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Everything posted by Ayakashi
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From wolflance's other thread on reconstructed Han Dynasty clothing: Basically, thinner plates held together with string and lacquered black.
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Heroes and Champion Unit for Han Dyanasty
Ayakashi replied to Mega Mania's topic in Rise of the East
Better! One last little thing: Do you mind horizontally flipping the flag on the right so that it matches the left? Reason being that it's the Chinese word for Han thus shouldn't be mirrored the way it is. -
Heroes and Champion Unit for Han Dyanasty
Ayakashi replied to Mega Mania's topic in Rise of the East
Wow that was quick Just rotate the flags 180 degrees so they're not upside down, maybe raise the stone platform up a wee bit so that there are stairs leading up the entrance (personal suggestion, up to you if you want to do that), and you're good to go -
Heroes and Champion Unit for Han Dyanasty
Ayakashi replied to Mega Mania's topic in Rise of the East
Indeed! Due to the 4 way symmetry you can just do 1/4 and mirror it! -
Heroes and Champion Unit for Han Dyanasty
Ayakashi replied to Mega Mania's topic in Rise of the East
Actually you should call the Government Center Imperial City. I just remembered the proper name for these kind of places: Imperial City! I strongly suggest Mingtang Piyong because no matter how I imagine it, trying to fit it into the game will be a nightmare. If you make the scale on par with everything else it will be too big, if you scale it down it will look like a doll house. Keep in mind that it's a massive sprawling palace complex many square kilometers in size and also that need to stick to historical accuracy where possible, thus I think just modeling the Mingtang Piyong and calling it the Weiyang Palace is a bad idea. I think if you want to incorporate the Weiyang Palace into the game the best way to do it is to make some props/none player buildable buildings such as halls, walls, gates and the likes, and then assemble it in the map editor and make a map out of it (Imagine a capture Weiyang Palace scenario, where players fight to take control of various palace buildings, that'd be quite fun). -
Heroes and Champion Unit for Han Dyanasty
Ayakashi replied to Mega Mania's topic in Rise of the East
The Weiyang Palace is massive, several times bigger than the Ming Forbidden City, making it the wonder will have to scale it down in a way that won't do it justice. I would suggest instead the Mingtang Piyong (明堂辟雍) which is this big altar in Chang'an that I assume serves a similar purpose to the Ming Temple of Heaven. I need to read more into it. There are some decent pictures of them on the internet such as these: I don't think I need to do concept art for the Wonder if you decide to have the Mingtang Piyong. I think the pictures above are pretty good and there are more good quality blueprints online if you copy & paste the Chinese text into Google. Waiting for me to draw a concept art will probably be a waste of time. Though I am currently drawing some new concepts for the livestock pen and market to bring them up to par with the rest of the buildings. No promises on when I'll finish them though. Coming back to the Government Center I don't know why but that name just don't quite sit right with me. I personally prefer Palace Complex simply because ancient Chinese capitals always have one as their bureaucratic hub and it just make more sense to me even with the function you intended, and to have it be a prerequisite for champion units simply again: since they're Palace Guards, it just makes sense. But that's just a personal suggestion and the decisions aren't mine to make. -
Heroes and Champion Unit for Han Dyanasty
Ayakashi replied to Mega Mania's topic in Rise of the East
Thanks dude! The damage of the Cultural Revolution to primary sources and historical artifacts is just a commonly known fact, no need to be ashamed to talk about it. As for the Government Center it's certainly a very interesting mechanic you are going for. Obviously I've been gone for a while and is now out of touch with the development. I'd say great job so far and keep doing what you are doing! I'll leave the historical accuracy feedback to Wolflance -
Heroes and Champion Unit for Han Dyanasty
Ayakashi replied to Mega Mania's topic in Rise of the East
I've had a hard time trying to find good information on Han Dynasty Palace Guards to be frank. Even from Chinese sites information is sparse compared to those from the Tang Dynasty and later. The Yu Lin are probably the most well known from the Western (Early) Han. I've not come across any sources that discuss the exact weapons they use at great detail but based of most depictions and general knowledge that Chinese Palace Armies are trained to be proficient at all the main weapons: especially bows, spears and lances, you can do quite a lot with them in 0AD. If weapons switching is possible with the game's engine, the best way I'd say to have them is to have a cavalry and infantry version and both can switch between bow and spear. If that's not possible just have them as either one or the other depending on gameplay and balance needs. Another thing you can maybe possibly do is to rename the Government Center to Palace, and have it be a prerequisite to unlock these champion units, or have champion units and heroes be trained there only, to reflect the notion of them being Palace Guards. EDIT: wowgetoffyourcellphone & wolflance: It seems you guys have found better sources than I have. Do you mind sharing them with me? I'd like to use them for reference/art purposes. -
To be frank I think it's not a bad idea to simply use the same fields as other factions for the time being until a solution is found. Wheat and millet were commonly farmed in ancient China, especially in the north where it's too cold and dry for rice. The current fields to not look very pleasing to the eye unfortunately.
