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Zophim

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Posts posted by Zophim

  1. Post info, sources, suggestions, etc. here.  Be sure to credit your source if you post images or written info.  Below is a basic design document.

     

    hellenes-emblem-gorgon-shield.png

    FACTION: Archaic Hellenes
    TIMESPAN: 776-480 B.C.
    CIV EMBLEM: Gorgon's Head
    [thanks to Mythos_Ruler for the emblem!]

    UNITS
    Note: With these placeholders, citizen soldiers should retain the same appearance regardless of promotion.
    The exact corresponding scenario editor actor files are listed beside the unit names below, followed by the structure(s) from which they can be trained.
    CITIZEN CAVALRY
    Greek Horseman – spart_cavalry_spearman_e (Civ Centre, Barracks)
    Thessalian Scout – athen_cavalry_javelinist_b (Barracks)
    CITIZEN INFANTRY
    Thracian Peltast – athen_infantry_javelinist_b (Civ Centre, Barracks)
    Greek Hoplite – spart_infantry_spearman_a (Civ Centre, Barracks)
    Cretan Mercenary Archer - athen_marine_infantry_archer_b (Barracks)
    CHAMPIONS
    Spartan Royal Bodyguard – spart_champion_infantry_spear (Gymnasium)
    Greek Officer – theb_champion_swordsman – all variations (Fortress) – gives LOS citizen infantry +10 attack – build limit 5 – auras do not overlap
    SIEGE
    Battering Ram – spart_mechanical_siege_ram (Fortress)
    HEROES
    Lycurgus hero – spart_hero_brasidas (Council Chamber)
    Solon hero – athen_hero_themistocles (Council Chamber)
    Cleisthenes hero – athen_hero_pericles (Council Chamber)
    SUPPORT
    Greek Slave – athen_support_slave (Civ Centre – only building this unit can be trained from) – can
    harvest domestic animals, wood, food (berries and farming), metal, and stone; cannot hunt; cannot
    build; cannot fight; fairly easy for enemy to capture; 1 Greek Slave should be included in the starting
    units group

    Greek Woman – athen_support_female_citizen (Civ Centre, House)
    Greek Merchant – athen_support_trader (Market)
    Priest of Artemis – athen_support_healer_b (Temple)
    NAVAL
    Fishing Boat – athen_ship_fishing (Dock)
    Merchant Ship – athen_ship_merchant (Dock)
    War Ship – athen_ship_bireme (Dock)

    STRUCTURES
    The exact corresponding scenario editor actor files are listed beside the structure names below, followed by their trainable units.
    VILLAGE
    Barracks – athen_barracks (Greek Horseman, Thessalian Scout, Thracian Peltast, Greek Hoplite, Cretan Mercenary Archer)
    Corral – athen_corral (Goat)
    Outpost - athen_outpost
    Dock – athen_dock (Fishing Boat, Merchant Ship, War Ship)
    Farmstead – athen_farmstead
    Farm Field - athen_field
    House – athen_house (Greek Woman)
    Storehouse - athen_storehouse
    TOWN
    Civ Centre – athen_civil_centre (Greek Horseman, Thracian Peltast, Greek Hoplite, Greek Woman, Greek Slave) – 1 Greek Slave should be included in the starting units group
    Blacksmith - athen_blacksmith
    Defense Tower - athen_defense_tower
    Market – athen_market (Greek Merchant)
    Temple – athen_temple (Priest of Artemis)
    City Wall – athen_wall... etc.
    CITY
    Fortress – athen_fortress (Greek Officer, Battering Ram)
    Gymnasium – athen_gymnasion (Spartan Royal Bodyguard)
    Council Chamber – athen_prytaneion (Heroes)
    Temple of Artemis at Ephesus wonder - athen_wonder

     

  2. @Sundiata I am quite impressed with your passion and research.  I thought you should know that I am responsible for a 0 A.D. mod, Aristeia Bronziron, that for now spans from 1000-500 BC. The four main civs we are working on are the Saite Egyptians, the Archaic Hellenes, the Divided Kingdom Judahites, and the New Empire Assyrians.  However, it is possible we will add more civs in future (no promises, though :D).  If so, the Kushite 25th Dynasty would definitely be a viable candidate for representation!

