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Hello everyone! Today I'd like to share a comparison between the Jomon Copper Age houses and the new Yayoi Bronze Age houses currently being developed for World Rising! The evolution between these cultures is already becoming visible, showcasing the transition from a more primitive society to more organized and advanced communities, with new construction techniques, architecture, and a unique visual identity. In addition to the buildings, we're also finishing units, clothing, armor, weapons, and many cultural elements to make each civilization feel unique and historically inspired. More World Rising development updates coming soon!5 points
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@wraitiiHey man, I hope you're doing well. I've always thought this mod was really cool, and today I decided to try and fix it and its compatibility with 0ad 28. Luckily, after a lot of head-banging and nonsensical Chatgpt responses, I managed to get something playable and error-free. I believe now only some provincial localization issues and things like that remain.3 points
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I think the same for the Endovelico mod. Things I need to learn to improve this mod: 1- (Some provinces are misplaced when selecting them) Nonsense, it works, but during testing I commented out the code without realizing it.. 2- I believe that at least Central Europe and North Africa should be completed by province, meaning I need to understand how these provinces are created. 3- This mod can be tangentially improved in several ways; I hope that interest in it can lead to significant improvements. For example, I managed to change the background image of the map.1 point
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@Perzival12 this thread might also be helpful for campaings in hyrule mod.1 point
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A little shuffling: I really don't like this one as a ranged Aura, since centralisation is quite global and fixed (that’s the point of it), so I changed its name and made it a tech. I also thought Sanctuary as a ranged Aura, alongside an alternative bonus inspired on the Maritime Silk Route tech (if this one is not wanted): Sanctuary: increased resistance for non-military units under Hero's aura (taking a longer quote now: “many skilled Roman silk workers immigrated to the Sasanian empire to find work after Justinian I’s tariffs and price fixing practically killed the industry in the Roman empire, and took with them, no doubt, motifs and imagery as well as technical expertise. Similarly, after Justinian effectively closed the Athenian Academy in 529, prohibiting the teaching of law and philosophy there and pagans from teaching anywhere, six prominent philosophers led by Damascius traveled to Ctesiphon to seek refuge at the court of Kosrow I. This sort of intellectual movement also occurred as a matter of diplomacy. Procopius records that Justinian I lent the sickly Kosrow I the services of a physician over the course of a year. Persian Christians traveled to the Roman empire because it was a center of Christian learning or to escape persecution”). Coastal Control: reduced enemy port capture resistance, either as Hero aura or global bonus (not only "control of all coastal areas" was already quoted, but "Sasanian control of the Persian Gulf prevented the Romans from having direct access to the Indian Ocean trade (Daryaee 2003: 1-16). Under Justinian they sought to circumvent Sasanian middlemen by allying with Ethiopians who would buy silk directly from the Indians. Procopius reveals that it was “impossible for the Ethiopians to buy silk from the Indians, for the Persian merchants always locate themselves at the very harbors where the Indian ships first put in (since they inhabit the adjoining country) and are accustomed to buy the whole cargoes” (Procopius, I. xx.12)", from The Sasanian ‘Mare Nostrum’: The Persian Gulf, by T. Daryaee). Centralisation: renamed Autocrat bonus to tech that increases stats of a given CC, but penalises all others. I wonder if the chosen CC can be determined either by being under the Hero’s aura when researched, or it can be researched at CCs, and where it's researched in particular becoming the chosen CC.1 point
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Why not use a function for how many gatherers to have for any possible stone number? If I’m not wrong, the present behaviour seems to be: 5000 stone: 24 gatherers. 1000 stone: 12 gatherers. 500 stone: 1 gatherer. Which indeed seems too low for 500 stone. I managed to find something nice. As a very simplified model, since the amount of stone is proportional to its volume, and the number of gatherers G are proportional to (a fraction of, if sunk in the ground) its circumference, then naively one would have G=AS^(1/3), where A is some constant, but that’ll never work. Let's then include a "worthiness" factor 1-e^(-BS), meaning that the less stone there is, the less efficient would be to deal with its logistics proportionately (gatherers will soon need to be relocated anyway, for example, besides minimum upfront costs and infrastructure, etc), thus less gatherers than expected would be assigned to it (exponentially, going inversely, that is, the complement of exponential decay). The final formula is then G=AS^(1/3)(1-e^(-BS)), which for the initial conditions G(5000)=24 and G(1000)=12 returns A=1.4036 and B=0.001931. This means that G(500)=7, which might seem high but it’s because the initial conditions (24 and 12) are somewhat weird to begin with. One can check that for some extreme cases the function still behaves nicely: G(100)=1 and G(50000)=52. I’d propose to use a function like this but change one initial condition to G(1000)=10, as such one gets A=1.4064 and B=0.001242, resulting in G(500)=5. In conclusion: a very simple (non-linear) formula predicts 7 gatherers for 500 stone, but if for 1000 stone the number is tweaked from 12 to 10, one manages a more poll-friendly 5 gatherers, and can use that formula for any stone value to get the corresponding number of gatherers.1 point