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If it's gonna be called Silk Road wouldn't that make it an ROTE map?
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Not Chinese only. But they were unique in using triple bow crossbows
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A tower with that many weapons might be too OP. I can imagine a player just spamming these around the base without too much thought and really give the opponent a needlessly hard time. Specialized towers with individual strengths and weaknesses will allow for more strategic depth from both sides and make turtling more fun! It will also give something unique and appealing for the faction (might even make up for the weak units). Plus, IMO taking shortcuts shouldn't sacrifice for making the mod fun and balanced. So I'd have it like this: - regular tower: we all knows how it works, but bomb upgrade can be applied to it (low-mid AOE damage) - chunagzi nu crossbow tower: one shot kills most units, strong vs siege units, slow reload, has a minimum rage radius so it's vulnerable to massed melee unit/ram rush - flamethrower tower: strong splash damage or in a line, short ranged, kills units almost instantly, good vs rush tactics, outranged by most siege units I'm not sure whether if it's better to have them as 3 separate buildings or as individually converted wall towers (with graphic change & will automatically eject garrisoned units if applied).
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The Song did suffer many humiliating losses but I wouldn't exactly say they got roflstomped. After all they did last longer against the Mongols than everyone else! Too bad they were so stupidly paranoid about military coups and kept executing their best generals. Btw, What would you think about maybe having specialized, non-garrisonable chuangzi nu crossbow and flamethrower towers to help with turtling gameplay?
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Just read your update. As I've mentioned in the previous reply: if it was me, considering the split of part 2 and that we're not doing the branching into specialized sub-factions late game anymore, I would've split the Chinese (maybe sinicized factions is a better term) into the Jin, Xi Xia, and Song, as 3 separate factions/sub-factions, just like the Greeks in the vanilla game. I think a consensus among the CoM on this is needed 'cause I don't know if they would want 3 Chinese style factions, although IMO it shouldn't be much more work than the current proposal since buildings and most basic units will likely be shared. But it's probably too early for that right now. I reckon you've done great work on this update, but the seemingly lack of any strong units other than maybe the Jin ones from Reform 1 I find a bit concerning. I know this is meant to reflect the troubled state China was facing at the time especially their army, but I can't help but feel this amount of nerfing almost unintentionally evokes the stereotype of the suicidal human wave that is too often applied to historical Chinese armies, and which we should do well to avoid. Winning purely through sheer numbers won't work IMO, considering that you need to train loads of military laborers just to build and maintain a strong defense. This is going to cost population points and will result in a smaller army than the other faction made of weaker units. IMO this is either begging to get roflstomped, or if the player is a good turtle will result in 2 hour stalemates. A massive population bonus might help but I doubt it's applicable because of the adjustable pop cap. Therefore, I think you should include at least one or two of decently strong "true" champion units such as re-adding the Beiwei. Otherwise a great update to the proposal overall! Must've been a huge effort starting all over again and it easily puts mine to shame!
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The Xi Xia are awesome indeed! But as I said the primary reason I'd go for the Jin is because they conquered Northern Song Territory, thus makes the most sense as a reform tech. However, I think a way we can get them both represented is instead of reform tech we split 'China' into sub factions in the same way the Greeks are in the vanilla game. So we can have Song, Jin and western Xia, all sharing generic assets like architecture and basic units, but also having distinctive special units and wonders. That will mean more work though, so I don't know how the CoM will react!
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Jin would be the obvious choice really. They were simply bigger and had a bigger population of Han Chinese, and occupied much of former Song territory but still co-existed with the Song, though violently, so the continuity makes sense. The Liao got destroyed quite early in this time frame, and the Xi Xia I feel are just not as big. The Mongols should obviously be a separate faction!
