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Everything posted by Nescio
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For multiplayer I suppose @borg-, @Feldfeld, @ValihrAnt. I don't care about multiplayer games, competitive or not, but you can put me down for single-player; I'm sure there are other people interested as well. D2596 is an example of what I consider an uncontroversial and minor stat tweak patch.
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Personally I'd favour a six month release cycle (say every June and December). However, I don't think that'll happen anytime soon; the next alpha targets are increasingly ambitious. Moreover, there is a review backlog of hundreds of patches. A selection of features I know work has started on and I hope will make it into A24: resource growth and decay world population game setting garrison slots on units (e.g. war elephants) gates opening and closing independent of units on walls and gates ability to limit what resources can be used for (e.g. bartering, trader gain, tribute) Furthermore, I really hope map file names will use underscores instead of hyphens and spaces. (D1042 was proposed over two years ago but is still relevant; @elexis started reviewing it but has since disappeared.) Art, balance and gameplay, descriptions and tooltips, template improvements, etc. are of lesser importance. If @borg- is no longer available, then perhaps you should consider implementing patches without him; e.g. implement minor patches if three people who know what they're doing are in favour of a stat tweak and nobody objects in say two weeks.
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Or just generate a random map with the number of players set to 1.
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===[TASK]=== Current issues with Celtic units and guideline for the next
Nescio replied to Genava55's topic in Official tasks
As in Homeric warfare. Having visible slots on units would be a great feature to have, also for war elephants. I believe some work was started on it, but no patches have been committed yet. Yes, you're right, and this applies to the other civilizations as well. Horses need a lot of food and space and are only useful for travelling and warfare; only the richest people (e.g. equites in Rome, hippeis in Sparta) could afford them. In Ptolemaic Egypt, “Macedonian” phalangites held 30 or 25 arourai of land, horsemen 80 or 100. In 0 A.D. “elite” means simply a promoted “basic” soldier, whereas “champions” are the real elite. Again true for other civilizations as well: cavalry typically had javelins, spears, and swords; the same is true for most infantry. Differentiating units by weapon types is not really realistic, but certainly makes sense for 0 A.D. and similar games. -
That “unusual” is relative. The shapes of diacritics is part of the font design. Most available fonts nowadays have a tilde-shaped perispōménē (circumflex), but that's because Greek is usually an afterthought and Modern Greek is monotonic (only a single tonos (accent)), unlike Ancient Greek, which is polytonic. In serious typesetting (dictionaries, grammars, text editions, articles, etc.) both the tilde-shaped and the inverted breve-shaped coexist, though the former is quite rare in English titles but more common in French publications. Personally I favour the inverted breve-shaped perispōménē too, because it looks aesthetically more pleasing (also when combining diacritics, e.g. ᾗ), is easier to differentiate from the macron (e.g. ᾶ vs ᾱ), and stays close to the manuscript tradition.
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Thanks, your earlier “should”, “please upload a new version”, and “it is necessary” seemed to imply it was mandatory, but if it's merely a soft recommendation, then I don't mind. Anyway, I've now uploaded a new zip that includes the ttf font and the licence files.
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Another question, is it possible to make the fontbuilder.py script use font features? E.g. old-style numerals or: top: Gentium Plus default (poor perispōménē); bottom: Gentium Plus with pcir (proper perispōménē).
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Something is a derivative work if and only if the underlying work is modified or adapted in a way that is sufficiently original. I believe that's not the case here. That is true. However, I looked at a couple of mods hosted via mod.io (autociv, borg-expansion-pack, no-blood-and-gore-mod as well as jp-lang, zh-lang, zh-tw-lang) and none of those had licence or copyright files, which makes me wonder why it is suddenly required in this case. To clarify, I don't mind adding a licence file per se. I'm asking follow-up questions because it would set a precedent for future mods.
