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  1. Hello, 'im NoMolester, i am the new leader of the mod project for 0 AD previously called "For Honour and Glory". The project was on hold for a long time but now it has been redesigned and work on it has restarted again. The new name for the mod will be "1,000 AD" and it will be divided into two parts. 1,000 AD Previously known as "For Honour and Glory", 1,000 AD is a mod of 0 AD that centers in the Mediterranean Sea during the Middle Ages. The following features are still subject to change at any time. Following the spirit of the original 0 AD, the game will be released in two parts that span +-500 years from the date of the title (From VI century to XVI century): 1st part: 1,000 AD: For Land and Money will span from 476 AD (the Fall of Western Roman Empire) to 962 AD (the Founding of the Holy Rpman Empire).2nd part: 1,00 AD: For Honour and Glory will span from 962 AD (the Founding of the Holy Rpman Empire) to 1453 AD (the Fall of the Eastern Roman Empire).The first part will be a rather conservative mod mainly centered in redesigning the art and the civilizations with only 12 factions and no gameplay changes. The second part, once the team is experienced and familiarized with the system, will be a broader aproach that will ad many features to the game and at least 15 cnew civilizations. ==For Land and Money== The first part of the mod will be called For Land and Money and it will be centered in the Mediterranean Sea from 476 AD to 962 AD. The three settlement phases will be: Tribe, Village and Feud. It will hve the following 12 civilizations divided into five architectural groups: Northern germanics: -Teutons -Vikings -Saxons -Allamani Southern germanics: -Franks -Goths -Lombards -Burgundians Romans: -Eastern Romans Muslims: -Arabs -Berebers Steppe Nomad (architectural type): -Slavs -Avars Slavs: -Avars -Moravians -Bulgars There will be no great changes in gameplay for this part. ==For Honour and Glory== The second part of the mod will be called For Honour and Glory and it will be centered in the Mediterranean Sea from 962 AD to 1453 AD. The three settlement phases will be: Feud, Burg, Urban. It will hve the following 15 cultures divided into eight architectural groups. Every culture will have the oportunity of evolving into one of two or three civilizations when it reaches the urban phase, each one with a unique array of units ad technologies to further specialize your culture: Architectural group: -Culture (phase 3 option 1, phase 3 option 2, ...) Nordics: -Scandinavians (Kingdom of Denmark, Kingdom of Sweden, Kingdom of Norway) Romans: -Byzantines (Komnenos Dinasty, Latin Empire, Empire of Nicaea) Italians: -Inland Italians (Duchy of Capulia and Calabria, Lombard League, Papal States) -Naval Republics (Most Serene Republic of Florence, Most Serene Republic of Venice, Most Serene Republic of Genoa) Germanics: -English (Norman Dinasty, Plantagenet Dinasty) -Holy Romans (County Palatine of the Rhine, Duchy of Saxony, Margraviate of Brandemburg, Kingdom of Bohemia) -French (Kingdom of Arles, Kingdom of Francia) Muslims: -Sarrasens (Fatimid Imamate, Ayubid Caliphate, Abassid Caliphate) -Turks (Khwarazmian Sultanate, Great Seljuk Sultanate, Ottoman Sultanate) -Maghrebians (Almoravid Hermit Order, Almohade Sultanate, Caliphate of Córdoba) -Berebers (Almoravid Hermit Order, Almohade Sultanate, Caliphate of Córdoba) Iberians: -Spaniards (Kingdom of Castile, Kingdom of León, Krown of Aragón) -Galicians (Kingdom of Portugal, Kingdom of Galicia) Slavs: -Rusians (Grand Principality of Vladimir-Suzdal, Kievan Rus, Novgorod Republic) -Western Slavs (Kingdom of Poland, Tzardom of Bulgary, Grand Principality of Serbia) Magyars: -Hungarians (Arpad Dinasty, Anjou Dinasty) When reaching the third phase (Urban phase) you will be able to choose a specialization for your culture, in the form of a medieval late high middle age state or dinasty with a unique array of units and technologies. Being already deep into the age of castles, you will start with a keep or stone fort instead of a simple town center and his will be both, civic centres and fortress. Normal fortresses will be eliminated to encourage the construction of wall and towers around your keep thus making it more feudal. Proper balance will be made to do not disrupt the gameplay. In the third phase you will be able to build monasteries and choose from different monastic/crusader/jihadist orders that will unlock new units or technologies. The orders available might depend on your 3rd phase civilization. Credits Creators NoMolester Belisarivs Project Leader NoMolester Advisor Lion.Kanzen Researchers NoMolester Belisarivs Abadu niektb Programmers NoMolester Designers Arishia niektb
    3 points
  2. As soon as NoMolester gave me the assignment to design some signatures, I started creating them. Now v1 is finished. The 0 A.D. Logo has to be replaced with a 1,000 A.D. logo and I'm not sure about the fonts used (Well, pretty sure that they need to be replaced). Perhaps the signatures need a whole redesign as wel. Any comments?
