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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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    7. 512
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  • Latest updates

  • Newest Posts

    • Over the course of researching for the encyclopedia I've found and noted down a few cases of units or buildings, where (I think) a new native name in place of the current one would be more fitting and correct. Plus, if I remember correctly, @ShadowOfHassen did too, from his research. And, of course, everyone is free to share their suggestions here as well.   My question is: Would it be possible to get them into the game? It would only require editing the "SpecificName" property in he designated XML template. My idea is to list all of my suggestions in this thread here, explain my thought process and cite the sources. And then submit the names, that people agree with / confirm, on phabricator.   Is this wanted / welcomed? I only want to make the effort of extensive researching and laying out my reasoning if there's a good chance the names make it into the game. (Of course, only the ones that members of the wildfiregames team end up considering worth using). I really don't want to seem uppish or pushy because that's totally not how this is meant. I just don't want to dedicate myself to work that ultimately leads to no outcome.   Hope you understand what I mean, Vantha
    • Here is a possibly strange idea that increases usability of the game a bit further: As someone trying different mods in SP mode, I noticed that of course you cannot resume a game that was previously saved when using mod A, if you are now using mod A and B or another mod environment. In fact the saved game is not even visible for selection at all  (but still existing). Would it be complex to implement a functionality that the "load-saved-game-selector-box" displays actually all saved games  - but with a little indicator if it can be used with the currently active  mods the indicator also allowing to open a list of mods that were used (including their version) when the game was saved (frankly, I sometimes forget which mods were active whan I last saved a game...) Furthermore it would be nice to have the following features: a button put the game into the state when the game was last saved, i.e. temporarily activate mods needed (if still available in the current game installation alse output an error message) and temporarily deactivate installed mods that cannot be used for that saved game if mods are not present output a suggestion to acquire that missing mod from mod.io I admit that this is not the main game feature lacking, but possibly not so difficult to implement as the list of required mods might be stored within a saved game already. Please let me know your thoughts! Best regards, Grautvornix
    • The problem I was facing was following the guide for the nightly build (link), and the url for it does not exist. I tried this both on tortoiseGit and the linux terminal. Example: ~$ svn checkout https://svn.itms.ovh/nightly-build/trunk svn: E170000: URL 'https://svn.itms.ovh/nightly-build/trunk' doesn't exist In other news I downloaded the code from the svn repo https://svn.wildfiregames.com/public/ps/trunk/ , and ran the bash script you provided, which it made it extremely easy to get the game running. Thank You!
    • Well, friendo, your shaky cam footage is NOT a replay. Do you know the difference between a reply and a replay? Do you do this with machine translation?
    • I did show a reply, lad. Look near the middle.
    • https://en.m.wikipedia.org/wiki/Tellurocracy Tellurocracy for Parthians and Sassanids.  Territorial bonus for CC and Fortresses.
    • Carthage: thalassocracy. https://en.m.wikipedia.org/wiki/Thalassocracy  
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