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Showing content with the highest reputation on 2017-10-27 in all areas

  1. Welp, here's some things to show:
    6 points
  2. Sorry I don't have a lot of time to make memes and it looks like you already have a number of people participating - keep it up folks!
    4 points
  3. Last time I checked its about 1 in 10 persons that can't connect to every game in the lobby. That can be solved by just connecting to some other game and playing with someone else or communicating with these players that person wants to play with. If we want to solve any issue anyone could have, WFG would have to host everything and rent one (if not more) servers. (To solve the rating fakery issues, one would also need a dedicated client which would require more CPU power, likely much more servers too). (Not really motivated to look at Voobly services and licenses now.)
    2 points
  4. Remember listening to the "Hitchhiker's Guide to the Galaxy" way back in the eighties where 42 made it's entry there is even a club here in town called "Zaphod 's" hosted the author for book signing even. Enjoy the Choice
    2 points
  5. Greetings and salutations everyone! It's been a long while since I last streamed 0AD. Had a few health issues, and also my birthday (which came with its own different kind of health issue :P) But now I'm back, and chirpy and all sorts of good, to play some more excellent 0AD! Come check out the stream, we're playing multiplayer again! https://www.twitch.tv/chaffcommandercoffey
    2 points
  6. Saw this reversed normals in the kart ballista so i fixed it. Original Fixed siege_weapons_animations.7z
    2 points
  7. 2 points
  8. Stop asking. Now everyone knows about this issue. So either fix it yourself, wait until someone fixes it or propose a concrete solution...
    2 points
  9. Yes, I think it would be cool to be able to build a Storehouse on a slot and claim a gold mine for your civilization. Stuff like that.
    2 points
  10. 2 points
  11. The Kingdom of Kush: The final great reference dump for Kushite Reliefs This post is essentially a photographic addendum to Voyage à Meroë and The Lepsius Collection. As with the other two, this collection is quite extensive, and the three sources combined form a great basis for comparative studies of Kushite reliefs. Some of the conclusions we can draw from these reliefs relate to the enduring and evolving nature of Pharaonic culture and religion, well in to the Christian period. In every sense, these people considered themselves the true heirs of the New Kingdom. There is an almost dogmatic adherence to "Egyptian" styles, but for those paying close attention, there are many peculiarities typical of Kushite art. Some of the more interesting details in a number of these reliefs regard the ethnicity of the subjects, which is more clear in these photographs, than they are from the early 19th century sketches by European explorers. Kushites looked just like modern Nubians (Nilo-Saharans) in lower Nubia, and like Nuba and South Sudanese (also Nilo-Saharan) in Upper Nubia. Both ancestral groups mixed extensively with each other, and to a certain degree with Afro-Asiatic speakers (Ancient Egyptians and nomadic peoples like the Beja or Afar). Another interesting point is the large variation in quality of the reliefs. Some are very crude, while others represent some of the finest reliefs ever produced in the Nile Valley, not only rivalling their Egyptian predecessors, but surpassing them. High quality reliefs were produced throughout the Napatan and Meroitic periods, but most have been thoroughly destroyed since. We only poses a fraction of what would have once been a massive corpus. The few weapons and armours depicted confirm what we already established earlier: Bow and Arrows, Spears, Pikes, Swords, Axes, Mace-Axes, Oval Shields, Skullcaps, Cotton Corselets and Bronze Scale Armour Corselet. The Reliefs of Kush:
    2 points
  12. I'm sure you guys know the drill by now
    1 point
  13. > Hamilcar's 2nd aura: As you all probably have figured by now, Hamilcar is not a "useful" hero (giving only +15% speed compared to the attack bonuses of Marhabal & Hannibal) > Thus, a new aura has been created (based on historical facts) which decreases enemy mercenary attack values by 20%. That sounds less useful than Hamilcar's a22 aura. I have used Hamilcar before when raiding with ranged cavalry, because Hannibal is too slow to follow the cavalry around as they raid, and Maharbal doesn't boost them. Hamilcar also is sword cavalry which can be good for defending against rams. Compare your proposed aura to the other heroes. Hannibal gives +20% effectiveness for all soldiers. Your Hamilcar only gives +25% effectiveness when fighting mercenaries, which in most games the enemy is not using exclusively; the proposed Hamilcar is therefore strictly weaker than Hannibal aside from his greater mobility. Maharbal gives +30% effectiveness as long as your army consists primarily of melee cavalry, and it's your choice to commit to melee cavalry not your enemy's so you can take full advantage of that 30% bonus. So again, better than your Hamilcar. Maharbal doesn't necessarily need a boost but how about: +25% speed instead of +15%. > Domestic animals base train time doubled, added new technology "Husbandry" for -15% train time and moved Stockbreeding to the Town Phase with maintained -25%. So, this means you need almost double the number of corrals for a given corral food production (more than double in age 1), and you need more food tied up building sheep as well. In addition to the doubled cost, it's hard enough to cram enough corrals within your territory because they take up so much space, even in a22. With twice the number of corrals, the problem of fitting the corrals in your territory would become just a big pain. This would just make players not use corrals. Corrals aren't that great even in a22, except for the minor population boost if you are hitting the population cap. Many of the best players, such as temple, use farms instead of corrals even while building and attacking with cavalry. Other of the best players do use them. But, double their cost and double their space requirement, and they would just not be effective.