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Thank you for opening this thread and adding the poll afterwards, @Baelish! I voted for a maximum of 2 gatherers because I think they're more special than a small cut of rock (1000 Stone) or a normal cut of rock (5000 Stone). More specialized sources of stone or metal like ruins should be harder to exploit and not have a proportional <MaxGatherers> value.1 point
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Previously I proposed that since Khosraw I Reforms fixed harvest tax, it could make Fields trickle metal. Also they “further elevated the figure of the sovereign above the nobles and centralized power around him”, which could be a Hero bonus and champion penalty. For my take, I'm getting quotes from the book I mentioned: The Two Eyes of the Earth, by M.P. Canepa (I went through all of it). I write down first Aura, then Bonus, then Tech. I only declined Auras in the first person, but do whatever. As usual, it’s your decision what exactly they would entail, and I’m not sure about what’s possible. “Additional” ideas I leave mostly without hints, since maybe they are unnecessary. Ardashir I Overthrower: capture bonus ("After his successful usurpation Ardashir", referring to the Parthians). Inheritance: capture resistance bonus (“Believing these regions to be his by inheritance he declared that all the countries in that area including Ionia and Caria, had been ruled by Persian governors (...). He asserted that it was proper for him to recover for the Persians the kingdom which they formerly possessed”, this was really big for him, plenty of mentions regarding his “rightful inheritance”). Holy Fire: temple tech (“Ardashir I increased the cults of the temples and ordered the fire of Ohrmazd, which was on the altar at Bagawan to be kept perpetually burning”). Shapur I Shamer: attack bonus (the defeated Romans regarded the terms of a peace treaty “shameful”). Indemnisation: loot bonus (“Philip sued for peace and paid a large indemnity to Shapur I”, leading to “his official formulation of Rome as tributary and subject”). Humiliation: enemy Hero penalty tech (he captured Valerian in battle, a first for a Roman emperor, although “despite the assertions of certain extremely hostile Roman texts that speculated on his fate, in the reliefs Valerian is not humiliated, and he keeps his insignia of office”). Additional: Universality (“he expanded his father’s claims of dominion over Ērān, to ascendancy over Ērān ud Anērān (literally, “Iran and Non-Iran”)”). Shapur II Persuader: bribing bonus, or occasional automatic conversion? (“Ammianus devotes a chapter to the defection of Antoninus, bodyguard of the dux of Mesopotamia, to Shapur II”). Recognition: champion bonus (“the Armenian commander in chief Mushel so impressed Shapur II with his chivalrous treatment of his captured wife and attendants that the Persian king of kings honored him at the royal bazm as if he were in attendance”, and at another instance he “gave the Roman defector Antoninus honorific headgear along with a designated place at the royal banquet table and a seat in the council of the king to mark Antoninus’s integration into the Sasanian court hierarchy”). Glory of Iran: Hero bonus tech (“created a province called “Shapur, the Glory of Ērān””, they were big in personality cult). Khosrow I Autocrat: capture resistance bonus for CC under Hero aura, penalty if outside (“Both empires saw increasing centralization at the expense of local power bases, with sixth-century contemporaries Justinian I and Khosrow I responsible for intensifying this movement to autocracy in their respective realms”). Royal Gifts: discount on resource transfer (“Roman-Sasanian diplomatic exchange reached its apogee in the sixth century with the long coeval reigns of Justinian and Khosrow I”, and this “included objects that were given and received as gifts, throne room rituals, as well as the entertainments, culinary displays, and sundry other activities with which the two courts regaled each other’s envoys”). Maritime Silk Route: sea trade tech (“Peaking with Khosrow I’s control of all coastal areas from the Red Sea to the Indus, the Sasanians soon dominated the Indian Ocean sea trade. Under Kosrow I, the Sasanians began to expand into Sri Lanka and even markets in Southeast Asia”). Additional: Sanctuary (“after Justinian effectively closed the Athenian Academy in 529, prohibiting the teaching of law and philosophy there and pagans from teaching anywhere, six prominent philosophers led by Damascius traveled to Ctesiphon to seek refuge at the court of Khosrow I”). Additionally, he liked hippodromes. Khosrow II Pious: regeneration bonus (“after his victory over Bahram Chobin, Khosrow II spent a week at the site circumambulating the fire while reciting the Zand and Avesta”). Royal Hunt: hunting or ranged bonus (“The Sasanian motif of the “royal hunter” was an exceptionally powerful, not to mention popular, image”, “The side relief panels of Khosrow II’s (...) are the most extensive sculptural representations of the hunt, and the dynasty’s last. On the right panel, mostly unfinished, the king of kings hunts deer in an enclosure with a bow. The left panel depicts the king of kings hunting boars…”). Monumentality: whatever-statues/monuments-do tech (“Monumental rock relief sculpture fell out of vogue as a medium of triumphal expression for the Sasanian kings of kings, not to return until Khosrow II’s final brilliant reprise of the genre two centuries later”). I like that there's some thematic sense: Ardashir I captures and keeps, Shapur I is aggressive, Shapur II charismatic, Khosrow I a trader, and Khosrow II is more versatile.1 point
