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  2. It is an open source game using creative commons. Granted the whole topic of AI copyright is a huge gray area right now; so having AI images in the official game might potentially cause issues with license in the future (IE some companies start claiming ownership of content generated on their AI, or some countries might even consider AI images copyright infringiment).
  3. The Suebians currently still have 1000 A.D long ships. I'd suggest giving them the same models as the Cimbri already have.
  4. Today
  5. And I have indeed many times contrasted the views of different experts and given my own thoughts, of course based on properly acquired knowledge, and even experience (as was with Sasanian archery, it's easy for me to notice details as a practitioner of the sport), so, as usual, what you say falls pathetically flat. But to plainly state what you should have learned in elementary school: if you don't read, you end up being an ignoramus that writes things like "ideaology" and lacking the mental equipment to properly think, producing just biased, uninformed, and irrelevant personal opinions. Advice: stop embarrassing yourself.
  6. I know nothing about that but only the result count. If it work and it respect the security rules and compatibility. no reason to think is bad.
  7. If you simply like to copy and paste authors' visions without questioning them, then yes, read as many books as you want. But reading isn't necessarily thinking. I didnt get the topic of comparison table with this topic. I'm not against have woman heroe, i'm against the list proposed. they are not significant
  8. Gates are walkable objects. The problem is more making the pathfinder aware of bridges. Also boats would not be able to go through anymore.
  9. I think it might be worthwhile to try to get bridges implemented as map objects at least, as a proof that we can make walkable objects work in the engine. Then figure out how to allow players to build them (if we'd even want it; there are a ton of possibly confounding edge cases).
  10. Once or twice a year, somebody appears and says women should wear more clothes, then they vanish quickly. (Shills for big textile industries?) Gotta give it to @NotReallyHelpingHands, they're more persistent then the usual troll.
  11. Yesterday
  12. Who knows, maybe he wants them more naked, more muscular, and more oiled
  13. Possible, that'd be something to have an AI look into if you want this implemented. Also note that for a bridge, pathfinding isn't really needed, so just to have the units "walk" across the bridge should be easy. Not really. That's a bit difficult, I've done it before tho: A: make the "bridge" a unit B: give it Build Restrictions like a regular building C: give it a unique "amphibious" passability class in passability.js D: work out any small details like cost and foundation and stuff.
  14. This would look goofy as hell :P. I think (hopefully) the engine can be modified to deal with these things properly, considering there's the Immortal air-walking exploit around right now, units walking on top of buildings shouldn't be impossible to implement, unless I'm missing something. In any case, and as I've mentioned before: prohibiting the positioning of pillars in deep water should be enough constraint (this allows a very short bridge over deep water). Going a bit chronologically, rafts pulled by a rope would have come quite early (a much later version of this was apparently used by Hannibal to ferry his elephants across the Rhône). Wooden walkways in shallow water were made from at least the Neolithic. In the Bronze Age, stone bridges would be made to deal with uneven terrain (Arkadiko Bridge). Workers should be able to build all these things. To build pillars (from wood, later stone) on medium water, fishing boats would be too small and unrelated for the task, if anything I'd prefer the use of merchantmen, which were (obviously) cargo oriented, and were historically used for a variety of things (even warfare when needed). They could also be used for earlier Pontoon bridges. If a bridge was meant to be permanent, there were ways to allow navigation: either movable (pontoon) parts, or maybe simple enough for the game, enough clearance, since masts were removable and most ships were at most around 3 m above water, not counting later huge cargo ships, but soon enough the Romans would have mastered great arches.
  15. But maybe we could start something, we would just have to figure out how to allow building certain structures underwater. Also, is there any structure that units can walk on top of? I can't think of any
  16. @Asher darn! You are right! Walls can have gates, so why not have a gate under water for a ship to undercross the bridge? The animation could be challenging though...