    I support what others have suggested as far as combining the Han Chinese, Zapotecs, and Meroitic Kushites into an Empires Ascendant-concurrent mod.

    • Like 2
  3. Post info, sources, suggestions, etc. here.  Be sure to credit your source if you post images or written info.  Below is a basic design document.

     

    emblem_egyptian_gold_red.png.ba99d77e2ebd0e51ff4d16998cb14f8b.png

    FACTION: Saite Period Egyptians
    TIMESPAN: 664-525 B.C.

    CIV EMBLEM: Ankh [thanks to niektb for the emblem!]

    UNITS
    Note: With these placeholders, citizen soldiers should retain the same appearance regardless of promotion.
    The exact corresponding scenario editor actor files are listed beside the unit names below, followed by the
    structures from which they can be trained.
    CITIZEN CAVALRY
    Horseman – egyptian_cavalry_javelinist_b (Civ Centre, Stables)
    CITIZEN INFANTRY
    Egyptian Archer – egyptian_champion_archer (Civ Centre, Barracks)
    Khopesh Warrior – egyptian_champion_swordsman_theban (Civ Centre, Barracks)
    Chariot Runner – egyptian_infantry_javelinist_b (Stables)
    Nubian Archer – egyptian_infantry_archer_b (Mercenary Camp)
    Nubian Spearman – nubian_infantry_spearman_b (Mercenary Camp)
    Libyan Swordsman – egyptian_infantry_swordsman_b (Mercenary Camp)
    CHAMPIONS
    Carian Heavy Swordsman – theban_champion_swordsman sword actor variations (Mercenary Camp)
    Ionian Heavy Spearman – theban_champion_swordsman spear actor variations (Mercenary Camp)
    Egyptian Marine – egyptian_infantry_spearman_e (Dock)
    Egyptian Officer – egyptian_infantry_axeman_e (Fortress) – gives LOS citizen infantry +10 attack – build limit 5 – auras do not overlap
    Egyptian Chariot – egyptian_champion_chariot (Stables)
    Sherden Guard – seapeople_infantry_swordsman_b (Palace)
    SIEGE
    Battering Ram – egyptian_mechanical_siege_ram (Fortress)
    HEROES
    Psamtik I hero – egyptian_hero_seti (Palace)
    Necho II hero – egyptian_hero_seti (Palace)
    Apries hero – egyptian_hero_seti (Palace)
    SUPPORT
    Egyptian Woman – egyptian_support_female_citizen (Civ Centre, House)
    Egyptian Merchant – egyptian_support_trader (Market)
    Priest of Amun-re – ptol_support_healer_b (Temple)
    NAVAL
    Fishing Boat – ptol_ship_fishing (Dock)
    Merchant Ship – ptol_ship_merchant (Dock)
    War Ship – cart_ship_bireme (Dock)

    STRUCTURES
    The exact corresponding scenario editor actor files are listed beside the structure names below,
    followed by their trainable units.
    VILLAGE
    Barracks – egyptian_barracks (Egyptian Archer, Khopesh Warrior)
    Corral – egyptian_corral (Goat)
    Dock – egyptian_dock (Fishing Boat, Merchant Ship, War Ship)
    Farmstead – egyptian_farmstead
    Farm Field - egyptian_field
    House – egyptian_house (Egyptian Woman)
    Storehouse - egyptian_storehouse
    Small Wall – egyptian_small_wall... etc.
    TOWN
    Civ Centre – egyptian_civil_centre (Egyptian Archer, Khopesh Warrior, Horseman, Egyptian Woman)
    Threshingfloor – egyptian_sb_threshingfloor – enables more farming techs
    Blacksmith - egyptian_blacksmith
    Defense Tower - egyptian_defense_tower
    Market – egyptian_market (Egyptian Merchant)
    Stables – egyptian_stables (Horseman, Egyptian Chariot)
    Temple – egyptian_temple (Priest of Amun-re)
    City Wall – egyptian_wall... etc.
    Mercenary Camp – merc_camp_egyptian (Nubian Archer, Nubian Spearman, Libyan Swordsman, Carian Heavy Swordsman, Ionian Heavy Spearman)
    CITY
    Fortress – egyptian_fortress (Egyptian Officer, Battering Ram)
    Ramesside Palace – egyptian_palace_ramesside (Heroes, Sherden Guard)
    Great Monument to the Pharaoh – egyptian_sb_monument - +10% territory radius – build limit 1
    Obelisk – egyptian_sb_obelisk – units in vicinity fight harder +5 – similar function to Iberian bull structure – build limit 5 – auras do not overlap
    Temple of Karnak wonder - egyptian_wonder_temple_karnak