    2 points
  3. What did you expect? Those P-51s don't have floats...
    2 points
  4. you need to edit the civ json file (public/civs/***.json), there, you can see "SelectableInGameSetup": false at the bottom of the file, which should be true. http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/civs/celt.json
    1 point
  5. It's in Spanish language, actually
    1 point
  6. You need to edit the unit template, and add the building to the builder entities (like you see the athen gymnasion and other buildings here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/athen_infantry_archer_b.xml )
    1 point
  7. Most people didn't had monks till they became Christian, so it would be better to call it Priest. edit: Nevermind, it's just a sample.
    1 point
  8. I certainly want to join the team! I do have some comments about the civ list from For Land and Money: De Slavs weren't a real influental people. Wouldn't it be better to make only one slav civ? Instead of Lombard, you could also choose Alemanni or the Burgundi. We should choose the one with the most impact on history. Berbers should perhaps be renamed to Moors. The Moors consisted of berbers, arabs and converted christian, and its Kingdom laid in Spain + Northern Africa.About for Honour and Glory: Wouldn't it be better to call evolving a political decision?
    1 point
  9. Haha, too bad for Medieval 2 Total War: Kingdoms!
    1 point
  10. About blue paint. Peter Traquair has referred to Wallace's "farcical representation as a wild and hairy highlander painted with woad (1,000 years too late) running amok in a tartan kilt (500 years too early)." http://en.wikipedia.org/wiki/Braveheart#Historical_inaccuracy
    1 point
  11. Adding in Mesoamerican nations, realize, would be extremely out of place compared to the addition of more European cultures such as the Etruscans, Syracusans, Celt-Iberians, Illyrians, Epirots, and various Germanic Tribes merely to name a few. I am not trying to say that having a Mesoamerican culture is bad, but it would be a lot of work for a nation when there are more relevant cultures.
    1 point
  12. I think is a good idea but for a mod, like AoE3's asian dinasies campaign. To have a mod that mixes ancient romans and carthaginians with ancient mayans and olmecs (not aztecs they were postclassical). And create a campagin about it. But again, for a mod, not vanilla. Vanilla is 99% historic.
    1 point
  13. In general, the GPL is a license best used for source code, not for other works.
    1 point
  14. I think one (easy?) way to "fix" this would be to ensure units form up with their group, even when the group has stopped moving. Right now, when the main group has reached the destination, all those other units that have not yet caught up to the group stop moving too. I think running was supposed to help this by allowing units to get into formation quicker.
