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Posts posted by Lion.Kanzen
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I would like to relive that historical period through Aristeia.
It is a very underated period.
The first great battles of humanity and the clashes of empires.
I think this game it's as good as Rome Total War II.
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1 hour ago, Vantha said:
Yeah, there's not much to discuss here, I know this is somewhat of a dry topic.
Anyway, I went forward with my suggestion above. Here is the PR: https://gitea.wildfiregames.com/0ad/0ad/pulls/7099
It would be easy to see what the current interface looks like.
I don't remember what it looks like now, but it must be full of options.
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Stop pirating Age of empires...
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I think we should add the Citizen soldiers after the second phase.
Because of the giant snowball effect.
Every time I see how the economy grows in this game, I get more and more of the idea.
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It's one of those ideas that is always requested.
I will post more examples.
I also asked for it years ago.
In Empire Earth II you could do that.
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This is from the Impervm game series.
Sorry for revive this post.
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51 minutes ago, Grautvornix said:
For desert maps (my favourite subject, it seems), good farming area is where there is green patches in the sand. Bad area is where there is no natural green.
This could lead to a situation where you initially hunt animals and cut tress and put farmland where the trees used to be.
Implementing that for now is complicated, that would be ideal, but it would have to be in a later development of the mechanics.
This proposal to implement it in the style of The Fertile Crescent (TFC) will take time.
@Stan` should be asked.
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2 minutes ago, Lion.Kanzen said:
Another idea would be to plant in areas where there were fruit trees and bushes.
It also works in areas where there are trees.
And again it can work in areas where there is livestock.
In the end, the organic wastes of plants can work.
On the other hand, human waste pollutes and is not good for farming.
This means that the areas where the CC and the houses are are not good for planting.
So as not to make this so long.
Planting in natural areas = good.
Planting in urban areas = bad.
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Another idea would be to plant in areas where there were fruit trees and bushes.
Basically you just collect the fruits and then build a farm.
It also works in areas where there are trees.
And again it can work in areas where there is livestock.
In the end, the organic wastes of plants can work.
On the other hand, human waste pollutes and is not good for farming.
This means that the areas where the CC and the houses are are not good for planting.
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You gave me a good idea, how in real life do we know where there is good fertile soil?
2 years ago I traveled to the countryside to my girlfriend's farmland.
My brother-in-law taught him how to get soil for my plants.
He taught me to mix manure waste and soil from the ground ...
The ground/soil ..He taught me that it had to be from fruit trees.
The land of trees, where fruits die, is fertile.
I have a video of that.
Getting back to the topic: the soil around fruits bushes or fruit trees can be excellent for fields.
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1 minute ago, Vantha said:
How would the feature be communicated to players? And can we rely solely on the ground's texture to indicate its fertility?
At the moment I think will be represented by a building
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1 hour ago, BreakfastBurrito_007 said:
Maybe the best way to do this with gameplay value in mind would be to have a number of universal techs that can be bought by anybody regardless of civs, but once bought become unavailable for other players. Personally, I'd rather have more unit specific upgrades available across the board than big techs like those. In a way we already have the "sharing of ideas" effect on gameplay with team bonuses.
Yes, it has to be from certain technologies.
I've also thought about bonuses and even sharing military units.
But if this is more focused on data collection, like the Alexandria library, where they copied books from the ships that arrived at the port.
Not all of the technologies in the game will be included.
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https://en.m.wikipedia.org/wiki/Visigothic_art_and_architecture
However, their style developed over the next centuries, though the prime remaining examples of it are mostly rural and often run-down. Some of the characteristics of their architecture are:
Generally basilican in layout, sometimes a Greek cross plan or, more rarely, a combination of the two. The spaces are highly compartmentalised.
Horseshoe arches without keystones.
A rectangular, exterior apse.
Use of columns and pillars with Corinthian capitals of unique design.
Barrel vaults with cupolas at the crosses.
Frequent use of marble as material.[1]
Walls of ashlar blocks, occasionally alternating with Roman brickwork.
Decoration commonly of animal or plant motifs
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6 hours ago, TheCJ said:
I believe this has some interesting implications for tactical decisions aswell. Not only does this concept add more realism, discouraging farm placement next to the civic centre makes them more vulnerable to rushes, thus making early and midgame attacks more viable (Which I think would be a very good change).
I would love to fight for fertile soil with other early empires!
(It also makes corrals more useful in comparison, maybe even making them a real alternative?)
Keep in mind that corrals now give you trickle of food, if you garrison animals inside.
There would be more strategies to rush and defend the farming area.
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These are ideas to make 0 A.D more unique and fun.
One of them is to have a large universe of
Certain technologies should be traded or even stolen.
I think of a technology tree
Where philosophy and religion can traded, I mean interchange of ideas.
Ideas as Aristotelism or concept like a government system can be copied traded.
Ideas like Hellenism, Dualism, astronomy, trigonometry can pass from one fraction to another.
It's the most exotic idea I've ever had.
I have thought for several years that cultural exchange generates knowledge and many times trade brought those ideas from a nation to another.
I have thought of temples, markets, theatres and libraries as places where technologies from a neighbouring fraction appear randomly, or simply for the matter of trading.
In certain buildings certain ideas, i.e. technologies, will appear.
But not from the beginning, there would have to be diplomatic and trade relations.
The other idea would be to destroy any building that contains such technology...
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1 minute ago, Lion.Kanzen said:
Horseshoe arch: As its name indicates, it is an arch in the shape of a horseshoe and is particularly associated with Islamic architecture, however it was in Spain and North Africa that horseshoe arches developed their characteristic form. The horseshoe arch is also known as Moorish arch and/or Keyhole arch.
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https://en.m.wikipedia.org/wiki/Visigothic_art_and_architecture
Art and Architecture.
The Visigoths included some of the nomadic tribes of East Germanic peoples known as the Goths, who were divided into two main groups: the Visigoths and the Ostrogoths, and together played a key role in the fall of the Western Roman Empire and consequently in the emergence of Medieval Europe. The Visigoths derived from earlier Gothic groups who had invaded the Roman Empire around 376 and that later defeated the Romans at the Battle of Adrianople in 378. Under Alaric I, the Visigoths invaded Italy and sacked Rome in 410. After the sack of Rome, the Visigoths began to settle down, first in southern Gaul and later in Spain and Portugal, where they founded the Kingdom of the Visigoths.
https://arsartisticadventureofmankind.wordpress.com/2015/06/28/pre-romanesque-visigothic-art/
From the 5th to 8th centuries the Visigothic Kingdom occupied what is now southwestern France and the Iberian Peninsula. It was originally created when the Roman government granted the settlement of Visigoth peoples under the rule of King Wallia in the province of Aquitaine in southwest France and from there they extended by conquest over all of the Iberian Peninsula. The Visigothic Kingdom was independent from the Eastern Roman or Byzantine Empire, which unsuccessfully attempted in several occasions to re-establish Roman authority in Iberia. By 507, the Visigothic rule in Gaul ended due to the victory of the Frank forces under Clovis I during the Battle of Vouillé. After that, the Visigoth kingdom was limited only to Hispania. By 589, under their king Reccared I the Visigoths of Hispania converted to Christianity and gradually adopted the culture of their Hispano-Roman population. When there were no more legal distinctions between Romani and Gothi, they all became known collectively as Hispani. During their rule over the Kingdom of Hispania, the Visigoths built several churches that survive to this day.
Horseshoe (herradura) arcs.
Pharaoh Total War
in Introductions & Off-Topic Discussion
Posted
The art of cultures.
The art of the gods is very interesting.
Those mechanics that deepen culture, society and religion.