  17. Good idea! With gates, units can go under, or turret on top. So, something similar could probably work for this
  18. I know this is a potential touchy subject most software developers don't like to see - but there are non-developers (like myself) who are not good enough in coding / SW developing to get a more complicated mod done: Now, If I specify and design and test a mod and ask an AI to code it - what does that mean? I'd like to discuss a few questions. Finally, it might be usefull to provide guidance to others what vibe coding implies in this specific case: The mod might be using some code of 0AD thus automatically inheriting the GPL v2 license. Do I need to tell which parts this refers to? The mod created by the AI should be checked by a tool like scancode (https://scancode-toolkit.readthedocs.io/en/stable/index.html) to avoid using accidentally, and not knowingly, other IPR. (AIs are typically trained with anything they can get including all kind of code repositories on the internet with various license models.) @Asher kindly provided a useful link for consideration (https://seisan.com/ai-generated-code-intellectual-property-ownership/) but frankly, this leaves quite a few questions open. If a tool like scancode finds some infringement, what can I do? rewrite the code manually? Only use the "generated" code it for myself but not publish it? If I contributed to writing the mod by creating the ideas, design, specs and test scenarios and finally testing it - just not writing the code - does that justify a partial authorship? What does that do with the "right to use"/"right to publish"? Questions I'd also like to have your opinion on are these: Would such vibe code be acceptable at all as game mod? Under which conditions? (e.g. state how the mod was implemented, state any known dependencies etc.) Would it help offering instead of the actual code only its design documentation and a few screenshots as an inspiration to actual developers should they want to implement such a function? Would it make sense to provide issue reports of game code identified by the AI when implementing the mod ? Sorry for the long text, but I'd really appreciate your input and opinion on these subjects!
  19. Oh no! Here I am again with another crazy concept how we could implement bridges (sorry I don't give up ) Bridges could actually be walls with the turrets being the bridges pillars (appropriate art still to be designed. Like building that surface during the build process, the bridge could survface from the water until it reaches a certain height above seal level. They can onyl be built in shallow and possibly medium shallow water. Building is done using fisherboats (animation needs to be invented). Bridges cannot be undercrossed by ships. Briges can be destroyed by siege engines and by war ships Now the most difficult and special thing: Bridges can be crossed by individual units one at a time if we garrison them onto the bridgehead, then they would automatically move "sideways" along the wall from position to postion (if I remember correctly, walls have garrison positions), from segment to segment, until they reach the other side where they are automatically ungarissoned. there could be simple wooden bridges (cheap) only for infantry and civilians, and more expensive/wider wooden bridges also for cavalry, and heavy expensive stone bridges (you would afford only in special conditions) able to transport also siege engines and elephants. I would like to do some testing using standard walls and sideways "movement". It will look clumsy initially but we might eventually find a way to generate the right animations. Gameplay-wise, bridges can serve as bridges, but also as barriers to protect a river mound or the space between islands. Their high cost may prevent unconditional use though. Again, I'd be curious to know your thoughts on this!
  20. Is there an easy way to see if techs are working?
  21. That would be awesome! My core interest in this it to get a tool running for myself, and if it works, I am happy to share it. I do hope this issue can be solved. I have more tools in the pipe (a simple keyboard visualisation mod, finished, showing to dudes like myself where the game hotkeys are on my particular keyboard also as a reference in-game), and I also have created a python-based map validator/converter (based on Stan's scripts and other infos I was able to gather) that takes a newly created Atlas map, or an old map, highlights issues and allows fixing them, and finally converts it into R28 or R29 (under test). I would also like to look into trying to introduce a mod testing sideways movement of garrisoned troops along wall segments to the point of attack, as well as a selling-back mod for ships/buildings and siege engines once you destroy them yourself. While I do acknowledge that real software development is a serious task and requires a lot of knowledge (I don't have) and certainly a lot of effort, vibe coding is fun as well (and it still needs a bit af creativity and energy in definition and testing). Hence I would really like to know if and how I can share such results safely (even without a license if needs be). The least we could probably use this for is to test mechanisms and concepts - so that we can obtain a spec and an "inspirational" design for real devs if they wanted to implement it in reality.
  22. So, the human authored parts can be copyrighted, but any of the modified parts by ai, can't be. I am not very familiar with coding js with 0ad, but maybe someone else would be willing to help
  23. Thanks, will have a look! As the mod is re-using/modifying some of OAD's own scripts, shouldn't it inherit OAD's license GPL v2 anyway?
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