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

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      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

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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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  • Topics

  • Posts

    • @Asher Thanks for your feedback and suggestions! please have a look at mercator 0.11.1 in the initial post of this thread. It provides with these fixes and features: Every kind of Gaia object now has its own colour on the map, the same as in the 3D view: trees green, ore gold, stone grey, animals brown. Round map: for a circular map the Entity Placer cuts the picture to its circle and draws the edge, instead of showing a black square. A map with no terrain is a round field. Select many to delete or change player: Selecting: in any tool, Ctrl+drag selects a rectangle and Ctrl+click adds or removes one thing. A selected thing gets a blue ring. Acting on it: Del, or the new Selection box (Delete, Owner..., Clear), acts on all of it as one Undo step. A right-click on the selection offers the same choices, and Esc clears it. Delete: the map's own objects go into the bin. Planned ones are simply dropped. Owner: a planned wall changes owner as a whole, and Gaia's trees, mines and animals stay Gaia's. The status bar says how many were skipped. Houses snapping to each other: A building you click near another building moves flush against it, beside it or in front or behind. Its edges line up with the other's, and it turns to the other's angle. The ghost shows where it will land. It works against buildings (including fields and fences) on the map and ones you've planned. Trees, mines and units never snap. It leaves a 0.1 m gap between buildings, because the game's overlap check wants a hair of air. Straight Lines of trees, fences, or anything: Tick "In a line, every ... m" (default 8 m). Press where the line starts and drag to where it ends. The chosen entity goes down at the start and then every distance along, as a wall is drawn, and the ghosts show each place while you drag. Places the game would refuse are left out, and so are places where the same thing already stands. The status bar says how many were placed. It is one step to Undo, a plain click still places one, and Esc drops a line you're drawing. The distance is fixed from the start, so where the last tree lands depends on where you let go. I did it this way rather than stretching the spacing to hit the end exactly; say if you'd prefer that. Houses placed in a line don't snap to each other, because you choose the spacing yourself. Atlas error on MacOS: this is the same assertion as in 0.9.1 (wxArrayString::Index, from CinemaSidebar::ReloadPathList). It comes from Atlas with wxWidgets 3.2 on MacOS and appears on every map, please continue past it. Nothing in Mercator causes it. The walls loaded this time, so the 0.9.1 player fix held. Upstream's fix would be a case-sensitive search in that one call; I can draft a report for 0 A.D. if you want one.  
    • Haven't you read the Release announcement for Release 28 on the website? There it is explained clearly: May I ask you why you haven't asked this question in the corresponding thread? It doesn't fit here.  
    • Would it be possible that you copy the title into your post and change the title to sth. like 'Change default formation'? Then it may be found better by other searchers... --- See also the corresponding FAQ chapter: How can I get units to move as individuals and not in formation?
    • For unit ranks i think you could have something like Basic: No shirt, pants or loincloth. Plain shield Advanced: Simple tunic without pants Elite:Simple tunic with or without pants, cloak, painted shields. Champions: Torcs, finer tunics with pants, finer cloaks, painted shields.  Perhaps headdress or some kind of leather/cloth armor for champions too.
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