Jump to content

Andrettin

Community Members
  • Posts

    235
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by Andrettin

  1. On 9/11/2018 at 8:46 AM, wowgetoffyourcellphone said:

    0 A.D. Epochs

    I think the idea has quite a bit of promise. My suggestion, though, is to make the older civilizations be able to develop into the new ones, instead of making bronze age civs unintuitively balanced with e.g. medieval ones. For instance, the Mycenaeans could develop into either of the classical Greek civilizations, and those in turn could develop into the Byzantine empire.

    • Like 2
  2. 1 hour ago, Anaxandridas ho Skandiates said:

     

    You, Sir, just seem to like to be right and quarrel in face of the conspicuous. The subject "oriental carpets in hellenistic era" is easily answered, certainly as far as the game is concerned - I will not indulge you in silly waste of time. The Perseus dictionary reference is a polite service to you, because your understanding of antiquity is as insufficient as your post indicates.

    Or should I require that jade vases be put on all roofs of the Seleucids, if you cannot now produce an academic treatise to the subject "was jade common in Ancient Greece". It could have been - was it? Some things are just conspicuous. No substantial literature exists to treat those - maybe you can find a serious scholar willing to devote scholarly efforts to find out more about a product that belonged to another culture, in another era. Why not write studies about the prevalence of bonsai trees in fifth century Greece. All questions we can ask, but in my opinion a waste of our time. But some people seem to enjoy quarrelling for the sake of it.

    I am not quarreling. You made a claim, and I asked for sources, that's all. This is common procedure in projects that strive for historical accuracy (like 0 AD). Usually when someone makes a proposal for a change that relates to historical accuracy here, people ask for references. That is perfectly reasonable, as otherwise how can people know that the claim is substantiated?

    Consider for instance what happened to the Europa Barbarorum project. For years they added content to their mod based on the say-so of a team member who they trusted because he was a friend. That team member claimed to do primary research in an Irish monastery. When that person was asked for sources, he would tell that his research was too bleeding edge for there to be published sources, and other reasons. Eventually people caught up that he was inventing things wholecloth, and that him being a researcher in an Irish monastery was a lie. For a project to protect itself against such things (or against innocent misinformation), it is important to ask for sources. I am NOT saying that that is the case with you, note, I'm only mentioning the story to emphasize the relevance of sourcing.

    • Like 2
  3. On 1/11/2019 at 11:08 PM, Anaxandridas ho Skandiates said:

    Dear friend, how could I provide sources to prove something's nonexistence? I invite you to read through all the sources referenced under the dictionaries for 'rug, carpet' - tapestries, tapetes, as it were - and see if you can find any evidence of woven or knotted carpets/rugs such as those referenced outside indoor palace or luxury contexts.

    People always sat on skins, furs and mats/blankets. The question here is decorated "carpets" in our modern sense, which you find so many places now in the game around and on top of buildings, and which ought to be removed or corrected into mats. That bedspreads and woven blankets existed is a matter of course, aristocracy would have bought expensive imported or luxuriously executed rugs later, but since we never see the halls or bedchambers but only roofs of buildings these cannot be relevant. Putting expensive tapestries on the dirty roofs or ground would have been preposterous.

    Read all the sources listed in the dictionaries on e.g. "perseus" and get an impression, if you would like to check the veracity of this: That is done in a few hours' and especially the iliad and odyssey are always worth it.

    Academics discuss the nonexistence of things all the time, and in any case it should be perfectly possible to provide sources to at least corroborate what you just said on your second paragraph. "Go look it up on Perseus" is hardly proper sourcing, you didn't even say which entry there would contain the relevant information. In my opinion, since this is your suggestion, it's up to you to provide specific references, rather than asking others to invest hours in looking it up when asked for sources. I know this is a game forum, so academic rigor is not to be expected, but nevertheless references of some kind are still important, specially for suggestions that are supposed to improve historical accuracy.

    There's also the question of artistic license. Sometimes it's ok to have a bit of (intentional) historical inaccuracy (or exaggeration) if it makes a building or unit more interesting, or more recognizable.

  4. On 1/8/2019 at 9:18 AM, Anaxandridas ho Skandiates said:

    So, except for the Pazyryk carpet, we have very little evidence of carpets in our period, certainly they were not common except amongst steppe horsemen. Herodotus mentions bright carpets, but they would have been extremely expensive and to be found rather inside royal palaces or superwealthy villas, certainly not in the possession of common citizens or on top of Egyptian rooftops.

    I therefore suggest simply the removal of carpets. If you insist, add a quilt to a scythian rider, or one single carpet at a palace entrance. But the untidy "Ptolemaic" rooftops and archery ranges etc. with marquises and carpets and whatnot are Disney's Aladdin, not antiquity.

    I'd love to help with design of some new buildings, just write .:gandalf_w::heart:

    IMO that is a pretty radical change to make without any sources being provided. Would you care to provide any?

  5. 21 hours ago, stanislas69 said:

    The game is mainly using one thread. Just using multiple core will give us a boost on most systems.

    This is true. It's something I've been considering for Wyrmsun, too. But doing pathfinder multithreaded is very difficult to do without either 1. losing determinism or 2. losing the performance improvements multithreading would provide. Losing determinism is not as big a deal for single player games, but for multiplayer ones it is essential, or else different players will end up with different game states.

    The UI could certainly be handled in a thread of its own, though (if it isn't already).

  6. 5 hours ago, wowgetoffyourcellphone said:

    Almost nothing he says there interests me.

    He spends 3 paragraphs arguing against gates for Christ's sake.

    Indeed, I feel the same way. And saying that higher APM being necessary to play well is something *good* is a bit too much for me as well. The more a high APM is required by a RTS game, the less strategic it actually is, the more it becomes a fight against the interface.

