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Showing content with the highest reputation on 2021-05-18 in all areas

  1. BOOM https://github.com/JustusAvramenko/delenda_est/commit/5bebda22855a8efcca4a066447617c9045e17348
    4 points
  2. So I just updated my graphic driver and now it works again! Thank you very much for helping me out, now I can enjoy this great game again .
    3 points
  3. Bactriana (2 players) added. Any ideas for 1 more? Maybe from DE or an area of the "game world" not yet done.
    3 points
  4. There is only https://trac.wildfiregames.com/wiki/Triggers It would be really great to improve it and expand it. If you're interested of course
    2 points
  5. About myself, I played a23 quite much, and I'm a 100% team player. You know what I think. While something like this has been wished for a long time (not just for ranged units), it's not so simple. Soldiers can go all the map to gather whatever you ask them to gather, I hope for a better solution. I can see that it would make for a decent patch though. [edit: I just saw @Freagarach's post, well scratch this part] In general, it seems that although archers have longer range than all the other units, you want them to perform at the same level, by making them slower (you say that they have the greatest "effective speed", I had said before, that they have a particularly high "effective range", we are talking about the same thing here). My question is (and is not limited to you): why the hell would someone want to have different units, with different stats, perform the same? For example, I'm asking, on solid historical grounding, that slingers and archers are given the same range and stats overall: then of course they will perform the same and everybody will be able to tell that, with no ambiguity and no balancing hassles, but javeliners will lose to them because that's realistic and because they will have other strong points. Hit and run can be frustrating, I get that, but saying that it denies balance for certain is plain wrong to say the least. Archers and ranged in general must be balanced with melee, which doesn't mean that they destroy each other in 1v1, but that they fill different roles, and those are equally effective in the gameplay.
    2 points
  6. ...but iron tools were much more effective after the Spring and Autumn Period and best documented during the Han dynasty period of 206 B.C.–A.D. 220. Detailed scenarios of rice farming were recorded in Han period mural tombs, portraits on stones and bricks (Fig.4)...... ...The same book documented the techniques of water temperature control for rice paddies. Notably during the Han dynasty period, various new technologies were being developed to improve agricultural pursuits, such as a multiple tube seed drill for tilling soil and snowing seeds simultaneously, water lifting devices for irrigation, and winnowing devices.. From: (PDF) Rice in China. Hung 2014. Available from: https://www.researchgate.net/publication/301949120_Rice_in_China [accessed May 18 2021]. DOI:10.1007/978-94-007-3934-5_10026-1 @Nescio could you explain further? I only find sources that the Han used Rice. (Not exclusively, but that they used it)
    2 points
  7. I don't think that's possible. If you want to get some change in the game you have to use this pathway: https://trac.wildfiregames.com/wiki/SubmittingPatches
    2 points
  8. I thought of that a bit and think those would be 'tags' for the users to look at, not really for the engine. Sure, this would help narrow down the compatibility, but at the end of the day I don't think we'd ever have a perfect system, and it seems like it would mostly complicate things. Which is why I went with this boolean "this does [not] change checksums". And yeah obviously we'd need to check the mods that we approve for signing, but that's not the only way people share mods.
    2 points
  9. Indeed. I feel like whatever bonus a Wonder gives should be automatic or free. The worker downtime used to build the thing, plus its cost, justifies the notion that whatever the benefit of building a Wonder, it has already been paid for.
    2 points
  10. DE has the Chang Jiang skirmish map all ready to port over.
    2 points
  11. You'll have to work that out with @wraitii a bit, since they are also planning some small campaign, IIRC. But the idea for now is teaching the very basics of an RTS, complemented with some 0 A.D. specifics. See:
    2 points
  12. I support the uniformity of citizen soldier movement stats as a balance testing expedience, for the time being. It is much harder to evaluate which unit types are over or under performing in real games if you also have to account for variations in economic strength as a confounding variable. Would we have realized just how powerful the archer unit archetype is if slingers and skirmishers had retained their mobility driven economic bonuses? Once the project is in mid-to-late beta I will definitely be disappointed if variations in unit mobility are not reintroduced (along with plenty of other civ specific economic bonuses), but for now I think standardization is necessary to keep the project moving forward. I second this sentiment. Given the time period, the gameplay focus should absolutely be on melee infantry. The first thing we should try is (3) adding some inaccuracy to archers. It's what's already been patched in for A25 unless I'm much mistaken. Let's see how it works. If it falls short I think the next best suggestion is (4) damage drop off with range. As of today I've now got the code for this all working, although I'd like to brood on it one more day just to be sure there are no well hidden bugs. I don't like the idea of adding pierce armor to skims or slingers because it doesn't fit their game art and it's dubiously historical. I actually really like this concept. Unfortunately I can also imagine it being a huge PITA for code maintenance, so probably not something likely to win approval.
