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Everything posted by Nescio
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You can browse and download the relevant files at https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/ (development version). For mods you only need to include the files that are different from the default distribution.
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Here is the bovine family tree: siblings: aurochs (Bos taurus primigenius): Europe European cattle (Bos taurus taurus): Europe and Near East Sanga cattle (Bos taurus africanus): Africa zebu (Bos taurus indicus): India first cousins: gaur (Bos gaurus) and mithun (Bos frontalis): India and Southeast Asia wild yak (Bos mutus) and domestic yak (Bos grunniens): Tibet bantheng: Bali cattle (Bos javanicus domesticus): Java and Bali Javan banteng (Bos javanicus javanicus): Java and Bali Borneo banteng (Bos javanicus lowi): Borneo Burma banteng (Bos javanicus birmanicus): Southeast Asia kouprey (Bos sauveli): Southeast Asia second cousins: Bubalus: wild water buffalo (Bubalus arnee arnee): India and Southeast Asia domestic river buffalo (Bubalus arnee bubalis): India domestic swamp buffalo (Bubalus arnee carabanesis): Southeast Asia lowland anoa (Bubalus depressicornis): Sulawesi mountain anoa (Bubalus quarlesi): Sulawesi tamaraw (Bubalus mindorensis): Mindoro African buffalo (Syncerus caffer): Africa bison (Bison bison): North America wisent (Bison bonasus): Central Europe saola (Pseudoryx nghetinhensis): Vietnam and Laos third cousins: nilgai (Boselaphus tragocamelus): India chousingha (Tetracerus quadricornis): India As you may have notice I highly appreciate biodiversity. Ideally they would all be created and included in A24
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By the way, it would be nice if you could also create their wild counterpart, the aurochs (Bos taurus primigenius), which is now extinct (since the 17th C AD), but was still quite common in Europe in our timeframe; its numbers decreased in Late Antiquity due to habitat loss and demand for Roman games (the Romans introduced bull-fighting to France and Spain).
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Here you go: Bos taurus taurus (European cattle) Bos taurus africanus (Sanga cattle) Bos taurus indicus (Zebu) The calf actor is as large as the adult cow, perhaps you could have a look at it? Other than that, great, hopefully it'll be included in A24!
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Then why was it changed? Why not? Different attack types also work at different intervals. I'd say give maximum flexibility. One might as well say they are always alive and cannot be dead; I suppose it depends on how one interpretes <KillBeforeGather>false</KillBeforeGather>. Anyway, I think this feature would be useful not only for ordinary meat animals, but also for fish and for fruit trees and bushes.
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Seems unnecessarily complicated. How about the following? <ResourceSupply> <KillBeforeGather>false</KillBeforeGather> <Amount>200</Amount> <Max>300</Max> <Type>food.fruit</Type> <MaxGatherers>8</MaxGatherers> <Growth> <Interval>1000</Interval> <Rate>1.0</Rate> </Growth> <Decay> <Interval>1000</Interval> <Rate>0.5</Rate> </Decay> </ResourceSupply> With growth active when the entity (animal, tree, something else) is “alive” and decay when it's “dead”; both rates can be negative.
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Basically, fauna starts at 0 food, gradually fattens to max when alive, and decays back to 0 after it's killed? Yes, that's something I like to see, not just in mods, but in 0 A.D.'s default distribution, for all fauna. While at it, could you also implement the following? Right now resource suppliers always start at the max by default; so each metal mine contains exactly 5000. Instead, I think the game would be far more interesting if such entities would simply be spawned with a random amount between max and min (e.g. a sheep starts with between 10 and 100 food, a stone quarry with between 3000 and 6000 stone).
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0abc updated: centres can only train one unit, a basic melee infantry soldiers cost silver instead of metal and wood: dogs: 30 food, 0 silver infantry: 30 food, 30 silver camelry: 75 food, 50 silver cavalry: 90 food, 60 silver bigae: 180 food, 120 silver quadrigae: 300 food, 180 silver elephantry: 300 food, 300 silver AI difficulty levels no longer have resource stockpiling bonus or penalty; instead, they get a multiplier on building, training, and research times: Very Hard: 50% Hard: 71% Medium: 100% Easy: 141% Very Easy: 200% Sandbox: 300% A few other corrections
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With Ptolemaic settlement I meant any settlement controlled by the Ptolemies, which means hundreds of cities and thousands of villages. Ideally the Ptolemies could use a new architecture set that blends Greek and Egyptian influences (I'm quite fond of the Seleucid structures), but I realize that's a lot of work. Removing the obelisks from the civic centre and military colony can be done in minutes, which would improve historical accuracy. I'm not opposed to the obelisk per se, but I think it's inappropiate and unrealistic to have it included in these central structures. If map makers want an obelisk, they can use the existing other/obelisk.xml template.
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To clarify, I'm not saying obelisks didn't exist in Ptolemaic Egypt. My point is they were rare, certainly not something you would see in every Ptolemaic settlement. The fact that Pliny and others mention them illustrates how uncommon they were.
