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Everything posted by Nescio
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It's already looking better, thank you! Some more things, I hope you don't mind: Could you rotate the whole thing by -90° so the default orientation is the same as that of wonders and other structures, and people face the entrance by default? The capitals of the corner columns are still wrong. They're supposed to end in a point, like this: It's important to get this right, also for other structures that (will) use the Ionic order. Chariots tend to carry two people: the charioteer (driver) and the warrior (passenger). In this case, Mausolos and Artemisia; since M. was the more important person, A. would be the one holding the reigns. Also remove that circle the chariot is standing on, if possible; it looks out of place. As for the files, they shouldn't be Macedonian; if anything, Persian, but it's probably better to place the actor under `global/`, name the template simply `mausoleum.xml`, and leave the <civ> unspecified, so it defaults to gaia. Furthermore, the specific name ought to be simply “Mausōleion” (Μαυσωλεῖον); only in later times did the word gradually become generic; for the generic name, “Tomb of Mausolus” would be a bit more correct, though “Mausoleum at Halicarnassus” probably a bit more recognizable for a modern audience. Maybe rename the Carthaginian structure to “tomb” or “cenotaph”?
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Anyway, yours is a great start, having it in the public folder would be nice, with some modifications: move the door to the short side, the one facing the chariot nine columns on the short sides, eleven on the long sides, for a total of 36 (instead of eight on each, for a total of 28) remove those round golden things from the columns correct the capitals of the corner columns the pyramid on top had 24 steps, the platform with the chariot had a 4:5 ratio (perhaps 6 m × 7.5 m) make the chariot marble, add Artemisia, holding the reins Basically like this, minus the five levels of sculpture: https://upload.wikimedia.org/wikipedia/commons/5/5e/Mausoleum_at_Halicarnassus_at_the_Bodrum_Museum_of_Underwater_Archaeology.jpg (I don't know how much work that'll be, I guess it's more than it sounds.) PS Could you remove “c-u-m” from the forum chat filter? It messes up those Latin quotations. Also “a-s-s” (a wild donkey).
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The Athena Varvakeion is great, a c. 1 m faithful Roman marble from the 3rd C AD, but it is a copy of the Athena Parthenos, not of the Athena Promachos. As for coins, they tend to depict the goddess, not necessarily a specific statue. So I don't know which one you're working on, and I don't really care, any Athena statue would be great to have, but it's best to be clear from an early stage, to avoid future confusion, hence my earlier post.
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Just to be clear, there were three famous statues of Athena on the Athenian Acropolis, all of them by Phidias: the Athena Promachos, a colossol bronze statue, outside, of which the tip of the spear and the crest of the helmet could be seen from Cape Sounion, according to Pausanias (1.28.2) the Lemnian Athena, a statue gifted by Lemnos, his most beautiful work (ibidem) the Athena Parthenos, a c. 12 m high gold-and-ivory cult statue inside the cella/naos of the Parthenon (the Nashville and Ontario versions are reconstructions of this) Shortly afterwards Phidias also made the gold-and-ivory Statue of Zeus at Olympia, one of the Seven Wonders of the World.
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Pella. Yes, that would be great. Didn't @Anaxandridas ho Skandiates start a forum thread for that some time ago?
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As a Macedonian Wonder it isn't appropiate. It would be great to have all Seven Wonders of the World in 0 A.D., though.