    • Like 1
  4. 19 hours ago, balduin said:

    Is there any reason to not include Hittites (in your map Hatti) in Part II: Rise of Nations?

    For thematic and continuity reasons, we are focusing on a series of four dominant civilizations (Egypt, Israel, Assyria/Babylon, Greece) within their respective geographic regions (the Nile, the Levant, Mesopotamia, the Aegean), but Hittites will most likely be represented in some form in Part II as individual units within a parent Mesopotamian civ.'

    The idea at this point is a succession of civs like this, represented in sequence for Parts I, II, and III:

    EGYPT: Old/Middle Kingdom -> New Kingdom -> Late Period

    ISRAEL: Pre-monarchy Hebrews -> United Monarchy -> Judahite Kingdom

    MESOPOTAMIA: Sumer/Akkad -> Kassite Babylon/Syria? -> Neo-Assyrian Empire

    GREECE: Minoans -> Mycenaeans -> Archaic Greeks

    19 hours ago, balduin said:

    Why is Neo-Babylon not included in Part III: Perils of Nations? I know it existed only for a short time, but was extremely powerful.

    See above. Neo-Babylon was basically a successor of Assyria (although co-existing in a subordinate position prior to the sack of Nineveh in 612 BC and defeat of Assyria's last major resistance in 609 BC), and inherited pretty much their whole former empire.  One of the titles of Nebuchadnezzar II of Babylon was "king of Assyria", indicating some form of imperial continuity.  Since both the Neo-Assyrian and Neo-Babylonian empires took place in the 1000-500 BC timeframe,  I chose the Assyrians to represent the Mesopotamian region, since they seem to have had the greater impact and influence, as well as much greater longevity.  The Neo-Babylonian and Achaemenid Persian empires at least partly used the Assyrian models of administration and governance.

    All that being said, I'm not ruling out a future Neo-Babylon civ for Part III, but that would have to wait until the main four civs are up and running.

    • Like 4
  5. 11 hours ago, LordGood said:

    so no Mycenaeans?

    Fracturing a mod like this with such a small team doesn't sound like it would do it justice. Tbh the age of empires approach of all empires at their respective heights duking it out sounds like it would garner the most attention. From what I've seen in the main game people are hungry for straight up Egyptians. Splitting them by kingdom might make your audience wary. 

    Well, I had planned to include the Mycenaeans with the other Greek spheres of influence.

    As far as splitting things up: same as the vanilla game and Millenium AD are doing (500-year divisions, when you could make the argument that we should combine the Republican and Imperial Romans into simply The Romans).  It's partly _because_ I want to do this long and complex 1500-year period justice that I've broken it up into 3 parts.  And I think there are enough empire/kingdom heights in 1000-500 BC to satisfy the requirements of a good duke-out. You've got Ashurbanipal of Assyria, Necho II of Egypt, Gyges of Lydia, and Jehoshaphat of Judah. :D

    1 hour ago, Aghilas said:

    @LordGood he replace only the name "Mycenaeans" with "Archaic Greeks", it's right @Zophim?

    What I did was try to group the Mycenaeans, Archaic Greeks, and Lydians under a broad category.

    1 hour ago, wowgetoffyourcellphone said:

    No, look at time period. Archaic Greeks are not Mycenaeans.

    Strictly speaking, you are correct.  I should use a different term.