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Ardashir I: progenitor of the Sasanian dynasty, reinvigorated the idea of a Persian empire as a successor of Achaemenid Persia. May have an aura or tech about adding vigor to the civ, for example increases building construction speed. Maybe enables Immortals (Zhayedan). Shapur I: tolerance for religions other than the prevailing Zoroastrianism such as Manichaeism or Judaism may present an interesting opportunity. Especially Manichaeism as a potential world religion in a what-if scenario perhaps? May give increased influence over the map such as increased territory bonus. Maybe also enable some Armenian unit via his conquest of Armenia and governorship of his son and successor. Shapur II: counter to Shapur I, something about religious doctrine, such as stronger priests or temples? Also enables or strengthens war elephants. See the references in this article for reference: https://www.iranicaonline.org/articles/elephant-ii-sasanian-army/ Khosrow I: tax reform giving increased resources per resource obtained from sources, and bonuses to noble Aswaran cavalry. See: https://www.iranicaonline.org/articles/kosrow-1-parent/kosrow-i-ii-reforms/ Khosrow II: not sure, he appears to be partly responsible to bring the empire down? Why not something to represent quick expansion and loss, such as globally reducing building capture, or to make it a bonus, reduce own building capture and while reducing capturing enemy building even more.1 point
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The Yayoi culture is beginning to come to life in World Rising!!! I’m working on many different aspects of the civilization, creating clothing, armor, weapons, cultural objects, and many other details to bring even more identity, immersion, and historical authenticity to the game. More updates coming soon!!!!1 point
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Olá pessoal! Venho trazer mais um vídeo de gameplay do meu mod World Rising! Tenho trabalhado bastante no aprimoramento da destruição dos edifícios, buscando deixar tudo mais imersivo e visualmente interessante. Tenho o prazer de anunciar que a cultura Jomon está oficialmente finalizada! Todas as unidades, construções e tecnologias já foram criadas! A próxima cultura será a Yayoi, que representará a evolução direta dos Jomon, trazendo novas mudanças, tecnologias e identidade visual ao jogo. A flora japonesa também está cerca de 80% concluída, faltando apenas algumas plantas para finalizar essa etapa. Outra tarefa que pretendo começar em breve é o retrabalho das formações das unidades, trazendo novas ideias e melhorias para o combate e movimentação no campo de batalha. Em breve trarei mais novidades sobre isso! Obrigado desde já pelo apoio, e espero que gostem do vídeo!! video destruição.mp41 point
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Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!1 point
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Hello! Today I’m bringing some more updates about the development of my project World Rising. Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations. Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well. My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players. In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay. For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.1 point
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Create new variant XML files for each new animation in ...\art\variants\biped and ...\art\variants\quadraped for infantry and cavalry respectively. The actual animation sequences should be copied from existing sword swinging and sling throwing variants. That will save you from needing to make any new animations with Blender. You might need to create a few extra variants for each action to accommodate units with differ sized shields. Add the proper new <variant> tags for each new action to ALL the actor XML file... FOR EVERY SINGLE UNIT IN THE GAME!!! Add code to the Component files (...\simulation\components) for UnitAI.js, Attack.js, (plus all the other combat components that interact with them) to allow units to know when and how to use their new attacks, and what to do when hit by them. Add new attributes to the unit-template XML files to set the speed and damage for the new attacks according to the syntax you set up in the Component files. I'm probably forgetting something, but that's what I remember from last time I looked at doing something similar. Needless to say it is a tremendous amount of work, and unless you are actually a god-tier coder you should recruit help if you are dedicated to seeing this idea realized. Don't try to do it all on your own. It will take ages, and there is a good chance the next update could wreck all of your work before you even release it. Work smart by communicating with the main devs, sharing the burden with collaborators, using version control software for everything, and pacing yourself. This will protect your work and mental health in the long run. Other than Hyrule Conquest and maybe that one Pony mod, I don't think anyone else has ever attempted a renovation of this scale in the last 10 years. But it can be done if you are smart, persuasive, and committed to seeing your vision through. Good luck and best wishes!1 point
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Just curious if anyone here knows what the medium of exchange would have been in Nubia/Kush? I get the gist of international trade but as far as domestically, how did Nubians/Kushites trade amongst each other preferably in kerma/Napata/Meroe prior to Christianity? I know there's evidence of Egyptian coins being in circulation in lower Nubia but no evidence of home minted coins. With gold being in abundance, you would think that would be the medium of exchange but I've yet to find evidence to prove this theory. Does anyone have any clue? I just find that bartering might have been inconvenient , especially with how advanced Nubians/Kushites were.1 point