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First a bit of context: Mausolos was satrap (Persian viceroy) of Caria; he conquered neighbouring Lycia, and moved his capital from inland (Carian) Mylasa (Milas) to coastal (Ionic, originally Doric) Halicarnassus (Bodrum), rebuilding the city. After his death his wife (and sister) Artemisia II erected an enormous tomb in the very centre of the city and commissioned famous Greek artists to decorate it, who continued after her death to finish it. Although the decorations (colums, sculptures, etc.) were Greek, the design itself was fundamentally a grander version of the monumental tombs of the Lycian capital Xanthus (e.g. the Harpy Tomb, Nereid Monument, and Tomb of Payava), which were in turn inspired by the Tomb of Cyrus the Great near Pasargadae, which would also be great to have in 0 A.D. As for the Tomb of Mausolos in Halicarnassus, most of it was destroyed from the 15th C onwards, when the Knights Hospitaller decided to erect a massive castle, and needed building materials. What we know is largely based on two short descriptions by Roman authors (texts and translations taken from Perseus). Firstly, Pliny the Elder's Naturalis Historia (use with caution) 36.4.30-31: Secondly, Vitruvius' De Architectura 2.8.10-11: As you can see, it isn't very detailed, so you'll need secondary literature. When briefly looking around, I stumbled upon http://penelope.uchicago.edu/Thayer/E/Gazetteer/Places/Europe/Turkey/_Periods/Greek/_Texts/LETGKB/Mausoleum*.html, a digitization of a publication from a century ago, which, although old, is quite helpful in that it describes in detail possible interpretations and contains numerous drawings, including on arrange the columns in a rectangle and how to do the capitals of the columns in the corners. Also note that the mausoleum was rectangular, not square. By the way, it seems yours is not the first mausoleum in 0 A.D.: `art/actors/structures/carthaginians/mausoleum.xml`:
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That looks promising! I actually like the Uffington White Horse too, though not as a Wonder, maybe not even as a structure: capture points and health do not make much sense to me for what's essentially a man-made terrain feature. Not only Wonders, but also many special structures (Amphitheatre, Library, Lighthouse, Stoa, Theatre). And heroes. Anyway, it's part of the game, I suppose. Currently in 0 A.D. about half of wonders are great at healing, the other half isn't. D2660 attempts to unify that, but even that proves more controversial than I expected. I'd be in favour of removing the resource trickle and healing, and of unifying the two pop cap auras into one (+10% instead of flat +10 and +40), making wonders have the same function for all civilizations. A different approach would be to remove the healing and population auras from all wonders and instead give each wonder an unique global aura (cf. Civilization or Rise of Nations), e.g. Carthage −50% mercenary training time or Persia +10% territory influence radius.
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That would be great! Last post on https://play0ad.com/ was in September.
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Seriously, the fact that some people fail to see the irony proves it's a successful joke (and quite funny at that ).
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Having civic centres for each phase has been requested multiple times by various people, myself included. It would be relatively easy to implement on the template side (cf. b/a/e citizen soldiers), but the problem is the art side: introducing new units is relatively easy, I believe, but creating new structure actors is a lot of work. Of the thirteen civilizations in game, three have civic centres that need to be redesigned (athen, ptol, rome), and only one has two centre sizes (sele), although the latter actor is not used: If at some point in the future there would be three versions of each centre, then that would open up a range of possibilities for new mechanics, e.g. localized “phases”: new centres start as a village centre; once a village centre has the required structures (e.g. five houses) within its settlement radius (e.g. 100 m), it automatically promotes to a town centre, and when it has met the city requirements (e.g. market, temple, ten houses), it becomes a city centre. So a given player may have e.g. one city, two towns, and three villages at a given point. What if: P1 CC's had 750 health (or somthing low). Then, when you upgraded to P2, the only thing that would change would be that your CC's health. It would double to 1500. When upgraded to P3 it would have the normal 3000 health. This could insentivize [sic] early a general playstyle of P1 rushing, then P2 eco booming, P3 siege and army counterplay? Don't make it too steep. The problem is that it not only incentivizes that, it mandates it: any other play style becomes unviable, because slower players are put even more at a disadvantage than they already are in the current alpha.
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Yes! The Persian chariot actors do need to be redesigned (also those of the heroes). While the current version might be justified for the Seleucid scythed chariots used at the Battle of Magnesia (190 BC), they do not match Xenophon's description, who was an eyewitness at the (Achaemenid vs Achaemenid) Battle of Cunaxa (401 BC). I already pointed this out years ago: https://wildfiregames.com/forum/index.php?/topic/21393-committed-seleucid-champion-chariot/&tab=comments#comment-342149 What should be done for the Persian chariots: the back of the cart should be open keep the scythes at the ends of axle add scythes below the cart no forward-pointing scythes no horizontal scythes on the yoke the yoke shouldn't be a horizontal, straight beam ancient chariots tend to have a single, central beam (between the inner horses) the central horses should yoked by arcs extending from the end of the chariot beam (see Amanirenas' chariot) the outer horses were probably not yoked, their function was secondary, and they were tied to the other horses with rope (see the Alexander mosaic) add reins to the chariot driver the mail curtains tied around the horses's necks, protecting their front, is something Hellenistic, therefore probably inappropiate for the Persian chariot Maybe this screenshot makes it easier to visualize things:
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@feneur or @Stan`, maybe this should be moved to Game Development or Gameplay Discussion subforum?