    All: In order to eliminate some misunderstanding, I'm going to rename the Part III Greeks a more generic term: "Aegean Greeks," since I seem to have misapplied the term "Archaic" in a general sense to cover both the Mycenaean and Archaic periods of Part III.

    How about we move the Mycenaeans back to Part II, leaving the Archaic Greeks and Lydian kingdom in Part III?  As it is, the Mycenaean period is sort of straddling the Part II/Part III divide anyway (and it's unclear just when the Trojan War(s) occurred, it could have been anywhere from 1100-800 BC, depending on how long the Greek "Dark Age" lasted and how widespread it was; my personal conclusion is that what we know as Archaic Greece picked up not too long after the Mycenaean period.)

    • Like 1
  6. Hello, I am Zophim, the leader and chief researcher of Aristeia, a mod project of 0 AD that centers in the ancient Near East and Aegean region during the 1500 years prior to 500 BC (so roughly 2000-500 BC). The project has been rethought and redesigned, but will retain the standard features of the main game.

    I wish to extend my sincerest thanks to all those, past and present, who contributed to the development of this mod.

    The following features may be subject to change.

    neareastmap.png

    The new expanded name for the mod will be “Aristeia Bronziron” (in order to more accurately reflect the often simultaneous use of bronze and iron during the periods traditionally separated into the Bronze Age and Iron Age), and it will be divided into three parts. Each of these three parts will, in the spirit of the original game, cover timeframes of around 500 years each: 2000-1500 BC, 1500-1000 BC, and 1000-500 BC.

    The periods will be released in reverse order (Part III, Part II, Part I) in order to maintain a sense of continuity with the main game, moving back through history, even as Millenium AD moves forward through history. Any design documents I publish will supersede any previous ones. More detailed civ information will be made available in brand new topics in the Council of Modders: Aristeia forum, using the following format example:

    [Part III] Faction: The Late Period Egyptians. Inside these topics, users can post relevant links, suggestions, images, text, etc.

     

    Four main civilizations/groupings/factions will be featured through all three periods in various forms, in an attempt to demonstrate the continuity and relationships among the nations and cultural groups of the time. The four basic groups are the Egyptians, the Hebrews, the Assyrians, and the Greeks.

    Part I: Fathers of Nations will span from 2000 BC – 1445 BC (the approximate date of the Hebrew exodus from Egypt). During this period, the Egyptian, Sumerian, and Minoan civilizations begin their ascent, and the Hebrew patriarchs multiply to become a mighty people.

    Featured Civs: Old Kingdom Egyptians, Hebrews, Sumerians, Minoans.

     

    Part II: Rise of Nations will span from 1445 BC – 930 BC (the approximate date of the division of the Israelite kingdom into Ephraim and Judah). During this period, Egypt and Israel together end the domination of the Hyksos rulers, and usher in a golden age of prosperity for the entire region.

    Featured Civs: New Kingdom Egyptians, United Monarchy Israelites, Syrians, Mycenaeans.

     

    Part III: Peril of Nations will span from 930 BC – 539 BC (the date of Babylon’s fall to Cyrus the Great of Persia). During this period, the ancient Near East, with help from Greece, defends itself from the encroachments of the Assyrian Empire, which is itself absorbed by the Babylonians.

    Featured Civs: Late Period Egyptians, Divided Kingdom Judahites, New Empire Assyrians, Archaic Greeks.

     

    The official process pipeline is as follows: Civ Research → Design Documentation → 2D art/3D art/programming.

    The main drawback of this mod’s timeframe is that there aren’t a great deal of readily accessible online illustrations of structures and units for some of these civs, even though I have many resources at home, both written and visual, that I could convert into working structure/unit concepts. Ideally, if I had mountains of free time, I would painstakingly give you guys personally-created concept art scans of every single unit and structure that is required in Aristeia (including basic/advanced/elite citizen soldier variations), because, through all my research, I have pretty definite mental images of what these guys should look like. I might do some of this in the future, but for now, I might have to use the main game’s units/buildings as a point of reference for the artists/programmers.