    2 points
  13. Working on improving biomes for Random Maps. @maroder has also helped. Mainland with an updated temperate biome:
    2 points
  14. I fully support this and even noted some of my ideas down but as someone already told me , Delenda Est already does some of these Melee infantry: Firstly, melee soldiers should only do hack damage just to make it simple. · Pikemen/spearmen: I want to differentiate between pike civs (Macedon and Successor Kingdoms) and spear civs (Greeks, Carthage). #Both should keep their anti cav bonus but note that being more tightly packed to attacking behind one another and their lower pierce armour make their counter pretty obvious. #Their rate of attack should stay the same. #Another thing, pike civs shouldn't have access to spearmen except for mercenaries and/or champions, the same applies for spear civs. #To further differentiate between civs, the Macedonian pike must have slightly better states than those of the successors to simulate the experience Macedonians had in phalanx warfare vs the native levies that the successors trained. Champions These for the most part are fine but like their citizen counterparts I propose that we change up champions. Take these 3 civs whose cavalry champions are spearmen: Macedon, Seleucids and Ptolemies and their hetairoi, kataphracktoi , agema cav respectively. We could make gameplay more interesting and appease the historical accuracy crowd at same time. The hetairoi could be the less armoured of the three but more powerfull attack wise, the kataphraktoi could be exactly the opposite (as their name implies) and the Ptolemaic agema cav could be a middle ground. Of course, this was just an example, all champs could be tweaked in a similar manner.
    2 points
  15. In a23 you could make infantry skirmish rush, not much now, that I liked alot.
    2 points
  16. In most RTS game, ranged units deal less DPS than melee units. In 0ad this is the reverse and by considerable amount, which is not historically accurate. If we watch in-game fights, we often see that the melee units are not in striking position. All of this means that most damage is done by ranged units, which is problematic for balance. This mod aims to reduce the DPS of ranged units such to encourage more use of melee units. In addition this mod aims reduce the effectiveness of turtling and to enhance the unique roles of each melee unit. Since ValihrAnts Train-Rotation-times mod was well received, I decided to incorporate its main changes. -Train and rotations times are as in ValirhAnts mod. Unit balance: -Citizen slingers and citizen javelineers get -15% attack(Javelin Cavalry still kills a women with 2 javelins and receives less damage). -Citizen archers get 3.0 spread and -5% attack. -Citizen spear cavalry gets +1 pierce attack(previously 10 unupgraded swordsmen infantry would defeat 10 unupgraded spear cavalry). -Citizen spearmen and pikemen get -2 hack armor, to make them more vulnerable to melee units(especially swordsmen infantry). After these changes, swordsmen infantry will be hoped to be the most favoured citizen soldier. This is fair since they cost some metal and are often limited to p2. In order to counter citizen swordsmen infantry I made the following changes. -Athenians get the council chamber in p2 and are able to recruit their city guards there as well in p2 in addition to the gym. -Carthaginians get their champion spearmen in p2. -Champion spear cavalry and champion swordsmen infantry get +1 hack armor. Champion elephants give to much value for their costs in A24. Hence: -Champion elephants see their base price increased by 50 food and 50 metal. So once a player reaches p2, they get some extra options and it encourages the use of champion melee infantry and champion spear cavalry later on. The most useful options I will list below: Athens(Champion spearmen) Britons(none) Carthage(Champion spearmen, mercenaries) Gaul(Champion fanatics, buffed sword cavalry) Iberians(swordsmen infantry from p1) Kushites(swordsmen infantry) Macedon(none) Mauryas(swordsmen infantry, elephant archers) Persians(mounted archers) Ptolemy(mounted archers, mercenary swordsmen) Rome(swordsmen infantry from p1) Seleucids(mounted archers, mercenary swordsmen) Sparta(skiritai). For Macedon and Britons I did not decide what my favourite way would be and hence they are left out. In order to make turtling less effective I decide; -Phasing up gives -1 capture regeneration increase per garrisoned soldier. -Fortresses take +150 seconds to build and its construction can now be more easily stopped. -CCs, military colonies, Stone Towers, Fortresses deal less damage per arrow but the base amount of arrows in increased such that their ungarrisoned damage output is left constant. However garrisoning soldiers adds weak arrows to the structure and garrisoned structures thus have less DPS. Misc: - Elephant archer is nerfed as any citizen archer and now costs 2 pop. - I don´t think cavalry archer should be like a super archer with more DPS, fast speed and 2 times the HP, but I currently leave it as it is. AlternativeBalance.zip
    1 point
  17. You can use the upgrade feature to make unit switch between melee and ranged. DE does that. @Freagarach worked on turrets to make the chariots a bit more smart but it's currenrly unused because it is missing stuff.
