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Showing content with the highest reputation on 2026-03-09 in all areas

  1. Hi, guys... Apologies for my absence and late reply... I randomly saw this post on reddit and decided to check the forum for the topic. I'm not principally opposed to this idea. I actually like it. But of course I'm biased because I'm the one who created that chariot model in the first place. War chariots were certainly used to an extent. As early as the Classic Kerma Period, prior to the Egyptian occupation, chariots appear in the iconography of Kushite rock art from Lower Nubia dated c. 1750 - 1500 BC., depicting battle scenes, such as the Kushite victory scene at Nag Kolorodna. As early as 950 BC, after the Egyptian withdrawal from Kush, we find the earliest archaeological evidence of chariotry in the form of a horse burial from Tombos. "Stress on her ribs and spine indicate she wore a chariot harness during her active life." Especially during the 25th Dynasty, chariotry was important. King Piye for example mentions mounting a chariot during his conquest of Egypt. In his Great Triumphal stele, it is written: "Off sailed His Majesty northward to the harbor of the Hare Nome. His Majesty’s coming forth from the cabin of (his) bark, and mounting on a chariot. The awesomeness of His Majesty reached the Asiatics, every heart trembling at him." "The remains of 24 horses in four graves were found at el-Kurru, with each group consisting of a team for a four-horse chariot. These horses were adorned with decorative and ornate trappings, such as silver plume holders, amulets, and multiple strands of beads. These horses were associated with the four Twenty-Fifth Dynasty Napatan kings: Piankhi (r. 743–712 BC), Shabaka (r. 712–698 BC), Shebitka (r.698–690 BC) and Tanwetamani (r.664–653 BC)." The actual chariots were unfortunately not, or barely preserved on account of the wood rotting away. But chariots are repeatedly depicted in reliefs of the 25th Dynasty, the Napatan period and the Meroitic period. The latest depiction of a chariot in Kushite art that I'm familiar with is a relief carved into the walls of temple M250, which is associated with battle scenes. It's located in Meroë, and dated to the 1st century BC, Meroitic period: Unfortunately, most of my visual references are stored on my old laptop which broke down and I currently don't have access to it. But fortunately, Isaac Samuel wrote a wonderful and well sourced article on the horsemen and charioteers from the kingdom of Kush: https://www.africanhistoryextra.com/p/the-knights-of-ancient-nubia-horsemen
    6 points
  2. I say let it be hectic. I think its fine for the "perfect" start to be an asymptote: never reached but only approached.
    5 points
  3. 3 years since the last release (0.26.0) New things for Release 28 Galatians A mix between Britons, Gauls, and Germans. The only Celtic civ with Resource Wagons. Cimbri Similar to the base game's version of the civ, but with standard DE features. Heroes Several more heroes of various civs rounded out and given their features (auras, etc.). This is an ongoing process, which is mostly complete, but there is still work to do. Hope to complete for r29. Hero Scout feature Your starting Scout is slightly stronger than subsequently trained scouts and receives a medallion for ease of selection at the start of the match. Visual: New and Updated technology, unit, and structure portraits. This is an ongoing process, incomplete for r28, but quite far along. The mod uses AI to create new images, utilizing in-game screenshots as base reference for most portraits, with historical research and references to round out the process. This disclaimer is for full transparency. Sample of Unit portraits: Sample of Technology portraits: Sample Structure portraits: The mod includes 8 new main menu backgrounds as well. Sample: This is all in addition to the other DE civs, like Syracusans, Scythians, Xiongnu, Yamatai (Yayoi), Epirotes, Imperial Romans, Zapotecs, and Suebians. Over 2 years of tweaks, changes, and improvements to every aspect of the mod. Sample in-game Screenshots (with some great model work by @nifa): Here's the Github page link for the preview release: https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-0.28.0 DIRECT DOWNLOAD FOR THE LATEST .PYROMOD FILE https://github.com/JustusAvramenko/delenda_est/releases/download/Release-0.28.0/0ad_Delenda_Est_r28.pyromod
    4 points
  4. Congratulations, @wowgetoffyourcellphone! Eles are happy @Arup, look! Couldn't you use a Git repository? That way you could even receive contributions.