    • Haha 1
  7. 20 hours ago, Loki1950 said:

    Now how do we get the pathfinder to be aware of the terrain effects this has been on the wish list for ages ;) but the pathfinder is not fast enough yet one of the reasons for the lag in unit movement and formations not working right.

    Enjoy the Choice :)

    I'm not sure how the Pyrogenesis pathfinder works, but wouldn't it calculate the "cost" of moving through each "tile" (since IIRC it uses an A* pathfinding algorithm)? If it does that, it would just be a matter of changing the "cost" depending on terrain speed.

    • Like 1
  8. 2 hours ago, stanislas69 said:

    Looks like this one http://www.cadnav.com/3d-models/model-21087.html and it was in 3dsmax format when Enrique send it to me for conversion.

    There doesn't seem to be any license attached to it? Under "License", it just says "Free (Personal and Commercial)", which is not really a license.

    Nor do their terms of use explain much more about that:

    http://www.cadnav.com/help/disclaimer.html

    The possibility of that model being compatible with the CC-BY-SA 3.0 seems rather bleak to me...

  9. 3 hours ago, stanislas69 said:

    @Andrettin Stratagus Maybe ?

    Stratagus has the same license as Pyrogenesis, so it wouldn't be any different in that regard :P

    3 hours ago, rjhwinner03 said:

    Yeah, stratagus would be cool, if it worked without Warcraft 2.

    It does, actually. Stratagus is just the engine, and there have been new, open-source games made with it (Aleona's Tales, Bos Wars, Wyrmsun). But it is a 2D-only engine.

  10. 10 hours ago, rjhwinner03 said:

    I just do not know any good languages, api's, or engines that I could use (besides/except unity or unreal) that are purely in a language without an editor. 

    Ah, okay. Your original post made it sound (to me at least) like you wanted to take 0 AD itself and sell it, rather than use its engine for your own game. One thing to keep in mind is that you can use an open-source engine, but still have closed-source assets. Games like Frogatto do that, for example.

  11. 16 hours ago, stanislas69 said:

    If you used any bit of code that's GPL, so lets say:

    
    if (foo)
    {
    	bar();
    }
    	

    You'll have to release all your source code under the GPL V3 license, which means that yes you'll have to give it for free.
     

    Isn't it GPL 2.0?

    EDIT: It apparently indeed is GPL 2.0, according to this file:

    https://github.com/0ad/0ad/blob/master/LICENSE.txt

  12. 1 minute ago, Nescio said:

    Consistency is important. It's a bad idea if one faction uses words from different languages (Welsh, Gaelic, and Gaulish alongside each other). However, it's a great idea to use different languages to differentiate Britons and Gauls from each other, e.g.:

    • Britons: Welsh
    • Gauls: Gaulish (if possible)

    At present the names are already heavily mixed. The Gaulish Fortress is named "Dun" (a Gaelic word), while other structures/units have Welsh names, and others, like the Taberna and Cavalidos, use neither Gaelic nor Welsh names. I don't think using Gaulish names would decrease consistency, specially since they fit reasonably well with some of the names already used (like Melonas and Amoridas), which are either in Latin or in Gaulish itself.

    For the Britons, Welsh is a bit too modern IMO, and using actual Brythonic where possible would be better.

    • Like 2
  13. 45 minutes ago, stanislas69 said:

    I guess the main reason is that Gauls and Brits were one civilisation at the beginning (Celts) as some of the folders still shows and therefore It probably made sense to have Gaelic and Welsh names as those languages are probably the closest ones we had.

    If you can suggest names for Gauls though I think nobody will complain

    I think @Itms is the one you want to talk to about this.

    @GunChleoc might have some insights too.

     

    Thanks for the explanation!

    I have a few Gaulish words noted down here, based on which I would suggest the following specific names:

    Temple: "Nemeton" (means "temple"). Source: H. Munro Chadwick, "The Oak and the Thunder-God", 1900, p. 34.

    Field: "Olca" (means "arable land"). Source: Guus Kroonen, "Etymological Dictionary of Proto-Germanic", 2013, p. 125.

    Woman: "Geneta" (means "girl"). Source: Guus Kroonen, "Etymological Dictionary of Proto-Germanic", 2013, p. 288.

    The current name for the Temple is "Addoldy", which is supposedly Welsh, as said in this topic:

    https://wildfiregames.com/forum/index.php?/topic/317-celtic-stuff/&tab=comments#comment-2916

    The current names for the Field ("Varmo") and for the Woman ("Bodu") are not Welsh-sounding, but I could not find an explanation for them anywhere.

    Should I create a pull request?

    • Like 2
  14. On 12/20/2017 at 12:34 PM, Nescio said:

    I'm contemplating doubling the training time of all units in my mod, 0abc; this would make the game more slow paced, encourage raiding and keeping your own units alive; however, batch training and barracks spamming would probably become even more common in late game.

    A simple solution to barracks spamming would be making certain buildings (like the barracks) increase in cost exponentially for each building of the same type that the player already owns. For example, the barracks increasing 25% in resource costs for each one built (the 25% being compounded with each other, not added to one another).

    • Like 1
    • Thanks 1
  15. On 12/17/2017 at 10:15 AM, stanislas69 said:

    Patches are welcome 

    I'm not sure I am familiar enough with the code base to produce one, but I took a look at the code, and this could work:

    float((m_PitchLower * 100.0f + source % (int((m_PitchUpper - m_PitchLower) * 100.0f) + 1)) / 100.0f)

    (replacing  the call to RandFloat in line 207 of /source/soundmanager/scripting/SoundGroup.cpp)

×
×
  • Create New...