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There are also some issues with traders, maybe you could have a look at them later: The donkey trader footprint is centred on the human, which means the animal is largely outside the selection marker. It should be centred on the donkey + human compound. Donkeys were only introduced in Gaul and the British Islands in Roman times, therefore brit and gaul shouldn't have a donkey trader; they should get a horse-and-cart (like mace) or an ox cart (like maur). By contrast, donkeys and mules were already present in Archaic Greece (Homer) and the major historians (Herodotes, Thucydides, Xenophon) mention them as pack animals. Moreover, horses were scarce in Southern Greece, due to lack of meadows and the mountaineous terrain, donkeys were far more suitable. Therefore athen and sparta ought to have a donkey trader instead; mace, rome, and sele can keep the horse-and-cart trader. The donkey trader is appropiate for iber and kush. The cart, pers, ptol trader consists of only a dromedary camel; a human on foot should be added. Maybe move the trader animal actors (donkey, dromedary camel, horse-and-cart) to `art/actors/units/global/`, to avoid unnecessary duplication?
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===[TASK]=== Current issues with Celtic units and guideline for the next
Nescio replied to Genava55's topic in Official tasks
D2668 -
Yes, I do, thanks. The right most look good, could you reduce the space between the letters (kerning), though? Icons in 0 A.D. are supposed to be squares, and I doubt the viii would fit into one. Also, any progress on the javelins svg?
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No need to apologize, and there is no rush. Great! Lovely! You mean Iphicrates and Xenophon? Iphicrates should indeed have a péltê, however, Xenophon should be a spearman (the Ten Thousand he led was a mercenary hoplite force), not a javelinist. Something else: the infantry swordsman attack animations (hacking, slashing, and stabbing) look great for those armed with true swords (brit, cart, gaul, kush, ptol, rome), but the stabbing looks quite silly for those armed with other weapons (e.g. kush_infantry_clubman, kush_champion_infantry_amun, kush_champion_infantry_apedemak, maur_champion_infantry), so would it be possible to have a “hack only, no stabbing” attack animation for those armed with axes, maces, sabres, etc. instead of true swords?
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===[TASK]=== Current issues with Celtic units and guideline for the next
Nescio replied to Genava55's topic in Official tasks
Were horses more affordable than cattle? In 0 A.D. there are four trader actor designs: donkey, dromedary camel, horse-and-cart, ox cart: The former two are evidently inappropiate for the Celts, so I guess the choice is between the other two. Designing a fifth actor is significantly more work. Personally I'd favour deprecating the rotary mill then and giving the Gauls and Britons a civ bonus or special technology instead, in addition to the 20% building time discount they already have. And how about the Celtiberians, Lusitani, Vascones, etc.? -
===[TASK]=== Current issues with Celtic units and guideline for the next
Nescio replied to Genava55's topic in Official tasks
Thanks, good to know! That means both the trader and the rotary mill actors are questionable: Any recommendations? Furthermore, do you happen to know anything on the situation on the Iberian peninsula? -
===[TASK]=== Current issues with Celtic units and guideline for the next
Nescio replied to Genava55's topic in Official tasks
@Genava55, how common were donkeys in Gaul? And mules? And in the British Islands? Somehow I associate Gauls with cattle, so I'm wondering whether an ox cart wouldn't be more appropiate for their trader. However, Celts are not my forte and I don't really know, hence my question. -
0 A.D. is a great game, but very much a work-in-progress, hence full of mistakes. Here are a few things I noticed for a start. Undoubtedly there are more, I certainly did not go through all actors. The catafalque's horse's manes and tail hair move independently: Themistocles' helmet seems to be transparent: Iphicrates' and Xenophon's shield go through their shoulder: Philip the Pikeman is beheaded by his own shield when attacking: The Kushite's pikeman's shield position is non-sensical when attacking: Hopefully someone from the art team (@Alexandermb, @LordGood, @Stan`, @wackyserious) can have a look. For most people these things probably don't matter, but dotting the i's and crossing the t's is appreciated by some, myself included.
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There is a list at https://wildfiregames.com/forum/index.php?/topic/27385-0-ad-svn-gameplay-patches/ (I've just updated it; if there are any other gameplay patches missing, let me know.) The idea is anyone can click on the link in the list to view the actual proposed changes on phabricator. You can discuss them over there, and if you approve of a proposed diff, click “Add Action...” → “Accept Revision”. The more people participate, the more likely it'll be a team member is willing to commit a diff, hopefully.
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Needs (D1958) by @Freagarach. Functionallity will likely be limited to chariots and elephants with towers. Horse archers and elephant archers need rotation restriction which I believe has yet to be implemented. With that elephant archers can be replaced with melee elephants on top of which you can place ranged infantry.