    3 points
  5. LET'S GO!! I would love to get more people who want to try doing a TG in delenda! react with a like to this post to let me know I can count on you for a delenda TG (and please show your lobby name in your profile) (looking at you @wowgetoffyourcellphone)
    2 points
  6. I found a crash. Right clicking the Noba merc portrait to get the information viewer causes an unrecoverable civ error. Apparently, the Ui does not like it when a unit's civ is that of an unselectable civ (in this case, "noba"). So, locally I changed their civ to "kush." Will add that to the next bundle.
    2 points
  7. I've just installed using .pyromod and is working good so far. But I have a serious question....
    2 points
  8. You can use github to host the pyromod file by making a new release. And you can copy the direct download link and place it on the forum.
    2 points
  9. Nah, I just did what @real_tabasco_sauce said above, I added a damage type called True, and nothing has resistance to it.
    2 points
  10. I was the one who improved the AI's eco and the army size hehe I hope it's not too hard for new players
    2 points
  11. Buenos días tardes o noches: Aquí le dejo una previa sobre el Boceto de la facción Asmonea @p3p : Desculpen las molestias*
    2 points
  12. For me they are exactly where @Tapotheisaid they were
    2 points
  13. In any competitive game where there is a winner and a loser, the fundamental expectation is that the conditions are equal for everyone involved. That’s the very foundation of competition. When two players sit down to a game of chess, neither side is allowed to use any hidden advantages. The same principle applies to online matches. Once the sense of fairness is compromised, the match itself stops meaning much. The surprising part is that we even have to explain something this basic. What I’ve noticed is that the game’s easily moddable structure and the looseness of the rules are being exploited. And in all the years I’ve occasionally played this game, I have never seen anyone join a game and say: “Hey guys, just so you know, I’m using a mod that lets me do certain things faster.” Not once. I’m not saying these players are deliberately hiding it but they certainly don’t mention it unless someone asks. Yes, some of the usual suspects are known to people who spend time on the forum. But not everyone spends time on the forum. Being active on the forum is not one of the fundamental requirements of this game (some players don’t even speak English.) Many people simply log in to play the game through the multiplayer lobby and that’s completely normal. They shouldn’t be expected to browse forums just to find out whether certain players are using advantage providing mods. A player who simply joins the multiplayer lobby expecting a fair match has no way of knowing that a particular opponent is using a mod that provides an advantage. That player can easily walk into a game assuming equal conditions and end up losing under unfair circumstances without even realizing why. Some people also seem to reassure their own conscience by saying things like “it doesn’t actually provide an advantage.” But if you ever run into a match where they’re forced to play without their mod (usually because a host insists on a clean game) you can quickly see how much they struggle without it. I won’t even get into a debate about why these mods provide an advantage, because that’s exactly the kind of discussion they want. Something that drifts the topic into ambiguity. I guess they expect something like laboratory results, but even if you somehow show them that, their response will just be to question the validity of the lab. I can’t even justify explaining it since anyone with a bit of common sense can see the inequality for themselves. Creating mods is perfectly fine, no one is against that. But if a mod gives you an advantage, then you should be playing against others under the same conditions and you should honestly disclose your mods to every new player you encounter (although, I’m afraid these mods could spread like a plague, as new players may be tempted to use them to succeed quickly.) To be honest, I wasn’t even aware that things like this were happening in this game. Realizing that some players I thought were simply very skilled, were actually cheaters, was disappointing. I hope this issue will be addressed and that the community as a whole realizes how much these practices undermine the quality, integrity and spirit of the game.
    2 points
  14. It didn't seem right to me for the Kushites in 0 A.D. to lack a chariot unit (other than the Amanirenas hero unit), considering that they're the closest thing to non-Hellenized Egyptians in the game and chariot archers are so iconic for the Nile Valley civilizations. Ergo, I created a "Noble Chariot Archer" unit that the Kushites can train from the Stable after researching Champion Chariots. I'm posting it here on request from someone on Reddit. kushite_chariots.zip
    1 point
  15. Interesting. I was just about to comment that ModernGui already has a very similar function to distribute your Farmer equally among multiple Fields. It seems that mod got it from the above mod. Would be great to some sort of "Spread evenly" functionality in the base game.