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===[TASK]=== Current issues with Celtic units and guideline for the next
Nescio replied to Genava55's topic in Official tasks
Easily identifying units with a single glance is a complex problem with no straightforward solution. Moreover, things that work when zoomed in (e.g. the “Rank icon above status bars” option) are not that effective when zoomed out. I think for most players it's more important to know the unit class (e.g. spearman or swordsman) than it is to know the rank (e.g. advanced or elite). Reserving certain shield shapes for certain units could help. Changing the shield shapes when units promote is not a good idea. I agree higher ranks could get fancier clothes, body paintings, helmets, and shield patterns, as is also done for units of other factions. For capes there is no clear consistency; e.g. the athen cavalry javelinists (b/a/e) all have capes, but the athen cavalry swordsmen (b/a/e) don't; the mace cavalry javelinists and spearmen don't have capes, but their spart equivalents do. For the Celts specifically, how common was body armour? Currently the basic and advanced cavalry javelinists have a naked torso, but the elite is clad in chainmail. Also, the basic brit and gaul infantry slinger and cavalry javelinist lack player colour (@wackyserious). -
Specific Name Review: Units
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
It wouldn't hurt to have one, if possible. Good to know, thanks. In Latin texts vowel length isn't indicated (for native speakers it's clear which are long and which are short); however, vowel length does matter, which is why some dictionaries and grammars indicate it; e.g. rosă is a nominative, rosā an ablative. So if whatever sources you're using note it, it wouldn't hurt to display long vowels in 0 A.D. specific names as well. I was just checking (and also curious). If the word can indeed mean canoe, it's fine. PS Feel free to edit https://trac.wildfiregames.com/wiki/SpecificNames#Gaulish -
Specific Name Review: Units
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Dictionaries typically tend to list only attested words (etymological dictionaries in comparitive linguistics are different) and some also give a reference for obscure terms. An example: on page 1437, LSJ gives: πολυβόλος, ον, throwing many missiles, καταπάλτης Ph.Bel.73.34. After some searching I found a digitized version of the text edition (in public domain, copyright has expired): https://archive.org/details/philonsbelopoiik00philuoft/mode/2up The relevant page and line is: Therefore the ptol_siege_polybolos_packed.xml file should have <SpecificName>Polybolos Katapaltēs</SpecificName>. As an added bonus (serendipity!), I stumbled on a 2009 article discussing the machine (@Alexandermb): https://core.ac.uk/download/pdf/55030687.pdf -
Specific Name Review: Units
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Thanks, I appreciate it! Vowel length does not matter? Also, do the Britons use Gaulish because the Brythonic language too obscure? Those brackets were unnecessary. Also, for the generic name, it doesn't matter what's currently displayed in game, it matters what is the best English equivalent, so feel free to suggest other strings. Anyway, there is a patch now: D2641 Also, specific names for an infantry swordsman and archer would be nice to have, in case they'll be added to the Gaul roster. In many languages “long ship” means a warship. -
Well, I don't know where the source file is located; all I can see is that phabricator uses a higher resolution logo. If you know of a svg, that would be appreciated. Or the specific font file. It has two unicode points, one in the Kangxi Radicals block: U+2F55 火 KANGXI RADICAL FIRE And one in the (enormous) CJK Unified Ideographs block: U+706B 火 :
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No, I didn't mean the 256×32 watermark (art/textures/ui/global/watermark/company.dds, which is indeed ugly), I was talking about the logo in the main menu (gui/pregame/ProjectInformation.js), where Wildfire Games is text and the logo is 32×32 (art/textures/ui/pregame/shell/wfg_logo_white.png, I believe). Apparently a higher resolution already exists (phabricator).
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This is the forum Wildfire Games logo: On phabricator it's: And in game it's: Perhaps it's just me, but the phabricator logo looks nice and sharp, the forum logo rather poor, and the in-game logo mediocre. So perhaps the sharper image used on phabricator could be adopted elsewhere as well?
