Jump to content

Lopess

Community Members
  • Posts

    805
  • Joined

  • Last visited

  • Days Won

    12

Posts posted by Lopess

  1. 17 hours ago, kul said:

    Leader suggestions since we're scraping the bottom of the barrel here

    Gildo - A Numidian rebel that rose in 400 CE and rallied the Garamantes and other desert tribes under him. Control+F for the name Gildo in this translated text

    https://penelope.uchicago.edu/Thayer/E/Roman/Texts/Claudian/De_Consulatu_Stilichonis/1*.html

    Iddibal, Iassuchtan, Iaremaban - Just some dromedary nomad merchants whose names were recorded to trade with the Roman's frontier fort of Bu Njem/ Gholaia in the reports of 253-259 CE. They're may not even be "Garamantes" in a sense, as even the people around those forts were adapting Roman surnames mixed with their traditional given names, but there's always those considered to be outsiders as the article put it -  "We already noticed that the settlers along the wadis produced grain and oil for the soldiers in the forts. The army had not organized the transport of these products. On the ostraca, we encounter several dromedary-drivers, none of them belonging to the armed forces. Their names are interesting: although they must have had mixed names, like the Marchii from Ghirza, the scribes of Bu Njem recorded only the native part (e.g., Iddibal, Iassuchtan, Iaremaban), as if to stress that these merchants were less Roman than the soldiers."

    https://www.livius.org/articles/place/gholaia-bu-njem/bu-njem-ostraca/

     

    Thanks for the historical research, I'm adding your name as a contribution to the mod, please if you find more data on leader names or anything interesting about civ let us know,.

  2. 8 hours ago, wackyserious said:

    I am doing the same with the Thracian and Illyrian faction mods, it's mostly simulation files and art assets, pretty much a working generic civ, so that people can contribute more into it and the mod could elaborate further :)

    You have access to Github/0admods right? Maybe you can clone or add a repository of the Garamantes there and I can help with fixing A26 compatibility, so far the art assets looks cool already and I wanna test it soon with a working copy for SVN

    https://github.com/0ADMods/garamantians 

    Fixed to alpha 26, missing details, changes occurred ended up breaking some textures used in the main game, some can be created for greater historical fidelity.

    • Like 1
    • Thanks 1
  3. 3 hours ago, wackyserious said:

    Taking interest in joining this mod at Github/0admods and add it as a crowd-sourced civ

    Interesting if you want to do it, I always start personal projects thinking about a future joint project, unfortunately (or luckily it depends on the point of view) it is easier to start as a personal project taking the initial decisions and then transforming it into a community project.

    There are several things that should be improved on it, research on hero names, units and an architectural refinement is always welcome, I intend to do the same with the Japanese Yayoi, but as I'm a little better in 3d editing and there was already a great work of research already existed

  4. 9 hours ago, Lion.Kanzen said:

    My country was the frontier of the Mayan world due to the fact that it had very few habitable areas.

     

    The valleys are very small 

    1824768063_Valledesula.jpg.4f775c375cb27ef538658eae4ec50823.jpg

    For example, the Sula Valley is almost like a tropical Nile.1624654533_valledesula2.thumb.jpg.6694b9f488c7e2da1e9c45b8460e00ac.jpg

    a very good area for a jungle river style map with mountains around.

    Hydrologically speaking, the area has two of the most important basins of Honduras: the basins of the Ulúa and Chamelecón rivers, leaving the area vulnerable to flooding, mainly in the rainy season.

    Before the arrival of the Spanish, the Sula Valley was home to approximately 50,000 native inhabitants.[5] The area that is home to the modern city served as a local trade hub for the Mayan and Aztec civilizations. The Spanish conquest brought about a demographic collapse from which the native population would never recover.

     

    On 27 June 1536, Don Pedro de Alvarado founded a Spanish town beside the Indian settlement of Choloma, with the name of Villa de Señor San Pedro de Puerto Caballos (modern San Pedro Sula). The new town had 35 Spanish citizens, and Alvarado allocated 200 of his slaves to help build the new town and work the surrounding fields. He sent out expeditions into outlying regions to secure the new town, extend the area of Spanish domination, and commandeer supplies. 

    Additionally, San Pedro Sula was left exposed to raids by pirates and French, Dutch, and English mercenaries. By the mid-18th century, the Spanish government decided to build a number of coastal fortresses to curb English attacks. One of these fortresses, the Fortaleza de San Fernando, was built in Omoa, less than 50 miles from San Pedro Sula. The subsequent increase in trade supported an increase in population from 70 inhabitants in 1714 to 357 in 1789

     

    The valley's ecosystem is mainly composed of tropical dry forests.

    This gameplay inspired me.

    You have ideas for maps @Lopess?

    https://en.m.wikipedia.org/wiki/Sula_Valley

     

    I do have it mainly on the Pente and surrounding areas, with triggers from gaia units and abandoned temples that can be conquered, but my time is short and I'm not a good map maker.

