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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. 561
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  • Latest updates

  • Newest Posts

    • commit your changes here it's easier when help is needed to see the bigger picture.   They have different workflows and standards though. Code will be reviewed and the idea needs to fit with the game. Sometimes you make patches and nothing happens with it. With that said you can learn a lot by making patches through input of other more experienced people and your code quality will improve. I'd suggest starting with small simple patches though to get into the dynamics.   It's fine, 0 A.D. is the first game i learned modding and took me a while to figure most things out aswell and i'm still learning.
    • I don't think developers of any game should be forcing strategies, they should naturally come about given the circumstances of play. Thats the problem i have with overusing tech pairs.
    • If you win by min 10 then, yes.  You are showing your ignorance in this thread. Again, I suggest you play multiplayer. 
    • I made a compact  version from the last version I had of unitsAI.js UnitAI~convert.js
    • The Colossus of Constantine looks impressive.
    • We are strictly talking about eco techs here. You can skip any tech to get more military, but is that really the best choice in mid to long term? Rushing is also an all-in strategy that basically skips techs. Phasing up fast, yes. Followed by immediately getting those eco techs that you ignored up til now. If you don't get them, you are way behind, no matter that you're in Town phase 1 minute before the enemy. 
    • RPG games have been heavily dumbed-down ever since Oblivion. In Morrowind, if you played fairly, you had a choice of mostly +2, +3 and +4 (if you were very lucky) attribute points per level up. But, players figured out that, by leveling up your Misc skills that don't contribute to leveling but still count towards attribute bonuses, you can always get +5 bonuses at each level up. So, there was a profound choice: you either role-play and have fun with the game, or you play a boring game with numbers. In Oblivion, you could do the same, but the enemies would get stronger each level up. This prompted players to go a step further, to limit the amount of level ups they do. What does this have to do with our RTS game? Well, if every eco tech is crucial, and every civilization can get every economic tech, what choice do players have? The most logical choice is to get all techs, ASAP. We can't really role-play in this game.  Therefore, pair-techs are one way to make the player take a risk and have consequences for his/her actions. To force players to have a "strategy", if you will. 
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