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  2. Imagine if people came along and did a complete overhaul of 0 AD to adapt it to the type of battles we've seen in Total War. The big problem would be the strategic scenario.
  3. Lack of volunteers and manpower. If people of our generation dedicated themselves more to creating than consuming, we would have more people volunteering.
  4. For the Hittites they could have a better ram than the log; although Hittite rams were probably used to strike wall ramparts rather than gates (and so were the assyrian tower rams). https://www.academia.edu/23917712/Ancient_Near_Eastern_Battering_Rams_Questioning_their_Penetrative_Power_and_Target_Location The description seems to suggest an actual complex siege engine. Siege towers are also mentioned in the same siege. No further description, but it might have resembled the rams in earlier levantine seals (Assyrian ram might be good enough placeholder). https://www.researchgate.net/publication/42091652_Representations_of_battering_rams_and_siege_towers_in_early_Bronze_Age_Glyptic_Art
  5. Today
  6. @AsherOh! Indeed, you are right! Here is an update correcting this behaviour as well. If you could test it, please? (on my R28 and R29 installations it seems to work) modiomod-r28.zip modiomod-r29.zip modiomod-changes.md
  7. Maybe I should have said it differently. The filter compatible mods was on, but it was showing r28 mods in red on the list
  8. This appears to be not on error on the modiomod but the database itself prevents compatibility as it seems. These mods claim compatibility for 0ad=0.28 hence indicating that they are not compatible to 0.29. You can even download them but it is not possible to activate them. The change must occur in the mods themselfves, e.g. by their author. I am not sure if changing their mod.json would make them compatible...this might not be a task for the modiomod. Amended the documentation accordingly (cf. section A.4. modiomod-changes.md
  9. @wowgetoffyourcellphone Here is the response by Claude: "This one I can answer with confidence, and it's a no — not a matter of GUI/JS effort, but an engine-level wall. I read ModIo::ParseModsResponse() in source/ps/ModIo.cpp, which is the only place mod.io's API response ever enters the game. It explicitly whitelists which fields get copied out of the JSON into what JS can see: name, name_id, summary, version, filesize, the file hash, the download URL, and the dependency metadata blob. There is no logo/thumbnail/icon field parsed anywhere — I grepped the whole file for "logo", "thumbnail", "image", "icon", "texture", "sprite" and got zero hits. It's not just an oversight, either. The class's own header comment spells out a deliberate security boundary: "we only allow mods to download one of the mods returned by this class (using indices)... [so] a malicious mod [can't] use this to download arbitrary files." StartDownloadMod() only ever downloads the one signed mod zip a user explicitly picked — there's no general-purpose "fetch this URL" capability exposed to mods at all, which a thumbnail fetch would need. So this would require: parsing the logo URL in the engine's C++ (currently absent), a new download path distinct from the one deliberately locked to signed mod packages, and a way to load an arbitrarily-downloaded image as a displayable GUI texture at runtime — none of which a data/GUI-overlay mod can add. modiomod only overrides .xml/.js files inside the existing VFS; it can't ship or patch engine C++." I cannot assert correctness or not but it sounds plausible, unfortunately. @Stan` Could you please have a look at, or comment this? (not downloading from mod.io more than exactly the mod itself is intended as a security feature) Thanks!
  10. Yesterday
  11. 1 problem, the r29 version is checking depedncys for r28, so most are red in the download mods page
  12. Mod.io asks the modern to include a thumbnail image for their site. Perhaps the download page could pull those images.
  13. With "hidden" I meant to make them both invisible and intangible to the enemy. Hopefully that'd fix everything.
  14. It's fixed for noobs. You can just hold H and then the cav just makes some jerking movements and stays. But don't tell anyone. In this clip I was able to prevent a group from attacking by placing a foundation under them. This should be fixed imo. foundation_attack.mp4 There is also the possibility via a mod to place a lot of foundations near a fight. Each foundation could tank a arrow and cost nothing if not build. Would be very obvious to see though.
  15. @Asher Thanks! That would be awesome! (plus you would have a look at the code of course as well I hope )
  16. @Grautvornix, I could try implementing it, if you want. I don't think it would be that hard
  17. @wowgetoffyourcellphone wasn't aware that mods have thumbnails, except delenda est which is far more than just a mod Here are screenshots of the download screens as a referncee and to orient where an how we could place the thumbnails: This is the mod.io download screen (on R28) indicating which mods are already installed (green), and which of the installed mods could be updated with a newer version (yellow) And this is when the button "Filter valid mods" is disabled. All mods are shown and thos not compatible and not installed are shown in grey.
  18. I actually wish this page would show the mod's thumbnail.
  19. I think a lot goes against the current gameplay. The diaspora from the market gets shortcut. It is possible with a workaround: The enemy can capture buildings in one players territory. The ally could capture it back and have a small territory to start from. This is a very useful, rare and fun mechanic. I like it in this form as it is. This way, as a team, one can have more dense towers. This may result in the border player placing their fields at the pocket player and the pocket player placing their military buildings at the border player. The current movement mechanic gets disturbed. The civilians wouldn't need to flee back and the military from the pocket would already be at the front. Making attack timing very different (worse). But what I'd like: If you could just place a building foundation at the ally from your cost, it belongs to your ally and (maybe) is of his civilization. Often times a player gets attacked always from one flank and he wouldn't place a tower there. Then one sends them the resources and he could build it. Same for barracks, forts etc..
  20. Not sure, Ill look into it, but probably not easily doable.
  21. Hello Bennett and welcome to the community, those are interesting thoughts! Thank you for sharing them! Indeed, snapping of Walls to other objects e.g. Walls of allied players would be great. This paragraph ignores the Team Bonuses, which would be strategically enhanced by your idea. I think of it as a social problem that shouldn't be limited by technical solutions. I like the idea of having the possibility to build only a small amount of buildings (quality or quantity) in allied territory. To be honest, it would be easier to read, if you would use the 'Numbered list' function for numbered lists as well as paragraph spacing for new paragraphs. But that note from me should not influence my thoughts on your ideas.
  22. Well, using something like Claude code you can provide a local folder with local git and you don't need to upload anything. Claude would work on your folder directly (it is said to save tokens as well ).
  23. Ideally, after placing ladders beside walls, they would let you post (wrongly called "turret") your troops slowly on top of enemy walls. In the meantime, having a tech that gives a wall capture bonus sounds actually reasonable and uncomplicated for the time being. One would then just post troops on them and unpost them on the other side. EDIT: can that actually be done? Give a capture bonus ONLY for walls?
  24. This is indeed just a conceptual study (hence the documentation so devs can understand quickly what was done and why) and it appears to work. I'd be delighted if we could integrate it into the main game at some stage. So far it works ok as a mod, I just don't know how I could push that into the game myself (I do remember the controibutor must be registered and most of all, he needs to understand and be able to explain his code, which I cannot). And frankly, this is such a tiny function that we should not devote too much energy into and instead focus precious development time on more important things. Bottom line: if it s is simple to iuntegrate, go for it, if not, leave it a mod.
  25. I got the A24 version working by following the install instructions carefully. For Atlas, just open the .pmp file from the scenario folder.
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