    1 point
  18. Kind of. As noted by @LetswaveaBook, having different speeds for different tasks makes for a hard time. It means you _have_ to micro your units to keep up with a high APM player (if they walk slower when gathering, just task them to walk next to a tree and then gather, task them back to the storehouse and then drop off). It is also hard to sell to players. Why are archers slower when gathering, but other (ranged) infantry not? It has been proposed several times before, feel free to look up those posts.
    1 point
  19. Okok i replaced few times a24 ==>a25 in some JS-Source (in autoCiv mod). less error and space to click all buttons. But was not able to use my user.cfg . not helped: Anyway i copied ~/snap/0ad/201/.config/0ad/config/user.cfg to ==> .... /0ad/binaries/data/config/user.cfg but autoCiv used shortcuts from the default.cfg rest of it works quit great UPDATE: created+copied local.cfg put all of my user.cfg into. ==> not errors, everything works !! :
    1 point
  20. Well don't ^^" If they are missing they need to be fixed, which is the whole point of this thread...
    1 point
  21. ^ Exactly this. Please be patient @gameboy, and thank you for the report.
    1 point
  22. Reproduced. Only if disable the civilization checkbox from the player. Setting biome generic/alpine. Generating Mainland of size 128 and 8 players. Creating playerbases...ERROR: JavaScript error: maps/random/rmgen-common/player.js line 66 g_CivData[getCivCode(...)] is undefined getStartingEntities@maps/random/rmgen-common/player.js:66:19 placeCivDefaultStartingEntities@maps/random/rmgen-common/player.js:111:44 placePlayerBase@maps/random/rmgen-common/player.js:159:33 placePlayerBases@maps/random/rmgen-common/player.js:147:18 @maps/random/mainland.js:56:17
    1 point
  23. I did it in the pre-colonial biome to show turkeys in place of chickens and it worked. highland.jsonhighland.js
    1 point
  24. Nah nvm. I'm dumb. VCRUNTIME140.dll!745dcf5e() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. VCRUNTIME140.dll![Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour VCRUNTIME140.dll] Inconnu Aucun symbole n'a été chargé. nvtt.dll!nvtt::Surface::Private::Private(const nvtt::Surface::Private & p) Ligne 63 C++ Les symboles ont été chargés. nvtt.dll!nvtt::Surface::detach() Ligne 307 C++ Les symboles ont été chargés. nvtt.dll!nvtt::Surface::toGamma(float gamma=2.20000005) Ligne 1314 C++ Les symboles ont été chargés. nvtt.dll!nvtt::Compressor::Private::compress(const nvtt::InputOptions::Private & inputOptions={...}, const nvtt::CompressionOptions::Private & compressionOptions, const nvtt::OutputOptions::Private & outputOptions) Ligne 282 C++ Les symboles ont été chargés. nvtt.dll!nvtt::Compressor::process(const nvtt::InputOptions & inputOptions, const nvtt::CompressionOptions & compressionOptions, const nvtt::OutputOptions & outputOptions) Ligne 115 C++ Les symboles ont été chargés. pyrogenesis.exe!CTextureConverter::RunThread(CTextureConverter * textureConverter=0x083826ec) Ligne 588 C++ Les symboles ont été chargés. pyrogenesis.exe!Threading::HandleExceptionsBase<&CTextureConverter::RunThread,void (__cdecl*)(CTextureConverter *)>::Wrapper(CTextureConverter * <args_0>=0x083826ec) Ligne 47 C++ Les symboles ont été chargés. > [Cadre en ligne] pyrogenesis.exe!std::_Invoker_functor::_Call(void(*)(CNetClientSession *) &&) Ligne 230 C++ Code non-utilisateur. Les symboles ont été chargés. [Cadre en ligne] pyrogenesis.exe!std::invoke(void(*)(CNetClientSession *) &&) Ligne 230 C++ Code non-utilisateur. Les symboles ont été chargés. [Cadre en ligne] pyrogenesis.exe!std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *>,std::default_delete<std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *>>>>::_Execute(std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *> &) Ligne 