denied ERROR: cxxtest build failed It turned out that there are five subdirectories in the 'trunk/libraries/source/' directory: cxxtest-4.4 fcollada nvtt spidermonkey spirv-reflect and in each of them there is a file 'build.sh' without the executable attribute. So: chmod +x source/cxxtest-4.4/build.sh chmod +x source/fcollada/build.sh chmod +x source/nvtt/build.sh chmod +x source/spidermonkey/build.sh chmod +x source/spirv-reflect/build.sh Now only: ./build-source-libs.sh I read that version 28209 was downloaded. I think the file 'source/spirv-reflect/build.sh' was not used, because running './build-source-libs.sh' again gives the result: Building third-party dependencies... cxxtest-4.4 is already up to date. FCollada is already up to date. NVTT is already up to date. Spidermonkey is already up to date. Done. I'm going further. cd ../build/workspaces/ ./update-workspaces.sh It took a very short time – apparently it had already been built with the previously issued './update-workspaces.sh' command. Now: cd gcc make It built without errors. Now cd ../../.. cd binaries/system/ ./test I see: "Running cxxtest tests (407 tests)...OK!" It's fine, so: ./pyrogenesis The game has started. In the lower left corner is: "6 Oct 2024 (main,eb3f0)". It works correctly. Summary of what I did (required dependencies are installed). svn checkout https://svn.wildfiregames.com/nightly-build/trunk cd trunk/libraries/ chmod +x build-source-libs.sh chmod +x source/cxxtest-4.4/build.sh chmod +x source/fcollada/build.sh chmod +x source/nvtt/build.sh chmod +x source/spidermonkey/build.sh chmod +x source/spirv-reflect/build.sh ./build-source-libs.sh cd ../build/workspaces/ ./update-workspaces.sh cd gcc make cd ../../.. cd binaries/system/ ./test ./pyrogenesis Thanks again. But every solution raises new questions. 1. The version number used to be trivial (e.g. 28177). Now I get: a) "At revision 46." – 'svn checkout https://svn.wildfiregames.com/nightly-build/trunk b)"28209" – './build-source-libs.sh' (cxxtest-4.4) c) "eb3f0" – after starting the game (bottom left corner). Which one is important? Is "eb3f0" some hash or a consecutive number? 2. During the update ('svn update') before issuing the command './build-source-libs.sh', should I issue the command 'clean-source-libs.sh'. I think so, but do I need to re-assign the executable attribute (chmod +x) to the 'build.sh' files in the cxxtest-4.4, fcollada, nvtt, spidermonkey, spirv-reflect subdirectories? 3. I understand that the 'clean-workspaces.sh' command ('build-wokspaces' directory) is deprecated and we don't use it anymore? Postscriptum I didn't have to use 'SETUPTOOLS_USE_DISTUTILS=stdlib ./update-workspaces.sh' https://wildfiregames.com/forum/topic/104500-0ad-svn-error-spidermonkey-build-failed/page/2/#comment-541019 Just the command './update-workspaces.sh' (also './build-source-libs.sh') worked fine. Best regards.
    1 point
  42. Like what? A ribbon? A shiny details in the GUI?
    1 point
  43. I'm glad to announce that the Tips and Tricks page will be part of Alpha 27! The pull request has been merged this morning. See commit 1792f0d065.
    1 point
  44. I lean a bit towards the idea that these kinds of uncertainties make the game (and the exploration of the territory) more interesting.
    1 point
  45. The Parthians would be very similar to the Scythians in terms of the mode of battle except that the Parthians would be quite Helleninized and would be settled in cities. Basically a lot of cavalry and mediocre infantry. The Sassanids would have a slightly more Romanized infantry. And many Arab and desert mercenaries as well as elephants.
    1 point
×
×
  • Create New...