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OK, and now including a simple colour legend on top. Thanks @wowgetoffyourcellphone ! R28 is for Version 0.28 and R29 for the new SVN version 0.29 (nightly build). Looks like the internal mechanisms changed. There is also a little user and maintainer documentation. modiomod-documentation.md modiomod-r29.zip modiomod-r28.zip
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How do I specify which one it should use when building? Actually, I think I figured that out...
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@Ultimate Aurelian, just after having a very fast look at that: -"Shield: Hoplon": the term is not hoplon, but aspis (which you used somewhere else). -"Peripteros": this does not mean temple (that's naós*), it's an architectural style. -"Epiteíchisma": this is not any fortification, but one built in enemy territory**. -"Only rams": some guys with a log? The first recorded Greek battering ram is from 427 BC. *Are naós and naûs related? https://www.labrujulaverde.com/en/2026/02/is-a-greek-temple-actually-an-overturned-ship-a-new-theory-revolutionizes-the-origin-of-classical-architecture **That's why "epi" is used. Just fortification would be "teíchisma" (literally "walls", the whole "fort" could be called "phrourion", as in vanilla). You also have proteíchisma (what you build before your fortification, like a smaller wall or ditch) or hypoteíchisma (counter-walls).
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Hmm I think I fixed that by using brew clang rather than apple clang for spidermonkey
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But, it could just check what mods you currently have, and see if there is a newer version on modio. You could still have to agree to update
- Today
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@wowgetoffyourcellphone absolutely - currently the script only provides a warning in the map description the user is highlighting if the colour is grey, yellow or red. Difficult to find the space in this densely populated window. May be we should shorten the list output to fewer lines and provide a one-line legend? At the same time there could be more space underneath to show the mod description in full (gets sometimes truncated). My concern is only that the modio.mod is a small convenience helper function only, and integrating it into the game should not trigger a major redesign of the mod.io interface code. @Asher I do agree - but I am afraid this would mean preloading mod.io data whereas currently, the user has to agree to the conditions and the connection first and then intentionally start looking at what is available.
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Would this just be in the download mods page? I think it would be nice to have the update checker in the main mod page
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Hey, so just tried building it again, and ran into a spidermonkey error again 0:00.67 checking for target linker... 0:00.67 DEBUG: Executing: `/usr/bin/clang -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX26.sdk -mmacosx-version-min=10.15 -std=gnu99 --target=arm64-apple-darwin -Wl,-ld_classic,--version` 0:00.67 DEBUG: Executing: `/usr/bin/clang -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX26.sdk -mmacosx-version-min=10.15 -std=gnu99 --target=arm64-apple-darwin -Wl,-v` 0:00.67 ERROR: Failed to find an adequate linker *** Fix above errors and then restart with "./mach build" ERROR: SpiderMonkey build failed
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A small ledger telling what the colors are would be nice.
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[Part III] Faction: The Archaic Hellenes (776-480 B.C.)
Ultimate Aurelian replied to Zophim's topic in Aristeia
here is my old Archaic Greek design, with some updates (i have a couple unpublished civ designs) -
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
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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 for Alpha 0.26 - 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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