238 C++ Code non-utilisateur. Les symboles ont été chargés. [Cadre en ligne] pyrogenesis.exe!std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *>,std::default_delete<std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *>>>>::_Run(std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *>,std::default_delete<std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *>>>> *) Ligne 245 C++ Code non-utilisateur. Les symboles ont été chargés. pyrogenesis.exe!std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *>,std::default_delete<std::tuple<void (__cdecl*)(CNetClientSession *),CNetClientSession *>>>>::_Go() Ligne 230 C++ Code non-utilisateur. Les symboles ont été chargés. pyrogenesis.exe!std::_Pad::_Call_func(void * _Data=0x0126e164) Ligne 209 C++ Code non-utilisateur. Les symboles ont été chargés. ucrtbase.dll!77884f9f() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. kernel32.dll!7797fa29() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. ntdll.dll!77e47a7e() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. ntdll.dll!77e47a4e() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. That's the same callstack @Angen got for https://trac.wildfiregames.com/ticket/5990 Could be the A24 with std::thread by @wraitii or could be the NVTT upgrade by @Itms Will not happen in release, because textures are already compressed.
    1 point
  25. New assets didn't prevent us to change the meta quite a bit. OpenGL is the framework we use for rendering. Other examples are DirectX and Vulkan.
    1 point
  26. Why not a campaign teaching multiplayer principles and standards? That's something you can do better than others. The only problem is that it could be made obsolete easily, by changes relatively small changes in the game. But the game is accumulating some inertia anyway, with all the new assets.
    1 point
  27. Open-what? I don't know what OpenGI, I just made it by colouring some images in /textures/ui/session/global with gimp. I got some inspirations from Aristeia.
    1 point
  28. Latest: https://github.com/JustusAvramenko/delenda_est
    1 point
  29. I'm no RM expert, but it seems that the "placePlayerBases" doesn't account for biome. (Specifically "placePlayerBaseChicken" in the player.js in rmgen-common.)
    1 point
  30. @Angen @wraitii When I try to make this happen for the India biome: "chicken": "gaia/fauna_peacock" It doesn't work. It always defaults back to fauna_chicken. It doesn't matter what animal I put there, it's always overridden to fauna_chicken when the map is generated. Any ideas?
    1 point
  31. Would love to make an unplayable map with those new textures, @wowgetoffyourcellphone in which repo are you uploading it? Or how can I use them?
    1 point
  32. Naturally I'm not against civs having the correct tooltips for their buildings, but if it would work both ways I think that would be ideal. Reminds me: how do flags on captured buildings work? Used to be when I capture a tower for example and then man it, it would show the flag of the civ having built it and not mine; not a big issue, but of course I'd want my flag flying there. Is there a chance we get the +10 pop cap back just for building a wonder? From my experience there was at least a chance that ten additional champs made a bit of a difference, but now with that two minute extra delay I feel building a wonder is basically pointless.
    1 point
  33. In history, pikes were used en masse to pin down enemy formations so the skirmishers and cavalry could pick the enemy apart with flanking maneuvers. Without hard battalions or formation fighting, the only way to simulate this is to make the game's phalangites very very tanky ("meat shields", "damage sponges"). And to prevent them from being OP, their speed and attack has to be unusually low.
