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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

    • I like this mod and definitely Kate mod will reduce lag, but everyone should use it otherwise will be at a disadvantage. and if you want to optimize your gaming performance further then you can visit seruapk to install apps that will support your needs
    • Imagine if the formation combat system was improved and made more tactical. It could be played less frantically and allow for more maneuvers in the battlefield. I'm not saying it should be slow, but it should allow you to relax while supervising a fight.  
    • I think @borg- once introduced that into a mod.
    • Besides in Europe the infantry levies were very undisciplined.
    • Proposals are open, but an idea is always typically presented lots of visual information and introductory information,  developed by the community.
    • In all video games, biomes build a world and an adventure. For example, Legend of Zelda has that in mind, desert, snowy mountain and ocean (sometimes a lake). It also has a European-style forest. Maps can tell stories and secrets. Random maps couldn't have so much detail and ruins and pretty objects.
    • But this is a different point to the one you made before: Is it not?   Of course, the impact of "external factors" like stress, sleep deprivation, "mood" etc is much harder to measure than the impact of "internal factors" (and even their impact isnt exactly easy to measure scientifically), which results in both sides of the argument having "the same" leverage; We just dont know if the "mood" will affect performance more or if "macros" will affect performance more, which is why you shouldnt use your opinion regarding this as an argument.   And regarding GUI mods not being able to replace player concentration and strategic thinking: This argument falls apart when you consider meta-strategic decisions a desirable part of the game. I'll try to illustrate; RTS games have a plethora of possible actions at any given moment. Each of these actions has strategic implications, some of them very small ones, some very important. In fact, the amount of strategically relevant actions is so great, that you cannot possibly choose the optimal action for every soldier/building at once. A player has thus not only the strategic decisions themselves (Like "which unit to produce" from "which barracks" in "which batch size"), but they additionally have "meta-strategic" decisions (like "which strategic decisions do I think about? Do I spend "brainpower"/concentration on thinking about optimal army compositions early on? Or do I rather focus on economic balancing first?"). For example: While there is a fight going on, I will (most often) choose to concentrate on the fight and accept suboptimal production (just queue anything, as long as the barracks are working). Other players might strategize differently and choose to concentrate more on their production. This meta-strategic decision (of choosing which aspect to think about) will have advantages and disadvantages (like any "normal" strategic decision). But if I had a mod that would always make a "solid" strategic decision in one aspect (Lets say I write a mod [called ECObot™] that automatically realizes when I have too much wood and not enough food and redistributes my workers for me), then I not only give away the strategic decision of economic balancing to my mod (which comes with advantages and disadvantages in and of itself and might thus not be a cheat), I also free myself of the disadvantage of my chosen meta-strategic decision (normally, choosing to focus on your military will result in your own economy suffering from "neglect"; for example suboptimal resource balance since you chose not to think a lot about your economic strategy. But with ECObot™ I don't have this disadvantage). So the meta-strategic decision to focus my attention on my military suddenly got a lot stronger than it would normally be. The mod did not "replace" player concentration, it instead worked in areas the player wouldn't have concentrated on in the first place, which is comparable to an expansion of the players concentration ability/focus.
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