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    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. 597
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  • Topics

  • Posts

    • The competitive scene has held this game back in terms of gameplay. It's been like this for years. Almost a decade.
    • It's very nice of me to have included the underlined part, because the rest, and more, you can find in the first page of: What strikes me is your pretension that I can't possibly understand what's written there, or that I haven't seen similar things in other threads, or felt it in the game itself (that must explain your comical denial that I even play it!). When you posted there, why didn't you state how utterly offensive finger pointing is, or disrespectfully denigrate other's general contributions? What I said was not directed at anyone in particular, but refers to the issue in particular, while you jumped to belittle someone in particular, with ad hominems unrelated to the issue in particular. I was going to say it's utterly irrelevant if I know or not who they truly are, but it's actually in my favour since, again, my criticism is not directed at specifically anyone, but known philosophies (as in that thread), and you ought to learn all these differences already.   Fine, I just give pacing issues more weight than you, and while it's not just about training times, they are one of the first things one explicitly encounters. Batch training gets around pacing issues (lowering APM), but it's not optimal to ask all newbies to handle that from the start instead of queuing units one by one (more intuitive for many, for some time at least). And I think the different difficulty levels should behave along those lines also. All "basically, the single-player experience". Regarding competitiveness, I wouldn't even care if batching was faster than it is now for large batches to keep things almost unchanged for average batches, of course, all balance-pending, but you can't just insult, dismiss and deny the possible existence of an issue for which there are even threads already. And think way more carefully about your replies, because I'm going to answer next with a very telling paragraph made of quotes from that thread.   Everyone agrees with that, too bad you qualify the help (most through MP) @lilypoppy gets for his campaign, among other things you still lack any sensible grasp on, as demonstrating "so little". If anything, it's him who's in a position to evaluate that, not you, by any means. That's just how you get whoever is actually trying to collaborate on factors you mention are lacking to lose any interest in the project and leave.   I think sometimes the problem is the denial of how each aspect is seen by each group. That's why we all agree in improving the SP experience, but don't seem to agree on what that exactly means. I think the thread mentioned makes it clear how each side sees "training times" for example (as if that were not expected already, or a "data analysis study" was needed and not just a shut down attempt), and why I consider it another factor in the SP experience (which is extremely important because it relates to the vast majority of players, who play offline). Still, I've stated now and in the past that I don't support the removal of the competitive aspect by any means, even proposing a Normal and Competitive Presets (for parameters that cannot be harmonised), and Achievements to motivate players to gradually switch from one to the other to basically get more offline players and hoping to slowly convert some into online ones.
    • In the beginning  the concept of @Mythos_Ruler It was the one from the Grand campaign( the original), but then it was changed to the one from a more simple Grand camping from Wraitii. I never thought I'd see that original concept resurrected, and I'm eager to try it.
    • Not sure how to respond to that... Anyway the branch is designed to support creating campaigns with an adapted toolbox/framework (or would have the ambition to be). The campaign I created showcase the new possibilities, but my work is mostly on creating the features. And I suck at the rest. A great campaign could be much more worked out. If @Lopess , or some great moder, would want to create a campaign on it, that would make things interesting. I know there have been posts, from different people, about ongoing work on campaign map but this one has probably the best perks and it's provably already playable. On this branch I think many things can be done, for example making a dragon capable to land on a melee fight with good effects, could already be done easily but it needs the art.
    • The game should have multiple ways to play, not just mods or forks    By the way, this would be the second ( grand) campaign map; Lopes is working on another one.  
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