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Those Ptolemaic obelisks are a lot smaller (the one in the Met is under 2 m; the Philae obelisk is under 4 m); functionally they were similar to other Ptolemaic steles such as the Rosetta stone.
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They do not belong in Ptolemaic cities. Obelisks are something typical of the Egyptian Middle Kingdom (c. 2000-1200 BC), when they were erected in pairs near the entrance of major temples; there are some later examples, but obelisks never were as common as altars, columns, or statues. In Roman times emperors started shipping numerous centuries-old obelisks to Rome, but that's outside 0 A.D.'s timeframe.
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You can give the gaul theatre any cost you like, it doesn't have to be the same as the parent template; e.g. 600 wood + 150 metal and 0 stone is fine by me, I don't really care. My earlier remark was simply a reminder not to forget changing the costs in the gaul template.
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A few suggestions: enable workshops for all factions (D1761) enable cavalry stables for all factions enable elephant stables for all relevant factions disable “hellenic royal stoa” create a palace structure for mace, ptol, and sele (maur and pers already have one) make the fortress a purely defensive structure, unable to research or train anything give fortresses a territory root (D1762) move city walls to city phase
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Hopefully someone can remove those obelisks from the civic centre and military colony.
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Thanks! Also, when you add the gaul theatre template, don't forget to change its costs: <wood>0</wood> <stone>500</stone> <metal>500</metal>
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Could you replace the barrels with pottery or baskets? Stave-and-hoop barrels are well attested for the European Middle Ages, but I'm not sure they already existed in Antiquity. Also, why the roof? It looks a bit heavy for the skeletal structure, especially in case of snow. If the purpose is to provide shade, perhaps use cloth instead? At least that's what was used in Roman theatres.
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Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
That's intentional, specific names do not belong in generic parent templates, only in civilization-specific children (in this case structures/brit_rotarymill.xml and structures/gaul_rotarymill.xml, as it should be). -
Here you go: teamtimgeology.zip
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Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Before anything Greek can be committed, first some clear decisions have to be made about the transliteration, see https://wildfiregames.com/forum/index.php?/topic/25202-transliteration-of-ancient-greek-into-english/ But you can start checking and correcting the specific names of Greek units, if you like; see https://wildfiregames.com/forum/index.php?/topic/25284-specific-name-review-units/ Thank you! Could you check D1757 ? Just a list of books, articles, webpages etc. you've used, to provide a starting point if people want to check something or find new words in the future. -
Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Thank you, that list looks useful! A word for kennel is missing, but otherwise I think your suggestions can be committed; that's for the team (@Itms?) to decide, though. Out of curiosity, which of those words are attested and which ones were reconstructed? And are they all the same language (Gaulish)? Literal translations would also be nice to have, e.g.: blacksmith: ὁ χαλκεών (forge, smithy) Furthermore, could you list your sources, for future reference? -
Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
To clarify, I'm not disputing political power was in the hands of the monarch and his representative(s); sure, royal palaces certainly did exist; I'm merely questioning whether a royal palace would be the most appropiate choice to represent the core of any settlement, not just a capital but also a village or minor town. In 0 A.D. the civic center is basically a structure with territory root where you can drop off resources, train basic citizens, and garrison units. Also, satrapies can be best compared to EU member states; the Persian Empire had slightly under 30 satrapies; the Seleucids controlled at one point over half of those, but in the end were reduced to just one, Syria, which became a Roman province in 63 BC. Thanks, found it: ἀξίαν δὲ καὶ ὅλην τὴν πόλιν ἐν ᾗ ἦν τὴν Ἔφεσον θέας ἐποίησεν: ἥ τε γὰρ ἀγορὰ ἦν μεστὴ παντοδαπῶν καὶ ἵππων καὶ ὅπλων ὠνίων, οἵ τε χαλκοτύποι καὶ οἱ τέκτονες καὶ οἱ χαλκεῖς καὶ οἱ σκυτοτόμοι καὶ οἱ ζωγράφοι πάντες πολεμικὰ ὅπλα κατεσκεύαζον, ὥστε τὴν πόλιν ὄντως οἴεσθαι πολέμου ἐργαστήριον εἶναι. In fact, he made the entire city, where he was staying, a sight worth seeing; for the market was full of all sorts of horses and weapons, offered for sale, and the copper-workers, carpenters, smiths, leather-cutters, and painters were all engaged in making martial weapons, so that one might have thought that the city was really a workshop of war. — Xenophon Hellenica 3.4.17 (translated by C. L. Brownson 1918) In other words, Xenophon does not specifically mean a workshop where siege engines are manufactured, he coins the phrase here to describe the state of affairs in the entire city, much in the same way modern historians used the words “war machine” to describe the US economy as a whole during the Second World War. Yes, something like that; I suppose it depends on how one interpretes the “archery range”: a place to train and practice archery a place for archers to be housed a place to store weapons something else? I'm inclined to go for the first option, hence my suggestion. It's not a negotiation, the purpose of this thread is simply to find the most suitable strings for the specific names in game, not to win an argument or something. -
Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Yes, it means assembly, but also place of assembly and market-place. In Hellenistic times, many Near Eastern cities were refounded as Greek settlements, typically with an agora. (In contrast, royal palaces were usually limited to the capital(s).) The agora no longer had the political function it had in the Athenian democracy, but it continued to be the centre of public life, where citizens would meet, business was conducted, the latest news spread, announcements were made, people would look for customers, work, servants, artists, philosophers, etc. Its Roman equivalent is the forum, the centre of every Roman settlement founded during the Roman Empire. Is it? Ergastḗrion Polémou (workshop of war) sounded artificial to me; τό μηχάνημα (machine, mechanical devise, especially engine of war, used in sieges) and ἡ μηχᾰνοποιΐα (construction of engines of war) are not accompanied by πολέμου; but if it's indeed attested in combination with ἐργαστήριον, then I won't object. Could you give the exact location? I believe this structure was only added because Age of Empires had one; it is available for mods, but not used in the default distribution; I hope that stays this way. Anyway, now it is included, it needs an appropiate name. It's probably not reserved exclusively for archery, but also for other ranged weapons, such as javelins. Perhaps this might be useful: τὸ δ᾽ ἑξῆς τούτοις, οἰκοδομίαι μὲν εἴρηνται γυμνασίων ἅμα καὶ διδασκαλείων κοινῶν τριχῇ κατὰ μέσην τὴν πόλιν, ἔξωθεν δὲ ἵππων αὖ τριχῇ περὶ τὸ ἄστυ γυμνάσιά τε καὶ εὐρυχώρια, τοξικῆς τε καὶ τῶν ἄλλων ἀκροβολισμῶν ἕνεκα διακεκοσμημένα, μαθήσεώς τε ἅμα καὶ μελέτης τῶν νέων To pursue our subject,—we have described buildings for public gymnasia as well as schools in three divisions within the city, and also in three divisions round about the City training-grounds and race-courses for horses, arranged for archery and other long-distance shooting, and for the teaching and practicing of the youth — Plato Laws 7.804c (translation R. G. Bury 1967) ἡ εὐρυχωρία (open space) is not perfect, but seems more appropiate than “arsenal”. -
Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
Checked with my LSJ; mostly fine; a few points, though: barracks: I'd recommend using ἡ στρατοπεδεία, ἡ στρατοπέδευσις, or ἡ στρατόπεδον (encampment) instead civic centre: it's probably better to stick to the agora for all factions; a royal palace is not the same as a city-centre elephant stable: just stathmos is too generic, it can basically be used for about anything; perhaps add ἐλεφάντων? towers: personally I dislike it the free-standing defence tower uses the same word as the wall tower; unfortunately I don't have a better alternative right now workshop: I opted for simply ergastęrion Yes, I'd also like new wonders (and the removal of that Athenian “Hellenic Royal Stoa”), but that's a different discussion and belongs elsewhere. -
Specific Name Review: Structures
Nescio replied to Doktoreus's topic in Game Development & Technical Discussion
For future reference: barracks: τό στρατόπεδον (camp, encampment) blacksmith: ὁ χαλκεών (forge, smithy) civic centre: ἡ ἀγορά (place of assembly, market-place) corral: ὁ ἔπαυλος (fold for cattle at night) council chamber: τό πρυτανεῖον (the magistrates' hall, town hall) dock: ὁ λῐμήν (harbour) elephant stable: ὁ σταθμός τῶν ἐλεφάντων (standing place for elephants) farmstead: τό ἐποίκιον (outhouse, farmstead) field: ὁ ἀγρός (field) fortress: τό φρούριον (fort, citadel, hill-fort) gymnasium: τό γυμνάσιον (gymnastic school) hellenic royal stoa: ἡ στοά (roofed colonnade, cloister; storehouse, magazine) house: ὁ οἶκος (house, dwelling-place) library: ἡ βιβλιοθήκη (bookcase; library, collection of books; record-office, registry) lighthouse: ὁ φάρος (lighthouse) market: τό ἐμπόριον (trading-station, mart, factory; market-centre) mercenary camp: ἡ στρατοπέδευσις τῶν μισθοφόρων (mercenary camp) military colony: ἡ κληρουχία (apportionment of land in a foreign country among citizens) palace: τό βᾰσίλειον (kingly dwelling, palace; seat of empire, capital; royal treasury) range: ἡ στρατοπεδεία τῶν ψῑλῶν stable: ὁ ἱππών (place for horses, stable) storehouse: ἡ ἀποθήκη (any place wherein to lay up a thing, magazine, storehouse) temple: ὁ νᾱός (temple; inmost part of a temple, shrine) theatre: τό θέᾱτρον (place for seeing, especially for dramatic representation, theatre) outpost: τό προφύλαγμα (outpost) sentry tower: τό πυργίδιον (diminutive of πύργος) defence tower: τό πυργίον (diminutive of πύργος) wall tower: ὁ πύργος (tower, especially such as were attached to the walls of a city) wall gate: αἱ πύλαι (gates of a town) wall: τό τεῖχος (wall, especially city-wall) (siege) workshop: ἡ ὁπλοθήκη (armoury) τό ἐργαστήριον (any place in which work is done, workshop, manufactury)