    With that being said, my immediate goal for a future release is to get at least one placeholding faction up and running, even if we have to use entities from the main game’s scenario editor atlas. Therefore, until new, historically-accurate models and art are made available, I plan for now to make heavy use of placeholder units and structures from the main game as well as from the available units in the latest downloadable version of Aristeia. Some of the main game’s entities can actually be used as is (for example, the Nubian archer for Egypt, the Persian siege ram for Assyria, etc.).

    We are focusing on Part III first (other parts will follow at a later stage).

    AristeiaPartIIICivs.pdf

    • Like 1
  7. 1. How did you come across 0 A.D.?

    Some friends of mine came across it first, many alpha releases ago (around 2012, I think), and then I got started playing it, quickly becoming one of 0 A.D.'s most enthusiastic fans.  I got interested in modding for the game over the summer of 2013.

    2. What motivates you to play 0 A.D.?

    I am motivated by the game's historical emphasis, ease of gameplay, moddability, resilience/freshness/realism, and overall coolness factor (and of course, because it's FREE!)  No joke: I actually learned _far_ more about history, geography, and the Bible through this game (and the research it inspired me to do) than I think I would have otherwise.  

    I don't have a huge amount of time outside of work and life, but when I _am_ involved in 0 A.D., I usually spend more time researching for my Aristeia mod than I do actually playing the game.  I'll typically play a bit more just after an alpha release. :) 

    3. Is there anything you want from any part of the 0 A.D. community and feel you're not getting? If so, why?

    I would like for there to be more civs, more units, more special buildings, more gaia animals, more special techs, more victory conditions, more diplomacy/trade settings, a more reasonable/negotiable Petra Bot... 

    I sometimes wish there was a bit more coordination of everyone's modding efforts into one unified chronological depiction of historical gameplay, but I realize that not everyone has the same vision for how the game should be presented.  I have a dream that one day I could go into 0 A.D. and select from a giant drop-down menu any time period, and then select from another drop-down menu with any major civ from that period, and start a scenario!  

    Also, I would love for there to one day be a strategic campaign gameplay mode, based on history.  That would be incredible. 

    Oh, and one more thing. Make the "how do you turn this on?" cheat unleash a winged fire-breathing dragon instead of a P-51 Mustang.

    4. Is there any more information you'd like to add?

    I love the fact that 0 A.D. is open source.  

    5. What is your age, gender, and location?

    26, male, United States

    • Like 1
  8. Hi, Aghilas!  I've been involved with the Aristeia mod for some time now, mostly in the background, off and on, as document designer and civ researcher.   I'm very happy to meet a fellow Bronze Age enthusiast!  But let me just say this... :) I have strong feelings about the accurate depiction of the Hebrew peoples (and other ancient peoples in general, but _especially_ the descendants of Abraham).  I have no doubt that you and others who use the Star of David as an ancient Israelite symbol are well-meaning; however, I am compelled to point out that this is probably not a correct symbol to use to represent people of Hebrew descent prior to a couple of centuries ago. 

    See this article: http://www.menorah.org/starofdavid.html

    Based on my research, I have come to the following tentative conclusions regarding Hebrew civ emblems:

    For a Maccabean timeframe, the menorah would work fine.

    9b7ddf084c22f06154a6b76f9c49376d.jpg

    For a Divided Kingdom Judah timeframe, the Lion of Judah would apply.

    1a0ed8d6ddaa1d6823d7ad95bb20efb1.jpg

    For Divided Kingdom Israel, you could use the Bronze Bull of Samaria.  Or, you could use a representation of Baal (which would also work well with Phoenicia).

    IsraeliteBronzeSacredBull-Samaria-300w.jpgXiMULHo.png

    For the Judges and/or United Monarchy, the pomegranate would be a good choice.

    Melograni-1-8.jpg

    For the Patriarch period, I haven't decided yet. (Torah? Circumcision knife? Shofar? Pomegranate again? Palm frond? More research required.)

    Funny story: I had already decided on the Carthaginians as the basic placeholder civ to use for anything Judah/Israel/Phoenicia-related for Aristeia, at least as far as architecture goes.

    • Like 1
  9. Very well.