    1 point
  16. If you task a Worker to a Field, they will go to another nearby Field if that Field has less farmers instead.
    1 point
  17. May I incoropate it into Classical Warfare AEA? Been meaning ot add a chariot for them, but yours are probably better if you do graphics and everything
    1 point
  18. If you get a team game going, please test the Catapult construction ASAP and see if it causes a hard crash. It if does, I will make a release 28.1 with a fix.
    1 point
  19. 1 point
  20. basically, it's a yes from the historical side of the discussion. alright, I'm creating a issue for it
    1 point
  21. From what I understand, the Battalions were built around the older system, before formations had battalion-style selection, so I’m not sure how well they’ll work now. Still, if you’re interested, we can try to get Battalions into Delenda Est using the old HC code.
    1 point
  22. Very much so. It's the one major-major feature I think could be very distinguishing for the mod or even the base game. To round it all out, I'd love an RPG-hero mode too (like the old game: Rise & Fall: Civilizations at War, but with differences of course). But that's a completely different subject. If we were to add Battalions to the mod, we'd need to design it in such a way so that if subsequent base game changes make the feature obsolete, it can be easily removed or maintained.
    1 point
  23. Thank you for the hosting suggestions, guys. I went with @Grapjas's idea. Here's the Github page link for the preview release: https://github.com/JustusAvramenko/delenda_est/releases/tag/Release-28-preview And here is the direct link to the download: https://github.com/JustusAvramenko/delenda_est/releases/download/Release-28-preview/0ad_delenda_est_r28.pyromod
    1 point
  24. ModDB is a good place, I know you already have a page on there.
    1 point
  25. Some fun game, unfortunate we crash upon unpausing.
    1 point
  26. @wowgetoffyourcellphone, is this still something your interested in adding to DE? Because Hyrule Conquest had Battalions, and I think the code could be updated and added to DE. I also know the guy who wrote the battalions code (and a custom GUI to go with it), so we could always ask him for help.
    1 point
  27. I already use a git repo: https://github.com/JustusAvramenko/delenda_est I accept Pull Requests there, for sure. But to test the .pyromod mod file, I'll need to host it somewhere.
    1 point
  28. Yes sorry for the confusion I did somewhat maintain through the thread. The path check (removed in by the mod) is using the path where the mod.json is located, so content doesn't really impact it. But this alone causes frequent issues, there isn't any reasons why it should be a concern of @Emacz/the modder IMO, and again, unless it has a use case, why bother.
    1 point
  29. For this release: I've completed bundling the mod into a .pyromod file for distribution. I'm looking for suggestions about where to host the file (it's 598 MB, too large to host on the forum) for everyone to try it out and test. EDIT: @Grapjas assisted me in hosting the file. Please see top post for link! I'd like to test for a few things: Bugs. Bad text. Error or Warning messages. Crashes. Please test out via multiplayer with a buddy and see if anything causes an out of sync or crash. Specifically, try to place a Catapult with your soldiers. This caused a very hard crash in multiplayer in past releases. Let's see if the problem persists. If it does, I'll have to remove Catapult building for now and move them back to the Arsenal like in the base game until a fix can be found (and then re-bundle the mod for mod.io). Bad balancing. I'm not in the nitty gritty detail balancing mode quite yet, but if there is something grossly out of balance, post it here. For release 29 (the future): Suggestions for new heroes (I'd like at least 4 heroes per civ. Several civs currently only have 3), and hero auras/bouses, etc. (several heroes have incomplete stats and auras). Requests for new civs. Balancing. Maybe can get into nitty gritty balancing for r29. Requests/ideas for more main menu backgrounds. Would be nice to have 1 per civ -- at least 1 per larger "culture" for sure. New features? ?