    1 point
  14. Use this one instead, the meshes of all siege weapons have scale or rotation modified, so this cause glitches when modifying the files. Some files may need be fix the rotations/scale for modifications purposes. siege_weapons_animations.7z
    1 point
  15. That fix has been a long time coming lol Thanks!
    1 point
  16. Maybe the spear animations i've made for the xiongnu horses could work for the dromedary but it would need some test with the prop points, otherwise it will take a little modifications to the camel mesh file for move the rider.
    1 point
  17. @Nescio fixed the times and speed of animations to match the projectile fire. gastraphetes.7z
    1 point
  18. So I've been playing 0 A.D. since A18 (I think), but I'm still finding out new things. I typically play with maximally zoomed out and I always thought the figure on the roof of the Persian barracks vaguely resembled a giraffe (screenshots are actually too sharp): However, now I accidently zoomed in, I discovered it's actually a Mesopotamian lion: Apparently taken from the Babylonian walls (see Ishtar gate, now partially in Berlin): https://commons.wikimedia.org/wiki/File:Pergamon_Museum_Berlin_2007112.jpg I'm looking forward to stumbling upon the next nugget
    1 point
  19. Tyrannotaurus, Tauropods, Bovid-Rex, Bos Taurusaurus, Bos Giraffidae-Rex, Camelopardalisaurus... I'm going to be quiet now.
    1 point
  20. lol at rolling units. This may easily be my favorite faction. ( waiting for the undead faction also )
    1 point
  21. Could you complete the wiki entry? (It's free to edit...)
    1 point
  22. 1 point
  23. 0abc updated: included Alexandermb's bolt shooters and stone throwers with crews: https://wildfiregames.com/forum/index.php?/topic/22975-polybolos-animations-for-infantry/ silver is now required for several technologies (instead of any other resources): share vision (250), share dropsites (500), unlock spies (1000), counterespionage (2000) several other minor corrections
    1 point
  24. as long as buildings are capturable, this would be nice. I am not sure that civs at time had technologies to dig mines and use carts though. The most annoying thing about the current system, is that there are many points from where to mine a mine (lol at words joke) and units don't choose the mining spot with the shortest path from the dropsite, often happens to build a storehouse to shorten the path of delivery but units keep to gather on the otherside of the mines being forced to turn around the whole mine.
    1 point
  25. I thought the same way as you until I looked the words "stables" and "stable" up. Stable is not synonymous with stall. So, Stables doesn't mean a group a of stalls in one building, Stable does. Stables means multiple Stable buildings. Barracks is different, apparently.