    The Kushite-Nubians, according to zophim's list, is one of the proposed civs for the Aristeia mod. Lion has provided information and references above about them, and there's also an older thread concerning them. Zophim even put together a rough design specification that can be found in PDF format in this post or M$ Word format in this one.

    It makes sense to use work that's already been done as a starting point; so unless you have a different african civ you particularly wish to see implemented first, I advise you download one or both of zophim's current design specs (as I don't know if they are entirely identical) the M$ Word version as it's more complete, read though it, and make suggestions.

    Further african civilisations can be considered once the Kushite-Nubians are nearing completion.

    Edit: After looking at zophim's design specification documents, it appears the M$ Word version is more complete.

    @ s0600204

    If it is true, as I suspect, that you are very interested in the Aristeia mod, then this entire post of mine should interest you greatly. Be advised, however, that the information contained in my design docs thus far is provisional, and not the final word, as the information further down should make more clear.

    @ rolandixor

    Believe you me, I and others would be thrilled to include a Kushite African civ. As a matter of fact, you probably won't find many people more in love with the idea of depicting a Nubian civilization than I am. As has been stated above, I have indeed put out a preliminary Kushite Nubian design document, as part of Aristeia's Bronze Age mod; my design doc focuses on the black Pharaohs who ruled in Egypt during the time of the Assyrians and the divided kingdoms of Israel and Judah. If you're looking for civ compatibility with the 0 A.D. main game's Empires Ascendant timeframe (500 BC to 1 BC), then I would say that researching the Nubians of Meroë would likely be your best starting point.

    That being said...

    Most of the following I have stated elsewhere, but I will repeat it here in the interests of convenience and transparency.

    The Aristeia mod needs both an overhaul and a refocused vision (and that will involve my redoing major elements of my already-completed design docs as well as altering the Aristeia civilization lists). 2000-500 BC is a long timespan, and, rather than having a 1500-year-spanning civilization free-for-all, it might be better to group Bronze civs by era/period (every 2-300 years or so, and this could be reflected in specific scenario maps), so as not to completely lose the sense of time and chronology. If I'm not making much sense, that's okay, I'm still in the brainstorming process myself, but hopefully a clearer picture will emerge as time goes on.

    One of my medium-to-long-term goals is to create a comprehensive world political history timeline in order to, among other things, better ascertain the relationships, zeniths, and timespans of various cultures and civilizations.

    I am beginning to have a fairly definite vision for how I think the Aristeia project should look and feel (as far as timeframes, civs, art, themes, focus, etc.). That being said, much (and I cannot stress this enough), much, much research on the part of Theodotus and me (and others who are research-inclined) remains to be done before I would feel comfortable with the mod moving forward. The chronologies and dynasties of the historical eras before c. 500 BC are much less set-in-stone and agreed-upon than later periods are, and so many, many sources must be evaluated, cross-checked, examined, weighed, etc. before even semi-definite conclusions can be drawn. Not only is it still somewhat unclear in my mind which civs to give emphasis to, but even with what would appear to be obvious choices (Egypt and Assyria, for instance), the question then arises which dynasties/rulers/eras to feature. Again, Aristeia's timeframe spans at least 1500 years! Our work is cut out for us...

    The above is a major part of the reason that I have not yet opened an official topic for the Bronze Age mod even on the Council of Modders, nor have I been actively posting updates on the main forum, besides the fact that, what between student teaching and working, I have little, if any, time to devote to 0 A.D. until mid-May at the earliest. So, long story short, I would prefer that the Bronze Age mod remain mostly in limbo for now, until I have a significant increase in available time. That way, we can ensure that, once we get rolling, we have made Aristeia's design as correct as we reasonably could in the first place.

    But in the meantime, anyone interested could definitely be gathering resources and info for the cultures and civs in this and any other mods that are either already in existence or yet to be created.

    • Like 2
  10. its already hard to hunt some animals so if they move away from you straight away makes it a bit harder, lots of micro big pain, i dont want no chickens running away from me and hunting animals with melee big pain, and by saying that ranged units come useful they already arent very precise when hunting

    sure trading with neutral allies can be implemented but will anybody really do it? u can just trade with yourslelf + your merchs arent but into danger

    Well, let's see... chickens and other domestic animals are a different story. IIRC domestic animals in 0AD have never attempted to flee being slaughtered. I was referring to the skittishness of wild animals in my earlier post.