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Specific Name Review: Units
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Great! Currently the Britons have the following unit roster: And the Gauls have: Those are the files that have specific names. Could you list your recommendations as follows? [file name] ; [specific name i.e. native language] ; [generic name i.e. English equivalent in game] ; [literal meaning for future reference] ; [used language] That would make it much easier to propose, check, and review a patch. @Stan`, could you merge this specific name discussion (starting with https://wildfiregames.com/forum/index.php?/topic/25184-task-current-issues-with-celtic-units-and-guideline-for-the-next/page/6/&tab=comments#comment-390752 ) into the proper thread (https://wildfiregames.com/forum/index.php?/topic/25284-specific-name-review-units/), so it would be easier to find back in the future? -
Specific Name Review: Units
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
But is it actually attested? If so, where? Plural? Anything wrong with the LSJ? There is e.g. Xenophon Hellenica 5.1.21: ἔπλει μὲν δὴ ταῦτα διανοηθείς· ἐπειδὴ δὲ ἀπεῖχε πέντε ἢ ἓξ στάδια τοῦ λιμένος, ἡσυχίαν εἶχε καὶ ἀνέπαυεν. ὡς δὲ ἡμέρα ὑπέφαινεν, ἡγεῖτο: οἱ δὲ ἐπηκολούθουν. καὶ καταδύειν μὲν οὐδὲν εἴα στρογγύλον πλοῖον οὐδὲ λυμαίνεσθαι ταῖς ἑαυτῶν ναυσίν: εἰ δέ που τριήρη ἴδοιεν ὁρμοῦσαν, ταύτην πειρᾶσθαι ἄπλουν ποιεῖν, τὰ δὲ φορτηγικὰ πλοῖα καὶ γέμοντα ἀναδουμένους ἄγειν ἔξω, ἐκ δὲ τῶν μειζόνων ἐμβαίνοντας ὅπου δύναιντο τοὺς ἀνθρώπους λαμβάνειν. ἦσαν δέ τινες οἳ καὶ ἐκπηδήσαντες εἰς τὸ Δεῖγμα ἐμπόρους [passengers] τέ τινας καὶ ναυκλήρους [ship-owners] συναρπάσαντες εἰς τὰς ναῦς εἰσήνεγκαν. Although I don't feel strongly about the particular phrase chosen, the current string (Ploîon Phortēgikón) is attested, therefore I don't really see a need to “correct” it into something else. -
Sure, I could do that, but is it really necessary? The mod doesn't contain the (otf, ttf) font files themselves, only the (fnt, png) output generated by the fontbuilder.py script and there are no licences in binaries/data/mods/mod/font/ either. Moreover, the licences for the fonts used in this mod are already present in the 0 A.D. distribution: binaries/data/tools/fontbuilder/fonts/FreeFont-LICENSE.txt and LibBiolinum-LICENSE.txt.
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Sorry, I don't quite understand. Indeed, not inappropiate for a game set in classical times.
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Here you go: https://0ad.mod.io/linux-libertine
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Translating Specific Names
Nescio replied to Akira Kurosawa's topic in Game Development & Technical Discussion
That's an Easter egg. Noldor → J. R. R. Tolkien → Quenya (which I had to look up). As in Classical Latin, c means /k/ in all positions. Mankar Cirya would be pronounced /mankar kirja/. Yes, unfortunately there are many inconsistencies present in 0 A.D. Ideally all Mauryan specific names would be in the International Alphabet of Sanskrit Transliteration (IAST), thus Aśvārahogaṇaḥ, not Aswarahoganah or something else. What is needed is someone with knowledge of Sanskrit to check and correct the current specific names. Elsewhere (generic names etc.) things would be Anglicized; e.g. `maur_hero_ashoka.xml`: <GenericName>Ashoka the Great</GenericName> <SpecificName>Aśoka Devānāmpriya</SpecificName> -
Old Iberian market, or "new" Iberian market *Poll
Nescio replied to Sundiata's topic in Art Development
Whilst I agree the current Iberian market is rather small, I'm not sold on the proposed alternative. For comparison, the various markets currently in 0 A.D.: I would prefer it if the current Iberian market would become the corner of a larger market, to which smaller stalls are added, similar to the Kushite (top row, rightmost) or Ptolemaic (central row, rightmost). -
Yes, it very much is. The last commit for the current stable (A23) was 21946; work on the next (A24) started on 26 December 2018. Right now we're at 23493, which means there have been 1547 commits in the past 14 months.
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Of course, I never said it would be easy to implement; it's something for the long-term wish list, like multi-core support or splitting the public mod.