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I think to have to choose between dynasties that existed in parallel would be better, and IMO would also be more meaningful if the difference is clearer as in Jin vs Southern Song, like having to choose between having strong cavalry or heavy infantry. It will also mean opportunities for people to make campaign or scenarios about wars between the two such as a campaign about Yue Fei. I guess you can always have pre-reform tech represented by Northern Song.
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Oops my bad, I take back what I said regarding Tang era ring pummel daos! I was typing from memory although I did read up from somewhere that ring pummel daos were being replaced by late Tang (I didn't want them to look out of place during late game). Furthermore, that image you posted with the ring pummel may well come from the Sui dynasty, as with every image of real (as in archaeological finds of) swords of that general style that I have seen. Another reason is that the images from the Japanese collection are the best preserved examples of Tang era Chinese swords I am aware of. Even if they were Japanese there was little difference between Japanese and Chinese sword designs in this era AFAIK. Though I am more inclined to trust the 'official' account of what they are unless proven otherwise. I plan to do a concept for each individual unit and building (not this month, too busy with work). In the future I'll probably make the designs of the swords on citizen soldiers either a simple ring pummel design like in the paintings or something along this line: For swords on champion units and heroes I will base them on the ones from the Japanese collection. I think that will make a nice compromise?
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I hope this works: It shows the destroyed main gate which is the one I'm on about. IMHO, maybe it's much too early to talk about Ming Dynasty now! As it's likely this mod will now be made of 3 parts, the Ming should be a separate faction altogether for part 3, which is going to be quite some time in the future. Save the Ming part of the proposal somewhere though for future reference! However perhaps we can still preserve some of that 'reform tech'? We can maybe have the part 2 Chinese faction be able to choose between Southern Song or Jin as part of their phase 3 upgrade or something else? Which unlocks corresponding advanced units.
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It's cool man, calm down, I based it on what I found on the Thomas Chen website, which are a from a Japanese collection dated to the 8th century. The blade: The fixings: Link to the original site: http://thomaschen.freewebspace.com/custom.html So IMHO, that sword in you top pic ain't too far off. Ring pommel swords like your second pic are more of a thing of the Sui Dynasty. They had them during the early years of the Tang but AFAIK were phased out by early/mid Tang.
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First Batch of concept art done! Although honestly I think it's a bit crap! Please note that the archer's bow and quiver are on the wrong side. I chose not to flip him coz it looked weird. Which demonstrates my inept abilities in illustration. These represent early game archer, spearman and shock trooper units. The colouring is done if the player colour is blue. Also note that the spearman and shock trooper would have shields and the shock trooper may also use axes and maces (they get random short weapons after popping out of barracks). I will do concept arts of equipments and the rest of the units and buildings too.
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Hmm... well, I guess to get an idea of what they should look like you can just look at the surviving gate towers of Nanjing, Beijing, and Xi'an. I thought that Song champions except Beiwei would be trained from barracks, because what's the point of dedicating a whole building to one weak militia unit? Shouldn't they be trained from the civic center instead? Maybe what we can have is fortresses for the Song, and fortified gatehouses and palaces for the Ming. Song fortress train Beiwei units, and Ming palace trains Ming champions. Such buildings and units wouldn't normally be available until phase 3 and post reform anyway.
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I just thought of an idea. What if instead of building free standing fortresses, the Chinese faction can instead upgrade individual gates into huge fortified gatehouses for an expensive amount of stone and wood provided there is enough space, as they will be much wider than regular gates. Maybe have them have between 1/2 to 3/4 the hit points of normal castles, and like fortresses can maybe garrison 20 infantry, cannot be built too close to each other and also has a light cannon attack, and unlike regular gates, infantry garrisoned inside are fully protected and the upgrade is not instant. The reason I thought of this is because it might be too OP for China to have castles or fortresses separate from the civic center whereas all the European factions won't, and AFAIK China didn't have a tradition of building large standalone castles. However, China would still need a "castle-like" structure, so I guess you can call this a compromise. But IMO it can be another thing that makes the faction stand out. So, using the this diagram of Nanjing's Zhonghuamen from Early Ming as an example, we can have regular gates look like the smaller ones, whilst upgraded gatehouses will look like the big one. But then that leaves the question of where to train advanced units? Maybe some form of advanced barracks? Or a palace like in my Part 1 proposal?
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Agreed. Not sure if I want to see abnormally small people rowing the boats!
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Epic!