    I also like to think of more exotic gameplays, especially in skirmish maps, it's easy not to allow certain structures to be built, for example cc, forcing stronger alliances and defenses, or otherwise, limiting the amount of towers and walls.

    • Like 1
  5. 12 minutes ago, Lion.Kanzen said:

    @Stan`ideas?

    @Lopess sounds good. The camp have slots to add more archers?

    I want one that is small. And one that serves strong and that in phase 3 Become a normal fortress.

     

     

    Slot for garrisoned units? I can't implement them, I wanted to create a link between a prop and a unit that garrison it, but it doesn't work the way it looks good.

     

    "I want one that is small. And one that serves strong and that in phase 3 Become a normal fortress."

    Could you give an example? Could she not move anymore?

  6. I would like to add this structure to the xiongnu, the cart fortress, I believe this would be the closest approach currently viable to the game, you train it initially in a single set of three ox carts and when you find the desired location it unpacks. It already comes "armed" with archers. Does anyone have ideas on how to better implement it?

    @Lion.Kanzen

    xiong_fortress.png

  7. 7 minutes ago, Lion.Kanzen said:

    This @Lopess

    Mayans at War: Unusual Weapons

    The Popul Voh, the book of the Kiche Maya, tells of hornets and wasps used as defensive weapons. When attackers came, defending warriors had gourds filled with hornets that they threw into the midst of the attackers. Hornets erupted out of the gourds and angrily attacked, killing many warriors. The defenders won the battle.

    https://www.historyonthenet.com/mayans-at-war

     

     

    I already tried to create a unit of the type, but nowadays with a better reading I believe it would fit in a technology/upgrade for towers and fortresses, increasing its defense power. (it would be cool with this technology/upgrade the arrows were mixed with gourds with hornets.

  8. 16 minutes ago, Ultimate Aurelian said:

    Some South American tribes had very long bows.

    Could possibly work as a siege unit, or just champion archer.

    https://direitasja.wordpress.com/tag/flechas-incendiarias/

    At the time of discovery, the Tupi, as well as the South American tribes in general, had several ingenious methods of siege.

    1. Incendiary arrows,

    2. Movable and light walls that advanced towards the palisades.

    3. Fires with pepper to scare away the besieged, using the wind in their favor.

    • Like 2
  9. 10 hours ago, Lion.Kanzen said:

    @Lopess said  in the mods we have enough units to supply any shortage with these military forces.

    I'll need to see what our campaign designer needs.

    We need Ethnic Persian units. Vassals from Satrapies. Like Sogdian, Phrygian, Hyrcanian, Phoenicians, Babylonian.

    Units Illyrians => https://github.com/0ADMods/illyrians , They are a little outdated, but just put the current addresses of the helmets. (I miss bigger mods with multiple civs, they are easier to support in a group).

  10. 4 hours ago, SciGuy42 said:

    Some of the missions definitely deal with tribes that are not in the game, like Thracians, the Gatae, Illyrians, various tribes throughout the Persian empire, etc. Probably not worth investing that much work though. A small step would be to add some units that cannot be built by anyone but I could still script to spawn or place initially that represent non-playable civilizations in the region.

    Thracians and Illyrians, were already created in mods a long time ago, the Thracians in particular have several resources in the current game I think it's enough to know which units are needed and add them.

    • Like 1
  11.  

    Initial structure thought for a special construction (town or city phase)=> Santuario Tower, it can provide bonus in health and "morale" for troops and units around, based on sources initially provided by @Sundiata

     

    The structures are being made and gradually updated, I'm a little tight on time because I'm finishing my studies and changing my profession XD, but modifying the 0ad is my best way to pass time (apart from hanging out with old friends from high school and drinking cheap beer playing 2000s games).

    --- Any help on textures for the units would be appreciated. ---

    estruturaInicial.png

    • Like 3
  12.  

    I like that, I've already created something similar for my fun but not with this beauty that you achieved, something cool that I can imagine and create maps of a campaign mod in which you choose a civ and fight scenarios (similar to : https://github.com/wraitii/0ad_grand_strat ) to the one with cities already created, to conquer the map you must defeat enemies and capture all cc or strategic points on the map for "x" minutes.

    • Like 3
  13. 4 minutes ago, Lion.Kanzen said:

    some counters against the battering ram they are going to use axeman and swordman.

    They have good archers. They should have a scout riding a pony.

    If it's a Korean mercenary scout it could be on a regular horse, leave the native cavalry to the Yamatos in the future.

    • Like 1
  14.  

    I think the best place to hire him would be in a dock, my fear is to limit Wakoku cav to land maps, but honestly I think they must really be a civ without cavalry only limited to their mercenaries, I'm thinking of leaving their javalineers as hunters/explorers with bonuses for hunting and fast, something similar to what exists in the Zapotecs.

    • Like 2
×
×
  • Create New...