    If you have enough ranged units (say, 3 or 4 skirmish cav) systematically hunting together, they can take down an animal fairly quickly.

    Enabling trade for neutrals would be great for those players who wish to play their cards close to their faces while they decide what the political situation looks like (and posture/align themselves accordingly), and could really make for some interesting chat messages and gameplay styles. But that's just me. :wink2: Others' mileage may vary.

  11. My comments are in italics.

    First I want to report a possible problem with the Spartan Civilisation in 0ad: No matter how far you age up, stone walls do not become available.

    Spartans can only build pallisade walls. Or was this intended? Historically, Spartans used to build great walls and structures of stone so...

    I believe this unique civ difference is meant to reflect the concept that the Spartan phalanx is a literal wall of men, wood, and bronze.

    Second I want to suggest a new civilisation to be added to 0ad: Israëlites. I know, it has been suggested before, and rightfully so.
    Seems entirely appropriate given the geographical area and timeframe of 0ad.

    How can they NOT be in the game? They fought the Romans and the Greeks who both conquered their land and they were liberated by the Persians from

    Babylonian slavery. It would only seem sensible to put Israelites in the game. Perhaps also Babylonians(allthough they may be a bit too early for 0ad)
    Phoenicians may also be appropriate in this game.

    I wouldn't exactly say that the Persians "liberated" the Jews, though ("changed masters" would probably be more accurate (although neither Babylon nor Persia were as heavy-handed towards their conquered peoples as Assyria was)). The Babylonians and Phoenicians are definitely both viable Aristeia mod options. The Maccabees would be a good candidate civ for a vanilla-game-compatible mod. They revolted against the Seleucid Greeks and established an independent kingdom for a good while, but were eventually absorbed by the Romans (in a rather complex era of Near Eastern history).

  12. I have some positive feedback after playing a little Alpha 17, as well as suggestions for the game in general. Thanks in advance for reading!

    I haven't tried out every civ yet, but based on what I've seen so far, here's what I liked (in no particular order:

    1. Progressively higher tech costs.

    2. More techs to select (including, I was happy to see, civ-specific ones, such as Rome's Sibylline Books, which had already been in the Republican Roman design doc for quite some time).

    3. Unpairing of many techs (although I don't know if this is simply a placeholder, pending a different system).

    4. Smoother process in moving groups of units across the land without formation hang-ups (although I noticed that very large groups tend to leave some of their members behind).

    5. Rams can actually damage units now.

    6. The Mod Selector.

    7. Units on walls.

    Now for the suggestions:

    1. Enable each hero to be trained only once - simply retraining a particular hero once he dies is rather unbelievable (and unrealistic) and removes some of the player's responsibility to make wise decisions. Players would be compelled to use their hero judiciously if they knew he wasn't expendable.

    2. Enable trade with neutral as well as allied players. I don't believe a player should have to be outright allies with another player in order to enjoy economic benefits; even if a player is operating as an "isolationist", I think he should have the freedom to engage in trade with other civs without the obligation of military aid that an alliance would entail. Perhaps being allies with a player could grant someone a trade bonus, but I'd prefer that we not bar non-allies from trading altogether.

    3. Re-implement the skittishness of huntable animals (known as an "escape distance"). Currently, an in-game animal waits until it has been stabbed/shot to decide to flee, which is not true to life. For those who might object that implementing escape distances would make hunting too difficult, that's where ranged units come in useful.

    4. (this might not be practicable right now, but I think it could be classified as one of those "Nice to Have" features) Implement "fertile farmland" terrain textures, much like what was discussed in this topic. A red square when placing a farmfield would mean "unplantable", a yellow square would mean "possible but low yield", and a green square would mean "fertile, high yield."