    1 point
  15. It looks like a sheep could blow over that fence atm, just suggesting that you make them look a bit more substantial with thicker beams and posts
    1 point
  16. Two games of Michael against me. The pronunciation of my name is very interesting .
    1 point
  17. We should really make a tutorial on how to make a new faction. But the first thing you need to do is create a civ json file in public/civs. Just use an existing one as a template. In the civ *.json file you create the code word for the civ, like "brit" or "mace" or "ptol". In your case it would be "germ" or something like this. This is step 1 out of 100 to make a new civ. Now every unit and building entity template you make in public\simulation\templates\units and public\simulation\templates\structures can use "germ" for its civ. I highly recommend looking at the existing templates to see how this is all done. Like I said, there are many steps on the road to making a civ. Others who have more time can give you more details.
    1 point
  18. We've got nothing to do with Wikipedia/the 0 A.D. Wikipedia page (and I believe WFG isn't even really allowed to edit a page about a project we develop), so you'll have to contact the people who are updating the page if you have any concerns with it.
    1 point
  19. Nice, Arishia, I like the trapezoid shaped one. I'd suggest to try another portion on the texture that may look even poorer (the portion that the houses use I think it could work). I think what LordGood says may be some kind of vertical beam or woodframe at the animal entrance. The entrance is so open that it certainly looks that it could not hold the walls up. The railings are looking better, I'd ask you to make them a tad thicker, to be able to see them from max zoom-out ingame. Nice progress so far
    1 point
  20. According to the call stack, the failing function is ChangeDisplaySettings. There are numerous error conditions but without the error code, it's hard to debug, the way we handle the error now is rather useless I'll try to improve the error handling in these cases to display some useful debugging info.
    1 point
  21. se my edit, History is made by winners and Gauls were defeated by Romans. and why you mean to get ideas from people? the greek are Pagan too, is my point of view.
    1 point
  22. But and if Persian empire did end or fall, or Sparta defeats Macedon or Carthage wins Punic wars, how the world changes. Carthaginian Empire expands into Rhine River after defeats Romans in the Siege of Rome. Thinks XD.
    1 point
  23. In the chariot unit names, I meant "Egyptian" and "Canaanite" in the sense of the Achaemenid Persians having "Babylonian" scythed chariots: "Babylonian" as in the manufacturing, style, and/or usage origin, not as in the personnel makeup. Sorry if the names are a bit misleading; I wanted a concise way to differentiate the two kinds of chariots. I like Thorfinn's idea from earlier this year: Except I would introduce the mobile Tabernacle in town phase. The player would have the option of either building the Tabernacle in town phase and upgrading to the Temple in city phase, or else holding off until city phase to build the Temple, at which point the Tabernacle would become unavailable.
    1 point
  24. Huns minor? They are the tribe to do those tribes suddenly shock with Romans, destroyed Gupta Empire and Kushans in India and Afghanistan. The highly priority is Rome and first conflicts against Parthia, later came go Germans with Cimbri and Teutons. Later the Franks and Dacia. But the Huns need whole new gameplay. The Besieger and raze gameplay, consistent in mobile structures ,like AOE 3 and Terran Starcfraft, they move buildings and try to settle in rich land with good food.
    1 point
  25. You should only use mainstream archeological science and researches for all factions (not limited to jews). You shouldn't base the civilization features on a book/work (whatever the book/work is) that is not a scientific or historiographical study (and i don't mean national geographic/history channel/discovery channel documentaries, no offence alpha). You shouldn't use the bible to create the jews, but an historiographic study on the bible instead. Let me explain, if the bible (a non scientific book) says the jews were "X shaped", you shouldn't just say "the jews will be X shaped" but find an historiographical study of the bible saying "This claim from the bible where it says that jews were X shaped is true" and then say "the jews will be X shaped". I don't mean that the bible has non-cientific or fake things, just that the bible (even if its content was true), was not written by scientific-post enlightment-historians and therefore should not be considered for the game until a modern day study of it confirms its claims to be true. Imagine it like a filter, we should use the filter of historiography and archeology, if its true or likely to be true what the bible says, there must be studies about it, and we should use the results of those studies and not the bible itself as inspiration.
    1 point
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