    1 point
  26. 1 point
  27. Carthaginian temple has to go too thx
    1 point
  28. A bit of trivia: The farmstead in 0 A.D. was originally intended to work in a similar way. You would have placed the farmstead and it would generate plots around it where you would be able to place farms or orchards etc. That was never implemented though, so sadly can't be used for ideas
    1 point
  29. Well all the Goron buildings are done and everything: Their defensive buildings such as the fortress, walls, and towers will be able to customize themselves with various upgrades such as reinforced stone (more HP), Lava Moats (melee attackers take consistent damage), and giant bunkers (can garrison with twice as many defenders) Unfortunately I can't get the BFME style base building to work for this faction. My scripting knowledge is just not good enough. I'd very much love to give this faction a very distinct build style different from the other races with large interconnected mountain bases: Unfortunately I just can't script well enough, so for now I guess their bases are all built normally.
    1 point
  30. A22 vanilla is really nice if you want to play SP. You can experience more battle with multiple AI and the meta allows a decent human player to cope with the raging AIs. Additional feature like the modders do (f.e. new corrals by Vox, Other new Civ's like kushite, Norse, Anglo Sax, etc, some added meta too, etc) are bonuses and they really are great. IMO I can adapt to whatever the devs and modders can offer. Playing the mod 0abc in SP is my best choice as it has more vanilla features but the modifications are more realistic. Ranges, attack rates, resources requirements(metal) and many more. Adding stable as prerequisite to train cavalry could be promising for MP. I like to play Vox in SP to test it but I can see this mod with its balancing is really really good for MP. Melee (esp cavs) has attack range, attack rates are nice. This mod needs to modify the AI behavior so that it can build corrals and train cavalries. The AI will just train champ cavalry since corrals may not be required. Terra Magna with Norse and Anglo Sax is very interesting to play but some structures IMO should be modified to make it more distinguishable. If the melee cavalry attack rate is around or below 2.5 seconds it should be more interesting to play test it. I like to play DE in SP but the AI seem to have difficulty with the aura tech to advance in Phase and it’s going to be a long wait before the big battles can occur. If the developers, modders, and players could discuss more on gameplays I think the next Alpha could be much much better. Some OPs are identified and some mods are introducing rebalancing. Balancing is not really a big deal and it can be done later. Players should not complain much except in Random choices. My take on improving the gameplay is to limit production. There’s so many ways and some are being tried on mods. Vox, Monkey, 0abc and DE but still not enough IMO. Why not limit the trainable units on P1 and P2?! The spamming of units is the main culprit that the game can look ugly and messy. If resources can be gathered easily these mass unit production will continue. If we can add commerce cap on each resources the gameplay could change such that spamming of units can be more controlled. Limiting the number of units trainable before P3 could be more interesting. Pop cap on P1 and P2 could even help... Then you want all he’ll break loose remove all restriction once P3 is reached!
    1 point
  31. In AoK it can be countered by champions, siege and some unique units, see Trash Resistance
    1 point
  32. What would happen if I train the top and right units together and spam that composition?
    1 point
  33. Sakutones/Skeudjonez(Sweboz long bow infantry) The Germanic archer infantry is a lightly armed skirmisher troop type whose sole purpose is to harass, wound and possibly kill enemy warriors from a safe distance. This unit is only armed with a long bow made of yew + a selection of arrows which were mostly bone/antler arrow heads but also some with fire-hardened arrow heads and simple broad headed iron arrow heads. These arrows would be carried around and protected by a simple arrow quiver made of wood, birch bark or leather. The Germanic archer only close combat weapon is a low quality hunting knife. This unit type represents the lowest strata of the Sweboz society and because they are not full members of the tribe they are not allowed to use a shield and spear which where the symbols of a free men in early Germanic society. His low status is also reflected in the simple clothings this unit wears. This unit is only really effective as a skirmish unit and maybe to chase routing enemy warriors. Historically, the Germanics only started to use archer in significant numbers during the latter part of the Roman Iron age but there is some evidence that Germanic tribes sometimes used bow and arrow as a weapon of war and not only for hunting. For example the Vædebro weapons sacrifice in Denmark feature a broken arrow shaft among the more standard weapons found at that site. Gaisofluxo Frijot, are infact the most common troop type of the Sweboz. They are the freeman backbone of the Sweboz tribal groups. Only armed with simple simple bone and/or iron tipped spearheads and only protected by a simple wooden or wicker shield this unit is not very well equipped but what they lack in equipment they make up in experience and eagerness. Though lacking in the organized training of the war bands that serve in a more regular capacity, these men are veterans of the ritualized tribal warfare within the amalgamation of German tribes, and fight with a force and fury superior to their neighbors militia. This may be the last elite militia level for 0ad.