    1 point
  34. Speaking of siege rams, one of the things that bothers me the most is the extreme discrepancy between melee and spears to counter. I mean, I get it they can have some different efficacy, but shouldn't be as extreme. This really is a turn off for immersion. Maybe this is going to be already patched in a25 tho, i'm not in the loop. Besides, I think rams are already tanky enough and I wouldn't favour to buff them even more. Instead, maybe is possible to tweak a little bit the state of elephants so they're not so OP as rn
    1 point
  35. It is, but the unit collision and a few other factors make it very rare to properly show up in gameplay. Unlike kamyuks, in which there seems to be enough range for up to three units to stand between, pikemen instead can only reach about the size of a single person standing. A reason for this is that the sarissa is represented as fairly short in game. According to a random google search, the average man in ancient Greece was roughly 1.6 metres tall. The length of the sarissa according to wikipedia was roughly 4-6 metres. Looking at the game, pikes stand at roughly twice the height of a person, making them only 3.2 metres if the information from earlier is correct. That 0.8-2.8m is a rather massive disparity that translates into their range in game being rather lacklustre. If one watches kamayuks fight in Age of Empires II, their range still plays an important role even without formations since it allows for them to attack more frequently without needing to move. In short, make pikes longer and extend the range of pikemen.
    1 point
  36. Well they need to be consistent with other tech icons.
    1 point
  37. Ptolemies are especially OP because they have amazing eco and can counter archers pretty easily, as seen in mysticjim's last video and Valihrant
    1 point
  38. I am a fan of youtube channels as scola gladiatoria and metatron and they say that armor or weapons don´t slow you down considerably. I think the main reason why light/heavy infantry is understood to be more/less mobile is their role. A javelineer could run freely and does not require to keep an exact formation. For heavy infantry it is the other way around and I think it is especially this coordination that make the unit seemingly immobile as these soldiers can not act on their own. Armor slows you down, but the tactical part about coordinating a formation should not be ignored. I agree. The problem is that in current meta is seems like hit and kill everything from large range. Occasionally you need to run. Once the archers reached a safe fortress, there is hardly a way of combating them.
    1 point
  39. Indeed. assuming we can scale them all without remaking them (some cannot be imported in blender), which we cannot.
    1 point
  40. nvoglv32.dll!5834dee0() Inconnu Code non-utilisateur. Binaire correspondant introuvable. nvoglv32.dll![Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour nvoglv32.dll] Inconnu Aucun symbole n'a été chargé. opengl32.dll!6eaa6297() Inconnu Code non-utilisateur. Impossible de trouver ou d'ouvrir le fichier PDB. > pyrogenesis.exe!Render() Ligne 305 C++ Les symboles ont été chargés. Seems to be an issue with your graphics driver, did you make an update recently?
    1 point
  41. The files in question you need to add to your mod are: gui\common\!!!autociv_patchApplyN.js gui\common\mod~autociv.js gui\gamesetup\NetMessages\GameRegisterStanza~autociv.js Then change all occurrences of "autociv" word for the name of your mod. As for knowing what to change here are some tips to follow so you don't trigger OOS (out of sync): simulation folder: don't change code behaviour or variables that are serialized How to know if a variable is serialized: There exist a function name "Serialize" in the component and that function does something with the variable Doesn't exist a function name "Serialize" in the component, that means all is serialized Templated can't be modified gui folder: you can change anything art folder: you can change anything shaders folder: you can change stuff but most be compatible with the engine maps folder: you can add maps without problems but you can't modify existing maps l10n folder: you can change anything audio folder: you can change anything globalscripts folder: you might be able to change some things, not sure about this one
    1 point
  42. Some Gaia stuff, some wild animals to kill, maybe a wolf. A shipwreck. That's sounds cool.
    1 point
  43. I think this Greek Colony idea is good. Here's a quick rundown of what I'm thinking: Start in a small coastal town. You control a unit of some kind, and need to walk around the city, gathering stuff. Maybe at some point you get in a fight with another guy over insurance money 'cause that's showbiz baby. The goal is to get your ship ready, and get underway. Walking around, some light resource collecting, some light attacking. It looks cool. You get diverted by a storm and must pause for repair on some unspecified Mediterranean island. More resource gathering, scouting You land in you new place. More scouring, more resource gathering, more base building & starting some actual fighting And then we'll see where we go from there.
