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Nescio

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Everything posted by Nescio

  1. Yes, you can have as many different versions installed as you like (provided you have enough free disk space).
  2. To browse files: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/ To install: https://trac.wildfiregames.com/wiki/BuildInstructions To propose and discuss changes: https://code.wildfiregames.com/
  3. Personally I'd favour only listing the factions (with perhaps a link to a relevant https://en.wikipedia.org/ page) and maybe some screenshots to show off the art, nothing more. People shouldn't look online to find information on stats, civilization bonuses, etc. Actually it already is:
  4. Yes, 0 A.D.'s GUI is designed to be 1024×768. I also have a 3840×2160 screen and I'm using gui.scale = 1.875 because I prefer to be able to play the game at half a screen; if you want the GUI to be exactly 3840 pixels wide, set it to 3.75; you'd probably want a lower value, though. The location of your configuration file depends on your operation system (see https://trac.wildfiregames.com/wiki/GameDataPaths ); on mine (Fedora 28) it's `~/.config/0ad/config/user.cfg` This is not the first time someone asked. Perhaps a FAQ page should be made. Or add the ability to set the `gui.scale` in game under options.
  5. Development has been largely frozen at least since March in anticipation of the next alpha (A23), which was released in May. A quick re-release was announced but so far has failed to materialize. It's now September and as far as I'm aware development is still largely frozen. Between the release of A22 (July 2017) and A23 (May 2018) there were c. 2000 commits, i.e. about 200 per month. Between the release of A23 (May) and now (September) there have been 56 commits, i.e. only 14 per month. This is getting increasingly worrisome.
  6. Setting/Options/General/FPS Overlay F12
  7. locating starting mines and quarries at a greater distance from the centre separating the metal mines from the stone quarries, so one could spawn e.g. to the east of the centre, the other to the north-west, instead of both directly adjacent to each other removing the hard-coded Iberian walls Are three great improvements I've been hoping for for quite some time. As for the farms, I think 2:1 rectancles are just as unnatural as 1:1 squares or any other arbitrary shape and size; if you want more realism, people should be able to designate areas as farmland, rather than having fixed field structures. Furthermore, I would recommend merging the market into the centre. In Antiquity the agora/forum/marketplace/central square was the centre simultaneously of politics and litigation, as well as of commercial and social life; besides, many towns grew out of trading posts. Making 0 A.D.'s centre function as a market would increase realism and improve gameplay: trade routes can only be from centre to centre, from centre to port, from port to centre, or from port to port, but no longer to structures at the edge of your territory or “in the middle of nowhere”. The AI would have to be adopted, though.
  8. You seem to be equating Athens with the Delian League, which are two different things, just as Sparta and the Peloponnesian League; likewise, the USA isn't the same as NATO (speaking of which, the modern United States Armed Forces are about 0.4% of the US population, probably 0.5% of its adult citizens). Besides, founding colonies was a way to offload excess population; people who settled in the colony became citizens of the colony and ceased to be part of the city they migrated from; the colony kept religious ties to its mother-city (-cities), but were autonomous and often fully independent in practice; e.g. Carthage was a colony of Tyre, Syracusae of Corinth, and Taranto of Sparta. In modern terms, Liberia would be a "colony" of the USA: an independent nation-state, originally founded by Americans. Furthermore, during the Persian wars (early 5th C BC) Greek armies consisted entirely of their own population; during the Peloponnesian wars (late 5th C BC) Greek city-states paid poorer classes to serve in their navies, coerced allies to supply them with additional troops, and recruited large numbers of mercenaries from elsewhere (Cretans, Scythians, Thracians, etc.). Because the population of Greece as a whole probably didn't increase but the number of people involved in warfare did, the ratio of fighters to the total population must have been actually higher. Anyway, back to the topic. Currently female citizens can build everything but only order a small subset of available structures. It might be better to either enable them to order and build everything, or nothing at all, making them non-builder resource gatherers.
  9. 0 A.D. already has priestesses (e.g. Carthaginian healers). Indeed. For Athens, citizens were about 10% to 15% of the total population, because women, children, slaves, and foreign residents did not have citizen rights. Estimates of 490 BC Athens are c. 10,000 hoplites out of 40,000 citizens with a total population of c. 300,000. However, if we keep in mind that there are generally at least as many women as men and that because of high child mortality at least a third of the population was underage in Antiquity, then that means there were c. 100,000 adult males (citizens, slaves, and foreign residents). In 480 BC (ten years later, population about the same) Athens had c. 200 triremes at Salamis. Each trireme required a crew of 200 (3×60 rowers and 20 hoplites), which means about 40,000 (the entire citizen population, 40% of all adult males) participated in the war. You're mistaken. Since Cleisthenes' reforms of 510 BC Attica (the countryside) was part of Athens (the city). And Athenians serving abroad or garrisoned amongst allies and vassals continued to be Athenian citizens and part of the Athenian population.
  10. This has been raised numerous times on the forums and several mods have been published, some of which are available at mod.io. You can load them from within the game: Settings/Mod Selection/Download Mods/Connect, then select the mod you like to try out (e.g. Siege), click Dowload and Back, then select it in your Available Mods list, click Enable, Save Configuration, and Start Mods.