    1 point
  30. My reply was only meant as an example in response to your question. I didn’t mean to imply that the goals of a mod like this could lead to cheating. Perhaps it was a poor example. I only wanted to suggest that this kind of change could potentially introduce compatibility issues. But as I clarified immediately after, I don’t have the knowledge to categorically say whether it would or wouldn’t prevent that. Rather, my impression was that this change seems designed mainly to spare modders from a small inconvenience that, in my opinion, they should probably handle themselves. Afterall they should kinda know what they are doing or keep learning and improving their product. We’re not talking about anything very complex here. Just learning how to properly create a .zip and distribute it correctly. You yourself mentioned that this was something like: Of course I see mitigating the risk of cheating as a good thing. But it’s not my intention to revive any unproductive debate around that topic here. Those weren't my motivations when I ask about this mod. Yes. I still think that would be a good thing to do. Even if I remember someone arguing that this might be a sterile solution, since hiding a mod can be as simple as renaming one or two files. Anyways, I think we’ve interacted enough over the years for you to know that I’m not against mods or modders.
    1 point
  31. Some of you have known the mod Historical Patch over the past few alphas. What started as a small side project during a25–a26 grew way beyond what I expected, thanks to everyone who asked questions, gave feedback, or just showed interest. Taking a break and coming back in a27 made me realize something important: this isn’t really a “patch” anymore. So I’m giving the project a new name — Classical Warfare AEA. Classical Warfare AEA (Africa–Europe–Asia) is all about bringing more authenticity and depth to the classical world in 0 A.D. The name reflects the game’s geographic range and also nods to the familiar “eae” tag that’s become part of the community’s culture. The goal is simple: make the classical era feel richer, more grounded, and more interesting to explore. One of the best parts of this project has been the people who’ve helped along the way. If you’re into ancient history, military systems, or just enjoy digging through sources, you’re welcome here. Modders, researchers, and especially artists — there’s plenty of room to contribute. The project is shifting toward a clean, emblem‑style visual identity, so if you enjoy designing units, architecture, emblems, or UI elements, your work would be hugely appreciated. I’m excited to keep building this with the community. Whether you want to help, give feedback, or just follow along, I’m glad to have you here. Emacz2/classical-warefare-aea
    1 point
  32. it will take me atleast a whole day just going through all the changes you made. you should make a readme or smth on your github to graphically show the changes maybe... your mod is really fun tho. P.S: you don't preach your mod when I ask for it but you do when I don't smh does everyone hate me or smth
    1 point
  33. There is always a solution to still make it work, despite the path checking. But good UX is generally about making things simple, resilient (can adapt to a variety of users with a variety of technical level), and not add unnecessary complexity. Why do you think we should keep the path checking? What is it useful for? Note that in the examples I give, I pretend like files after the folder where is the mod.json matters but actually it doesn't, yet anyways.. Community mod was downloaded probably exclusively on mod.io I think. As for Feldmap, it is marked "compatible" for convenience although it's obviously technically incompatible. Can't agree more.
    1 point
  34. Ye I notice how the VH AI is keeping up with unit production, usually once they send their army, their economy is crippled. Now they have some leftover to rebuild their economy. I'm not sure if I can ever beat 4VH as Han now. - First replay(1), I'm always double the AI in terms of score so notice how it scored 1.5k higher the usual, this was probably my 4th gameplay. - So I've learn a lot from multiplayer so my gameplay has improved in 2nd replay(2) and maybe its my game setting(200 max pop) or something but I'm surprised the AI had only 1 Civil Centre... usually it would be 3 or 4 by now.. Actually thats an old replay, I think I deleted the 200 pop replay, oh well, its just the usual setting. - Third game... Its actually keeping up with me lol. commands(2).txt commands(1).txt commands(Just look at the score).txt
    1 point
  35. Classical Warfare AEA give Javs a very small hack dmg
    1 point
  36. Its in .var/app/com.play0ad.zeroad/.local/state/0ad/log, removing it then entering 0ad will create new log.
    1 point
  37. Well instead of making people do the extracting and installing, they can just drag and drop the mod on the running game in windowed mode it will install the mod correctly on all platforms.
    1 point
  38. 1 point
  39. 1 point
  40. AI was angry with all the requests on this one
    1 point
  41. 1 point
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