    • Like 1
  13. Rada,

    I have seen frustration, miscommunication, and hurt feelings many times on projects and endeavours during my life, and I can assure you that much of the time the situation, once all parties concerned reach a mutual understanding, is not nearly so bad as a brief assessment might lead one to suppose.

    You have been one of the most unflagging supporters of 0AD and its mods, and your dedication has inspired others, myself included.

    If you need to take a break from 0AD, then by all means do so, but I must ask you to reconsider what seems to me and others to be your somewhat drastic decision to depart our Council. At the very least, could you not at least postpone your resignation in order to reassess the situation and engage in constructive dialogue with any individuals whom it may be helpful to mend fences with?

  14. Welcome, yuval1996! Español es mi segunda mejores lengua, pero no hablo muy bien.

    You can get started by looking at the civilization design documents I have completed (such as Israel and Assyria) in the "[Collection] Design Docs" topic in the Game Modification: Council of Modders: Projects: Aristeia subforum. For now, you can keep posting to this topic if/when you have further comments or questions. Unfortunately, I don't think you will be able to send private messages or participate in the Council of Modders discussions (if you would like to join us) until you have made at least five posts in the forums.

    • Like 2
  15. Good find, Lion! I was already planning to have Uzziah (also known as Azariah) son of Amaziah as one of the Divided Kingdom Judah hero units. Perhaps his improved fortifications and defensive devices could be represented by a special tech that enables the player's city wall towers to shoot ballista stones as well as arrows.

    • Like 1
  16. @ Hephaestion:

    I apologize if I do not fully understand your first question. Are you suggesting that we re-use the basic spearman actor from the Aristeia Hittite civilization? What illustration(s) are we going to work from? I envisioned the basic unit having a bronze circular chest plate with criss-cross straps, a round shield, and a crested helmet (as I laid forth in the design doc).

    As far as your second question: Assyrian spearmen (at least later on in the empire) were also equipped with short swords (which would ideally be cosmetically depicted on the game's spearmen). However, in the Assyrian design doc, the swordsman class is represented in the siege units section by an Assyrian Raider, who has a torch in hand, and a sword in another.

    • Like 2
  17. Here is a list of creatures that I would like to see eventually represented in the game's North African, Mediterranean, and Near Eastern biomes.

    MAMMALS
    Bactrian Camel
    Auroch (the ancestor of modern domestic cattle)
    Onager (wild donkey)
    Ibex (wild goat)
    Arabian Oryx
    Addax
    Fallow Deer
    Roe Deer

    Baboon
    Rock Hyrax (coney)
    Hippopotamus
    Indian Rhinoceros (featured on the Deir el-Bahri reliefs of Hatshepsut, as well as on the Black Obelisk of Shalmaneser III).
    Egyptian Mongoose
    Striped Hyena
    Golden Jackal
    Fennec Fox
    Syrian Brown Bear
    Caracal
    Leopard
    Cheetah
    Egyptian Cat (domestic)
    Dugong

    BIRDS
    Grey Heron
    Common Crane
    Sacred Ibis
    Hoopoe
    Black-headed Gull
    Egyptian Goose
    Mallard Duck
    Common Raven
    Barn Owl
    Golden Eagle
    Egyptian Vulture
    Lappet-faced Vulture
    Griffon Vulture
    Ostrich

    REPTILES
    Green Sea Turtle
    Loggerhead
    Leatherback Sea Turtle
    Mediterranean Tortoise
    Egyptian Tortoise
    Egyptian Mastigure (a type of large lizard)
    Cobra
    Horned Viper
    Rhamphorhynchus (probably the "fiery flying serpent" of the Israelite wilderness wanderings; can possibly be bioluminescent)
    Behemoth (a large sauropod dinosaur; see Job 40:15-24)
    Leviathan (a giant fire-breathing crocodile, like the extinct Sarcosuchus; see Job 41)

  18. @ Usac: My understanding from Strong's concordance is that the word "rakkab" mainly refers to chariot personnel, whereas the term I used, "rekeb", refers primarily to the chariot vehicles themselves, which is what I intended. I could be incorrect, though, so further details in favour of the term "rakkab" would be appreciated. :thumbsup:

    • Like 1
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