  11. Individual food bars sounds both complicated and annoying. Global food consumption could work. In my 0abc mod I've simply assigned units upkeep (negative resource trickle). Elephants consume more food than camels, cavalry more than infantry; champions consume both food and silver; ships require 0 population but consume silver; etc. It's not perfect, but easy to implement, and interesting to experiment with in a mod.
  12. And what if you currently have both structures and units selected? Would B then mean unit:build or structure:train5thunit? Or both?
  13. The hoplite is the classical example of heavy infantry; I doubt anyone is going to disagree with that. However, warriors (I avoid the term soldiers, because it implies a salary) typically had to provide their own armaments. Most were young and not rich, they had shields but often lacked body armour. Greaves were uncommon too. Only the oldest and wealthiest actually had the stereotypical, very expensive, bronze muscle cuirass. You see the same in the early Roman Republican ("Polybian") army, with the hastati, principes, and triarii. Likewise, it's highly unlikely all phalangites would have the same body armour. Many different types of armour were used in the Macedonian army. Alexander's hypaspists were the elite, they could afford the classical muscle armour; I'm not saying all of them always wore one, but it's certainly possible they normally fought as traditional hoplites. Finally, 0 A.D. is a game, and has to generalize some things. Alexander's cavalry sometimes fought on foot, and pezhetairoi (ordinary phalangites) occassionally fought with javelins instead of in a pike formation. I think it's both unnecessary and undesirable to try to implement this.
  14. Those are modern terms, yes, but they are perfectly applicable to warfare in Antiquity. Light and heavy refer to the function on the battlefield, though, *not* to their body armour. Light infantry are auxiliaries, irregulars, skirmishers, etc. whose purpose is to harass the enemy, do raids, chase down fleeing troops, etc., kill at range, but avoid melee. Heavy infantry are troops who fight in formation and engage in melee. They form the core of the army and the outcome of the battle is decided by them. It's very lopsided, though: the side whose formation breaks are typically massacred, the victors can survive with minimal casualties. Medium is rarely used but refers to troops that could simultaneously serve as light and as heavy troops, without having to change equipment. To simplify, light means ranged and heavy means melee. (It's a bit more subtle than that, of course; spearmen and swordsmen often had javelins; archers and javelinists often had swords. Again, the terms refer to their rôle, not their armaments.)
  15. Yes, I know, war elephants had many functions: prestige, intimidation, command posts for generals, lookout platforms, moving turrets for archers to shoot from, shielding infantry aganst cavalry, etc, however, they were *not* living battering rams (at least not in the Hellenistic Mediterranean). Gameplay (and conservatism) occassionally conflict with historical accuracy, though.
  16. And because I'm already involved in this conversation, another minor detail: nowadays we fence in animals and allow fields to be accessed freely. Historically it was the other way around: animals would roam freely when grazing (under the loose supervision of herdsmen or boys) and farm fields had fences (to keep the animals out).
  17. Cattle, flowers, maybe a small mossy rock or two, and perhaps a couple of boys playing in the water.
  18. Personally I dislike reinforcing the "barbarian" stereortype. Celts did understand fortications; in fact, the massive earthworks of Celtic Britain were possibly the largest ever constructed in Europe. And surrounding walls with meadows or fields (no trees) was common practice since people started fortifying settlements in the Stone Age. Anyway, you're the artist, so do whatever you like - aesthetics and gameplay can be more important than historicity :)
  19. There should be no trees in front of walls. Trees block the sight of the defenders and give shelter to the attackers, therefore they were typically cut down during construction and not allowed to grow in the empty space surrounding the walls.
  20. Declenation of bellum, singular, plural: nominative: bellum, bella genitive: belli, bellorum dative: bello, bellis accusative: bellum, bella ablative: bello, bellis
  21. No, you're mistaken. Although second declenation, bellum is neutre, not masculine; nominative (and accusative) singular is bellum, plural is bella. Belli Gallici (of the Gallic War) is genitive singular.
  22. Latin has cases. Names are in the nominative. [De] Bello Gallico (about the Gallic War) is ablative, because of the particle de. You probably want Bellum Gallicum (the Gallic war) or Bella Gallica (Gallic wars). And Beautiful Gaul would be Bella Gallia :)
  23. 0 A.D. may look daunting at first glance but is surprisingly easy when you're used to it. Besides, you can modify basically everything, not just content. All you need is a text editor (not a word-processor) and do the following: place your mod in the correct location, your `/0ad/mods/` folder: GNU/Linux (e.g. Fedora) typically: `~/.local/share/0ad/mods/` Macintosh/Apple OS X typically: `~/Library/Application\Support/0ad/mods/` Microsoft Windows typically: `~\Documents\My Games\0ad\mods\` include a `mod.json` file (to allow the game to detect and load it) follow the game's file structure (see https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/ If a file in your mod has the same name as one in the game, it replaces it; if it has a different name, both files exist alongside each other.) There is also a https://trac.wildfiregames.com/wiki/Modding_Guide For me it was more useful to post questions directly at https://wildfiregames.com/forum/index.php?/topic/21083-how-to-start-modifying/ Anyway, rather than explaining it to you step by step, I figured it's easier to just create a tiny example mod that does what you asked for, allowing you to use it as a starting point. Here you go: more_champions.zip
  24. It's very easy to make those and other units trainable by writing a tiny mod.
  25. https://www.bbc.co.uk/news/science-environment-44846874
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