    1 point
  44. A good read that I am reviewing today. I believe that we can have a more restricted view in relation to the units, very much based on what we know of the zapotecs of the initial pre-classico / classico. This can be done based on the Zapotec ceramics, stellas and murals of the time. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC208841/ MILITARY CONSOLIDATION OF THE VALLEY OF OAXACA: 2450–2000 B.P. Some time before 2450 B.P., presumably seeking a more defensible location, the occupants of San José Mogote and its satellite communities moved to the summit of a 400-m mountain. This mountain, known as Monte Albán, lay in the former buffer zone between rival polities (7). The new arrivals, at least 2,000 strong, began building 3 km of defensive walls along the more easily climbed western slopes of the mountain (Fig. 3d). They also began work on a building with more than 300 carved stones depicting slain captives (Fig. 3c). For the next 400 years they would fight relentlessly to subjugate their political rivals, and raiding would give way to full-scale war. During the period known as Early Monte Albán I (2450–2250 B.P.) the population of the Valley of Oaxaca grew to an estimated 8,000–10,000 persons, distributed through 261 communities (8). Nearly a third of the valley's population lived on the defended mountaintop at Monte Albán. They had the support of the entire northern and central valley, the region from which their founding populations had come. A day's journey to the south, however, lay Tilcajete, an unyielding rival. One of the most interesting stories to emerge from recent research is Monte Albán's use of military force to subjugate Tilcajete. Details and 14C dates have been provided by Spencer and Redmond (9, 17, 18). Tilcajete's response to the founding of Monte Albán was to double its own size, from 25 ha to 52.8 ha; future research may show that it drew in manpower from satellite villages for defense. Tilcajete built a civic-ceremonial plaza with an astronomical orientation different from Monte Albán's. Its defiance deprived it of luxury goods that Monte Albán supplied to its allies. Then, toward the end of Early Monte Albán I, Tilcajete was attacked by Monte Albán and its plaza was burned (18). Charcoal from this conflagration (9) has been dated to 2280 ± 40 B.P., or 330 b.c. (β147541). Tilcajete refused to capitulate. During the period known as Late Monte Albán I (2250–2000 B.P.), it grew to 71.5 ha and built a new plaza on a more easily defended ridge. The new civic-ceremonial center retained the astronomical orientation of its predecessor, and added defensive walls on its most easily climbed southern flanks (Fig. 3e). Monte Albán, however, was prepared for a long campaign; it concentrated thousands of farmers, artisans, and warriors in 155 satellite villages within 15 km of its plaza (8). Eventually it attacked Tilcajete again, burning both the ruler's palatial residence and a nearby temple (9). Charcoal from the burned residence (currently our oldest dated Zapotec palace) came out 1970 ± 60 B.P., or 20 b.c. (β143355). Charcoal from the burned temple dated to 1980 ± 70 B.P., or 30 b.c. (β143353). Tilcajete did not survive this second attack. It was abandoned, and on a mountaintop nearby, its conquerors commissioned an administrative center subordinate to Monte Albán (22). At this point Monte Albán controlled the entire 2,150-km2 Valley of Oaxaca and had become the capital of a Zapotec state (18). Go to: MILITARY EXPANSION OUTSIDE THE VALLEY OF OAXACA: 2000–1700 B.P. Over the next 200 years, the Zapotec state expanded 150 km beyond the limits of the Valley of Oaxaca. One building in the civic-ceremonial plaza at Monte Albán displayed hieroglyphic names for more than 40 places claimed as provinces (Fig. 3g). Only a handful of these places have been identified, but that identification has provided evidence for Zapotec expansion. One of the best-studied places is the Cuicatlán Cañada, an arid tropical river canyon 80 km north of Monte Albán. Both the details of conquest and the 14C dates are provided by Spencer and Redmond (11, 17, 23). The Zapotec military encountered little resistance in Cuicatlán, burning villages on the river alluvium and moving the population to the piedmont to make way for new irrigation canals. At one village, La Coyotera, the conquerors erected a feature the Zapotec called yàgabetoo, a wooden rack displaying the skulls of 61 of the vanquished (Fig. 3h). A carbonized postmold from this rack (17) dated to 1960 ± 100 B.P., or 10 b.c. (β143344). The Zapotec then built a major fortress near the region's northern gateway. Charcoal from construction fill in this fortress (17) provides a date of 1910 ± 70 B.P., or A.D. 40 (β147535). By this period, known as Monte Albán II, Zapotec armies were so professionalized that celebrated warriors were given helmets depicting pumas, coyotes, or raptorial birds (Fig. 3f). It is likely that by 2000 B.P., only 1,200 years since the first palisaded village, the Zapotec were already waging war on the scale witnessed by the 16th-century Spaniards (Table 1).
    1 point
  45. 1 point
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