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mkstelenaaat joined the community
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Interesting; the mythical heroes were really bothering me. Do we have anything—even if just names—for the Minoans? As for the Egyptians, I haven't changed anything; I think it would be interesting to discuss them within the context of the discussion on this civilization.
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Looks somewhat like the premake bootstrap script runs git tag to get the version and as such breaking the build, guess you can add any commit on top of the tagged one and rebuild premake and you should be good, please also file a bug on gitea if that is the case.
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For Mycenaean heroes there are three options in my opinion: 1 use the (poorly documented) mycenaean figures we know: https://en.wikipedia.org/wiki/Enkhelyawon https://en.wikipedia.org/wiki/Attarsiya https://en.wikipedia.org/wiki/Tawagalawa_letter 2 mantain current mythic heroes 3 generic archetypes (Wanax, Basileus, Lawagetas....maybe religious hero) For mythic heroes we have detailed descriptions of their equipment (although keep in mind Homer mixes elements from bronze age and the later geometric period): https://www.salimbeti.com/micenei/armour5.htm https://www.salimbeti.com/micenei/shields4.htm https://www.salimbeti.com/micenei/helmets4.htm The mod's Egyptians seem to be based Saite period but with some New Kingdom heroes and Sherden guards , perhaps could be rework around a specific period. New Kingdom is of course more popular; although i find the Saite period to be interesting (mostly due to how little known it is, and because of their interactions with classical civilizations like Greece and Persia).
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Debian 13, build v0.28.0 Steps: 0. + Install Dependencies from BuildInstructions sudo apt install build-essential cargo cmake curl libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.2-dev libxml2-dev llvm python3 rustc subversion zlib1g-dev cargo install --locked cbindgen@0.29.0 1. git clone --branch v0.28.0 https://gitea.wildfiregames.com/0ad/0ad.git 2. libraries/build-source-libs.sh --with-system-mozjs 3. ./update-workspaces.sh --with-system-mozjs Premake version: 0.28.0 Requires Premake 5.0.0-beta5 or later Premake compiled, but libraries/source/premake-core/premake-core-5.0.0-beta7/build/bootstrap/Premake5.make specifies the version as -DPREMAKE_VERSION=“0.28.0” instead of “5.0.0-beta7”.
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I have found some of the guides, but they are incomplete or scattered, I mean, it is not as clear as I would wish. For example, I could not find any guide on GUI modification, the only guide I found was about creating an unit and I want to create complete factions. Thank you for that, it will be very useful.
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Just in case, it seems the colours are flipped here? On the left, "command" is red (as I guess would be more appropriate), while on the right it's reversed: For a description on this stuff, Xenophon's Cyropaedia is a nice resource. Just a quote for a Xerxes idea: "purple tunic shot with white (no one but the king may wear such a one)". Regarding other preferred colours: "he had had a great many made, with no stint of purple or sable or red or scarlet or crimson cloaks. He apportioned to each one of his officers his proper share of them".
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@Eilat I recommend you to have a look at the game Earth 2150. It's near futuristic war and the way it deals with supplies is great, the best I've seen yet never found it in another game. Size of maps shouldn't be an issue if you concentrate on particular missions as part of a larger campaign map, for which there are also projects around.
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Creating large maps is easily done by importing a large sized heightmap, I’ve done it many times, the scale far exceeds giant size.
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Also worth noting that if you scale everything to a factor two, your map is twice as big
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I'm considering only the base game—specifically the Atlas map at the "Giant" size—but we can still remove the map's circular boundary, which gains us a good amount of extra surface area; I don't think we lose much compared to *C&C Generals*. I've never tried it, but I believe map size is a limitation related more to performance than an actual limit of the engine itself.
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Do you have any specific information about this? Actually, I’ve created maps larger than the ones in the game, but I haven’t tried playing on them yet because they were made for Hyrule Revival.
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There are certainly plenty of challenges, but I still want to give it a try. The map is actually the aspect I'm least comfortable with; in reality, I could create maps many times larger than "gigantic," but crafting the terrain for them is truly exhausting, and it seems to impact performance as well.
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Creating mods about exactly that, advancing and developing things normally within the limits of what is expected in a game, besides that I disagree about map sizes, normally the maps in 0ad don't go to maximum capacity of the engine. Wait and see, don't say something is impossible unless you've already tried it and seen that it really isn't possible. In that case, it would be interesting to hear about their experiences and gain some knowledge from them.
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I dont think 0AD engine is well suited for 21st century warfare. Maps are too small and 21st warfare is way more complex than 0AD warfare. You'd have to add drones (both recon and suicide) that means implementing some degree of AI behaviour + jamming mechanics + an implementation of data-link. Weapons like heavy artillery (CEASAR, HIMARS) would be : 1 very hard to balance, 2 not well suited for such smalls maps (portable mortar would be ok i guess). Also you'd have to think about AA defences, radar mechanics, MANPADS, and "modelling of missile behavior" --> implementing some simplified state-space model + control laws like in War Thunder. etc etc... Maybe what you can do is focus on late 20th / early 21st century asymmetrical warfare like the French war in Mali ? Or do a CQB based mod (which implies huge assets developpement) like 6 Days in Fallujah
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Infantry fighting vehicle on the move A quick update on The Great War mod regarding tracked combat vehicles: as someone who values detail, I prioritize realistic movement. The models now kick up dust and smoke from the ground, leave track marks on the terrain, and of course, feature a powerful, aggressive engine roar. Recording 2026-09-23 144500.mp4
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Civ: Achaemenid Persians
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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Civ: Achaemenid Persians
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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A good starting point is to download a mod, analyze what each component does, preferably using Visual Studio Code or a similar program, understand the folder structure, the XML standards, image formats, etc.I have good news, we have a community mod started by Stan about World War II using models from another open-source game.https://github.com/0ADMods/pyrogenesis-1944 That would be a great start; download this mod, update to alpha 28, and try getting the French Civic to work, for example. We have manuals for mods, and almost all questions have already been asked in the forum, which is a good place to do so, but if anything new comes up, feel free to ask here. Also, as mentioned above, there are now AIs are relatively good at small tasks for the average user, but I advise understanding them beforehand.
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I’m honestly not an expert developer myself and rely heavily on AI for reference, so if you have specific questions, AI can provide quick answers, alongside the advice you get from the forum, of course. This mod is still in its early stages, so I’m not sure how successful it will be.
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Essential Strategy started following Modern warfare mod
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Hello, good work. I got attracted by 0 A.D. because of modding capabilities. I want to bring to life a project I did for a game called Rusted Warfare RTS. It is about WW2 and i think everything I need is possible in 0 A.D., without several limitations on the engine and liceses I had in the previous game. The thing is I am strugling a bit with modding, as there are not clear or complete guides nor tutorials for modding the game. I tried to ask where to start before in this forum, but responses were not very helpful... I would thank you a lot for any help.
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