    1 point
  34. The Dugunthiz (the "Trusted" or "Capable" ones) is a unit of proud and experienced, "proven" warriors steeled by years of constant warfare and veterans of numerous conflicts, mostly tribal, but some of a larger scale. These men are hardened for battle and unlikely to flee from conflict, and are trained through long experience to work in close or open formation, and even the shield wall. The early Dugunthiz is armed with a various selection of spears and javelins most would have a metal spear heads but a few bone spearheads are also still used. The sub-rectangular shield like the ones found at Hjortspring is the Dugunthiz only way of defense. Historically, the Jugunthiz (Youth) formed the front line of battle in order to act as a screen, taking losses to increase the odds of survival for more valuable "proven" warriors (Dugunthiz) who stood just behind. The Dugunthiz formed the bulk of any Germanic force and were very versatile warriors. They were renowned for their courage in melee combat and have earned their place through consummate skill with their well accustomed gaizaz (spear). Their weapon is a mark of freedom and honor, the gaizaz has a narrow and short head, so sharp and easy to wield that the same weapon served, depending on the circumstances, for both close quarter and long range combat. I found this... Interesting not? Source. http://www.deviantart.com/morelikethis/artists/303725547
    1 point
  35. Ancient germany is seen as the last great peoples in Europe that were never conquered by the roman empire. These where the most typical "barbarian" tribes in Europe, strong and savage, well protected in the Darkness of the large forests... The Suebi were the most famous of these tribes, as known as the Sweboz in germanic laguage. In general terms, Romans considered the Germans as "neighbours" or "allies" of the gallic tribes, hence a possible origin for the name "german". This was a vast movement of indo-european peoples, settled around the baltic coast and reach the Scandinavia. The suebi or sweboz, for Tacitus, included three great tribes, the Quadi, Semnones and Marcomanni, and later the minor tribe Hermunduri and later other major ones, the Alamanni and the Langobards. The Suebi gave their name to the Swabia, and later, involved in the political Gallic affairs, when Ariovistus, king of the Suebi tribes, subdued the Sequani. They were eventually defeated by Caesar. Small west tribes as the Chatti, Sicambri, and Cheruscii partly formed the Frankish people, but mostly Sicambri, in the local mythology, legendary ancient trojans. Rome soon feel the danger of new northern invaders, once the Transalpine gaul allied or subdued by the republic. In 101 bc, two major invasions of Cimbri and Teutoni tribes were stopped by the northern legions, the most notable battle was those of Aquae Sextiae in the south-east france. Cesar, after his gallic campaign, has left some troops in roughly the borders of eastern Gaul. The Roman invasion was partly justified by the threat of this Germanic invasions. With the Constantine rule, the empire borders (limes) defined a "magna germania" from the Rhine to the Vistula, incorporing celtic tribes as well. Forts and colonies were founded belong the Rhine, and after the last great struggle, the battle of Teutoburg Forest, the germany borders were firmly established for centuries. As most of the Northern and western peoples, the Germanic armies were almost entirely composed of infantry, a few archers, slingers or skirmishers, a very few, if not at all cavalry units (light scout units or some mounted nobles) but a versatile semi-heavy infantry, able to launch javelins and fight both with swords, axes, two and one handed, and clubs, as some more primitive weapons. As most of the celtic tribes, courage in battle was most important of all, and tactic and discipline, uniformity or modern equiments were quite unknown. A few warriors has helmets, chainmails, most of them only use some wolves and bear pelts and wood shields. The germanic warriors has a frightening reputation, coming from their primitive customs, savage and merciless way of fightning, their physical strenght, compared to the average romans, and most of all, their ferocious elite warriors, perhaps ancestors of the viking "Berserkers".
    1 point
  36. i think that historical facts like mauryan swastika and naked women warriors should be in game. But, to not offend some people, an option to disable them could be a good thing (i hope that after that, some vegan don't rise up to remove animals kills and such)
    1 point
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