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Would you want to help with adding the script to turretholder.js that ejects units on destory?
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Marian Reforms (Romans) General Discussion.
Thalatta replied to Lion.Kanzen's topic in Gameplay Discussion
I guess because changes happen incredibly slowly... Hopefully the game will progress from being historically themed to be historically based, and maybe one day even historically accurate -
Again thanks to @Silier for this great little mod and the idea behind! Not being a SW developer, I asked Claude to help and adapt it to 0.28. Here it is. I also have the version that is said to be working with SVN (currently 0.29) but still have to test it. If it works I will provide it as well. Again - this is not a professional solution and I apologize for using AI help. What I do appreciate is that the change doc created includes the what and why it was changed. I would suggest to include this little feature into the game itself. Here's the exact logic for colour code per line in the mod.io list (from getModIOColor() in the file): Gray — the mod.io listing itself is invalid (the engine rejects the mod entry, e.g. broken mod.json on mod.io's side). You won't normally see these unless you uncheck "Filter valid mods," since that filter hides invalid entries by default. Red — dependencies not met: this mod requires another mod (or a specific version of one) that you don't have installed. This applies whether or not the mod itself is installed. Yellow — installed, and a newer version is available on mod.io than the one you have. (This can only apply to something you already own — the check for "update available" only fires if it finds a matching installed mod.) Green — installed, dependencies met, and your installed version is current (no update pending). White (no color) — not installed, but otherwise valid with dependencies met. The order matters — it's a priority chain, not independent flags: gray beats red beats yellow beats green beats white. So a mod with an unmet dependency shows red even if you already own it and it's up to date; only once dependencies are fine does it fall through to yellow/green/white. One more detail: selecting a mod also shows text warnings in the description panel independent of the row color — "(Warning: Dependencies might not be met.)" and "(Info: Update is available)" — driven by the same areDependenciesMet/isUpdateAvailable checks. modiomod-r28.zip modiomod-changes.md
- Today
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Marian Reforms (Romans) General Discussion.
Arup replied to Lion.Kanzen's topic in Gameplay Discussion
why's this still in game bruh this shi is fake right? there's no historical evidence that marius really revolutionised the army or whatever -
Could that funciton possibly be integrated into the new vanilla version? It was quite handy... here is the link: https://mod.io/g/0ad/m/modiomod#description made by @Silier - and i am most grateful for it!
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Duileoga started following Your 0 A.D. Screenshots
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It looks great, but it seems like it stopped receiving updates a long time ago.
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Post your issue here or another thread, if I know how to help, I will. If not, someone else will probably
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I was planning to do a PR, but I couldn't get the game to build on my device. Do you want to help me, @Atrik?
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Certainly, thank you.
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It reminds me to do something with: https://github.com/AlexanderOlkhovskiy/0ad-space
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Civ: Germans (Cimbri, Suebians, Goths)
Ultimate Aurelian replied to wowgetoffyourcellphone's topic in Delenda Est
Perhaps theyre suggesting this hypothesis? https://en.wikipedia.org/wiki/Nordwestblock -
@razieve thanks for reporting this. I can confirm this is a ModernGUI bug on the development version. A condition was poorly written which created this ghost foundation in some edge cases. It will be fixed next time I push my local work. In the meantime you don't have to worry about it affecting your game. This foundation placement doesn't consume any resources, nor creat any obstruction of any kind. Basically it doesn't affect anything, but you can still delete it to make it disappear. If you want, you can also enable 'global queue' feature to make this work, where builders will start building the foundation once the required resources are reached.
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Sounds like something that should be handled in vanilla and not require mods to implement the logic. You should open a issue for it, I might pick it up myself. If you do, attach a dummy template of boat with turret point to make the testing easier. Or if you can't wait next release and you just want to do it yourself, please open a PR on main repo that would be most useful.
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Abnormal behavior related to immortals and walls
Atrik replied to Hexereticdoom's topic in Bug reports
Yes I did fix this bug with @Vantha in #8652. - Yesterday
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Abnormal behavior related to immortals and walls
guerringuerrin replied to Hexereticdoom's topic in Bug reports
This is a known bug. I think it was fixed here for the next release here: Issue #8651, PR #8652. Perhaps some dev can confirm it. -
Atlas simulator switch player
Grautvornix replied to lilypoppy's topic in Applications and Contributions
That is excellent news!!! Looking very much forward to that! -
Can I use your forum email to put you in touch ? no need to share it publicly
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Horn Player Needed?
wowgetoffyourcellphone replied to lmat's topic in Applications and Contributions
@OmriLahav -
lmat started following Horn Player Needed?
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I am a professional horn player and I love 0 A.D.! I heard a track with MIDI horn and thought I would volunteer my services. I have two horn performance degrees and practice a good deal. I don't think submitting an "application" (as detailed in the sticky post in this topic) makes sense because I'm not prepared to volunteer 10+ hours per week. Let me know if I should be going somewhere else to volunteer my services! I have large- and small-diaphragm microphones, a good recording space, and I use ardour for editing and mixing. I have mixed many tracks in the past, and am very conversant in digital audio manipulation and digital audio workstation concepts and practices. I'm also a software developer, and very technically inclined. I also play cello and classical guitar...not quite as well as horn, but 0 A.D. music doesn't tend to be technically demanding, so I think I could make excellent-quality submissions on these instruments if it would be helpful.
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Abnormal behavior related to immortals and walls
Stan` replied to Hexereticdoom's topic in Bug reports
@Vantha transform.js bug ? -
If you let @trompetin17 cook we will have Atlas in the game, so the whole UI will be moddable I won't spoil unless he wants to so i'll let him post screens.
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Carthaginiam elite mercenary Gaul cavalry uses a variety of helmets that are too late for Punic Wars. I'd suggest adding the same Montefortino helmets as the advanced mercenary Gaul cavalry (with elite version being distinguished by mail armor). Also i have noticed some of the Alesia helmets are made of bronze, my understanding is those later Celtic helmet types were only made in iron.
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Atlas simulator switch player
Grautvornix replied to lilypoppy's topic in Applications and Contributions
This is certainly a workaround. But I believe we might need a slightly revised Atlas GUI at some point. Would Vibe-Coding be acceptable at all? (I am not a software developer). I'd give it a try using Claude Opus 5 on an isolated branch privately and see what can be achieved.
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